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Jason said Dear Pilots,   Good news on all fronts this week as we continue our march towards completion of Battle of Normandy and ramp up work on Flying Circus II. We hope to have some

more news  mmmmmm Dear friends,   So, here is the new year 2021! Like anyone else, we're going to hope that it will be better than the previous one. However, for IL-2 Great Bat

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Hello Everyone!


Time does not stand still, just as work on the Battle for Normandy project does not stand still. Work is underway on various technologies as well as development of ground equipment, maps, aircraft and ships. As you know, the Battle of Normandy is an event most closely associated with the navy. And in order to reproduce some of these events, new types of ships and watercrafts will be introduced into the project. Along those lines, today we will show you a screenshot of development progress of the landing craft LCI (L) (Landing Craft Infantry, Large). This is a specialized vessel designed to land infantry units directly ashore, for which it is equipped with two gangways, on both sides of the bow.




And because Battle for Normandy is a project about combat aircraft, you are waiting patiently for news about the progress of aircraft in development. So here we have something new to show you today! It is the cockpit of the Hawker Typhoon Mk.Ib fighter-bomber. These screenshots were taken in the game world. Work on this aircraft is entering the final stage, and we plan to give it to everyone who pre-ordered the project at the very beginning of the summer.





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Dear Friends,


As some of you who frequent our forums already know, Jason has recently announced that we're developing a new tech called DVD and invited you to guess what that actually means. There were different guesses and some of them were near misses. The answer is, DVD means Dynamic Visual Damage. In a nutshell, it places an impact mark where a projectile hit.


Among the many neat possibilities this tech brings, the size of the mark corresponds to the caliber of the projectile and/or explosive power of the shell if it was of the HE variety. They also look different depending on the material the projectile hit - whether it was armor, thin metal, or not a metal at all. There are also separate marks for ricochets of high caliber armor-piercing rounds. The look of these marks is thoroughly prepared by our partners at Digital Forms and is based on real-world photos of combat damage on different objects. The marks placed by this tech are not simple 2D textures - thanks to modern graphical techniques they have visual depth. Even the penetrations can look different such as near penetrations when the armor (barely) stopped a projectile. We concentrated on making these marks as realistic looking as possible.


All in all, we think this new tech would make the visual part of the damage system much more interesting and appealing both for aircraft and tanks. Tanks will be adapted first and then aircraft. It is a long-term project that will take several months.


Please be aware though that this tech is visual, it doesn't affect the physical interaction between the projectiles and aircraft and tank parts or systems. We're working on the improvements in the physical damage system as well, but we'll tell you more about that later. 


Speaking of this new DVD tech, we must note that due to ever complex issues of graphics performance and network traffic and stability, there are some limitations to what can be done. This may be apparent in some rare cases, but we have to mention them. In certain 'critical' cases the mark may not appear or a wrong mark type may appear (like a visual penetration when there was a near penetration in fact). There is also a limit to the total amount of marks that can be placed on the object. In multiplayer, you'll see the marks on your aircraft or tank, but you'll only see the marks on other player aircraft or tanks that appeared when they were in your view. To alleviate this limitation, we added a special transmission of the most recent marks to other players even if they were looking the other way.


Because of these compromises, the DVD tech doesn't replace the current visual damage system completely. The current system of visual 'damage levels' guarantees that every player in a multiplayer environment will get the visual cues on how badly a certain object is damaged. DVD is designed to enhance the existing visual damage system and we made every effort to make them work harmoniously during its development. Nevertheless, in multiplayer you'll see the marks on your aircraft and the marks on your opponents’ aircraft - which is the most important and critical application of this tech. If you saw the hits of someone else projectiles on another player, you'll also see these marks.


The limitations listed above, however, won't undermine the improved visual look of the damage system the new DVD tech will bring. We hope we have found the sweet spot between visual quality with the least impact on graphics performance and multiplayer. To illustrate the new system, we would like to show you these WIP in-game screenshots. 







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Hello everybody,


Another week has passed and our work has moved another step forward. The Collector AAA vehicle, 25-mm automatic gun installed on the chassis of the GAZ-MM truck will be finished soon - the physical model of the truck is ready, as are the automatic gun animations and functioning, all animations of the chassis and the crew as well as gun ballistics and damage model are also done. The correction system for the gunsight that turned out to be incredibly complex kinematically is in. The unique audio and more detailed tech of the tires visualization and deformation are icing on the cake. All these elements have something new and are believed to be interesting for the end-user to familiarize with and learn something new. At the moment we're improving the visual look of the new vehicle, the texturing of the gun, and apply the new DVD tech we talked about in our previous Dev Blog to make the result the best.







Meanwhile, a part of our mapping department works on improving the railyards on the Rheinland map (Bodenplatte project). They aren't the most striking or shiny detail of the numerous cities on this map, but they do improve the overall visual look of the scene and make the landscape more realistic. This time we can show you the screenshots of the railroad structures in the cities of Cologne, Brussels, Bonn, Duisburg, Liege, Mainz, Frankfurt am Mein.








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Jason said

Dear Pilots,


Good news on all fronts this week as we continue our march towards completion of Battle of Normandy and ramp up work on Flying Circus II. We hope to have some pics of the first FCII plane, the Nieuport 28 soon for you, but today we’ll stick to WWII.


As you already know, We have several aircraft in development and the closest, actually very close, to completion is the Spitfire Mk.XIV which is currently in beta testing. Below are a few pics. This plane is a beast with its Griffon engine and shooting down Doodlebugs with it is going to be a blast. Speaking of Buzz Bombs, our V-1 is going to be treated just like an aircraft. It will have a detailed damage model, so you can damage parts of it like the wings, the pulse-jet engine, the warhead (boom!) or if you’re talented enough tip it over with your wing! More on the V-1 as we develop it this summer.  


Spit_Mk_XIV_01.thumb.jpg.3d37cc07795f02d9c2282fde01288438.jpg Spit_Mk_XIV_02.thumb.jpg.9a1ae6f636b37e804936608286f7fd8f.jpg Spit_Mk_XIV_03.thumb.jpg.2d1a89605dcd460dd5c587d72ec8ad20.jpg Spit_Mk_XIV_04.thumb.jpg.530679551a19619233259087c1b7d7f2.jpg


Next, we have some early pics of the very cool Me-410 ‘Hornisse’ and the Ar-234 jet bomber. The images speak for themselves. The Hornisse strikes me as the German response to the Mosquito no? Who do you think would win in a dogfight between a 410 and a Mosquito? Did they ever duel during the war I wonder?


Me-420_01.thumb.jpg.5e28c4c2e0c8bc7113aae23178865cad.jpg Me-420_02.thumb.jpg.2aa1acc6970c3a10e3ff306720137e20.jpg Me-420_03.thumb.jpg.edbef12bb4678eb39a8315d14d34087c.jpg Me-420_04.thumb.jpg.c7e9c11db64cf122b6a7ecdcfa149d96.jpg


Me-420_05.thumb.jpg.c4617eded7e0491ed98762e823d82a37.jpg Me-420_06.thumb.jpg.7f3ed4129ac7a15882df8c0030f2e9ab.jpg AR-234_01.thumb.jpg.51978d6e88e08e6eeaf4d747c20a1c24.jpg AR-234_02.thumb.jpg.3ca332c36f9e08fe4d37f2dad75eee36.jpg


.In addition to new planes, we have made some tweaks to some of our oldest, namely our 109 series. When we overhauled the damage system several months ago, we had to make a temporary change to the 109’s tail assembly to avoid a bug that caused certain parts to stay attached to the plane after other damaged tail parts had been blown off. All 109s other than the E-7 was affected. The temporary change we made was to fuse the vertical stabilizer and the horizontal stabs making them one part which basically tripled their strength and the likelihood of them ever coming off was three times less likely, so basically never. To remedy this, we needed the model team re-build these tails and make a new failure point in the vertical stabilizer (like on the E-7) and break up this fused tail into their proper damageable and detachable sections. Remember that before we did any of this, the 109’s tail assembly was the ultimate ‘kill button’, push it and the entire tail would come off, not just part of a stabilizer like other planes. Of course, you can also just blow off the elevators and rudder if you hit them right. 


In the images below you can see this new reality in action during combat. I shot off the vert stab and rudder in one image and the horizontal stab and elevator in another. This should solve the so called “109 concrete tail” phenomenon. 109 tails now behave like all other tail sections in the sim.


Bf-109_Tail_Fix_01.thumb.jpg.d74fcb042cc93c5e528f6c3320efde42.jpg Bf-109_Tail_Fix_02.thumb.jpg.4672b9ccbab7e36d15b8b2352d021a5f.jpg


Work on the Tactical Codes feature continues and although we don’t have them working on all aircraft and vehicles yet, the technology works great and the images below gives and idea of how it will work and look. It’s not totally final yet so final result may vary a little. Work on the Dynamic Visual Damage system also continues and is currently being applied to our tanks. When it’s perfected on the tanks, we will then work to apply it to aircraft.


Codes_01.thumb.jpg.fb4247b5766d5093a574a64b688b32d6.jpg Codes_02.thumb.jpg.8310a707fe692a4ba093f5189079bceb.jpg


Finally, in the next update we will include 4K skins for the Mc.202 and Ju 88 A-4 made by our talented partner Martin “ICDP” Catney. To celebrate this, I have made these interesting posters showing these new skins side by side. They make quite a colorful display. We hope to do this kind of graphic for all our aircraft eventually. Speaking of new skins, Martin is now working on 4K skins for the Spitfire Mk.Vb. This means both marks of Spitfires in Great Battles will now have 4K skins soon. The beautiful image below of the Macchi skins reminds me to say that I intend to make an Italian pilot for the 202 later this year. Similar to how we made the female Soviet pilot. The images below are 4K so you can re-size them and use as wallpaper is you are so inclined.


MC_202_S8_Poster.thumb.jpg.098ace4fc21bb330560f4a1996d31c63.jpg Ju-88_A4_Poster.thumb.jpg.c395bc65d4a0044e0594300f43222ca3.jpg


Mc.202 Poster Full

JU-88 Poster Full


See you in the skies and on the battlefield!


Jason and the Sturmovik Team

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  • 2 weeks later...

from an email

Update 4.6 Coming in April

We plan to release version 4.6 later this month assuming testing goes well. In this update, you will find an astonishing load of new content - Spitfire Mk. XIV for Battle of Normandy, Nieuport N.28 for Flying Circus: Vol. II and GAZ-MM 72-K AAA Collector Vehicle. In addition to these great war-winning machines, we’ll have many tweaks, improvements and fixes as usual - the most important ones are Tactical Codes and our new Dynamic Visual Damage already working on tanks, GAZ-MM AAA, P-51D-15 and Nieuport 28 (the rest of our 60+ aircraft will be gradually updated this year - it's a lot of work). Also included will be re-mastered 4K skins by our partner Martin “ICDP” Catney for three previously released aircraft - the Ju 88 A-4 (Battle of Moscow), MC.202 and Spitfire Mk.Vb Collector Planes. The so-called “109 concrete tail” phenomenon will be fixed - we have remodeled Bf 109 tails and now they behave like all other aircraft tail sections in the sim. Finally, for fans of Bodenplatte, we will be including improved railyards for 15 previously built towns and cities on the map. These will make juicy targets!

_72k_1_thumb.jpg codes_01_thumb.jpg
spit_mk_xiv_04_thumb.jpg n_28_01_thumb.jpg
bf-109_tail_fix_01_thumb.jpg n_28_04_thumb.jpg

Work on Battle of Normandy, Flying Circus Vol. II and the Sd.Kfz. 10/5 Flak 38 Collector Vehicle will continue full-blast throughout the entirety of 2021. The maps for both BON and FCII are also being worked on as we speak. 2021 will be chalk full of great new content and features like an improved Advanced Quick Mission Builder. More details to follow soon about that.

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