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Of course you can PM FT or Jabo and they will give youthe current info.
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Nope
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Center mounted is best I use a 150mm
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Great sevice from Miles he is going to send a replacement next week AND my shaky seat is on its way from Mother Russia
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Buttkicker, Banana and Oculus Rift.
Crash replied to Crash's topic in IL-2 Sturmovik: Great Battles Series
Wooot!!!! its on its way -
New Game Launcher, New Set Up
Crash replied to DD_Arthur's topic in IL-2 Sturmovik: Great Battles Series
Loooooong read Hi, pilots! And hi gasoline cowboys! Today I will tell you about changes in the new damage model (DM), which we are preparing for release in the near future. Daniel already mentioned it briefly in previous diaries, and now it is time to talk about the new DM in more details. Well, how many lances have broken in talks about broken wings in our community? That guns are “not damaging”, that the Pe-2 is “rock”, tails of Messers are “cut-glass”, the P-47 is "way too weak" and falls apart after a few hits, and many many other opinions, claims and expectations. To be honest, we ourselves have long wanted to double-check the DM of all aircraft and put things in order there, bringing them all to a common concept. As you remember, we already went into this river a couple of times when we changed the DM settings and tried to find a “middle ground” solution with strength and vulnerability. However, it was obvious for us that all these accumulated problems could be solved only systemically, and this would require a lot of time. Finally, this time has come. Firstly, from the very beginning we eliminated several fundamental limitations of the DM-core, which prevented us from moving on. This immediately “untied” our hands and allowed us to simulate combat damage to the aircraft structure much more flexibly. After that, a lot of research was conducted and several methods for calculating the damage of airframe elements from various types of ammunition were tried. The goal of this research was set quite ambitious (however, this is not the first time for us). We wanted to go away as far as possible from using the “game” settings of the DM, and use as many parameters and characteristics of the airframe from real life as possible. This work is not yet completed and right now the new DM is undergoing comprehensive testing (big thanks to our beta testers, and please take more ammo in the hangar!). Nevertheless now it’s becoming clear that the result of this whole work is exactly this one we really hoped for! The main news is that our new damage model now uses data taken from blueprints and technical documentation. Such as: the number of structural elements of one or another part of the airframe, their material and geometric dimensions. An engineer who sets up the DM no longer needs to invent anything and rely on dubious empirical data. Now everything is extremely concrete and objective: what figures from documents you put in the model, such resistance to combat damage you get. Our engineering team carefully collected all this data for all 59 aircraft in the simulator. This is a lot of work, and it took a lot of effort and time. But the result was worth it: now all the planes in the Great Battles have such a balance of vulnerability that they, with a very high probability, had in real life. In the new DM of the airframe, various types of ammunition “work” now in very different ways. Previously, their action differed in the settings of the ammunition itself. Now, the difference in calculation methods, which take into account the principle of causing structural damage in more detail, has been added. For example, armor-piercing bullets and shells make relatively small external damages on the skin commensurate with their caliber. They do not cause “large-scale” damage to the structure frame anymore, but they do hits like a point strike, hitting through a wing spar for example, or breaking a hinge of elevator or aileron. A broken spar, of course, loses its strength, that makes the wing more weak and leads to break it under the less G-load (this is not new in our DM, by the way). But now, using armor-piercing shells to make several damages of the spar in the same area, you need to hit it many times, depending on the spar dimensions and the ammo caliber. In the same way, in order to turn the skin into “rags” or to tear off the landing gear wheel, you need to shoot a rather long time to the particular part of the plane. In other words, firing armor-piercing shells will not be as effective against the airframe as before. The chance to get into the structure frame and break it is not great, and the skin is not particularly affected. Although, with enough desire and having the presence of a sufficient amount of ammunition, you can "cut" the airplanes apart with armor-piercing projectiles if their weight of fire converges and causes enough damage. Explosive bullets and high-explosive fragmentation shells are quite another matter. Only a few hits are enough (depending on the model of the projectile, its caliber, the amount of explosive) to make large holes in that part of the plane where you hit, and everything around it was cut with fragments. Managing such an aircraft will become quite difficult. It will noticeably lose its performances and become not a serious opponent in the battle. The structural frame will also receive “zonal” damage, mainly due to high-explosive impact. So now the effectiveness of this type of weapon against the airframe will be significantly higher than the effectiveness of armor-piercing shells and bullets. The skin will also get damages much faster than the structural frame. Thus, situations when wings or control surfaces fall off an airplane in a battle will arise much less often. To break the rear part of the fuselage by shooting will become very hard. Nevertheless, anything is possible. In addition, in the new DM, we eliminated the problem of inadequate damage to the airframe when firing at those parts of the aircraft that do not contain structural elements. For example, firing at an engine of a twin-engine aircraft or at its propeller spinner can no longer break the aircraft wing. Also, due to the improvement of the DM-core, the old problem of “extra” damages the airframe when the same projectile hit several non-structural collision-zones of this particular part of the airplane was eliminated. A HE shell also will no longer inflict damage on the structural elements of the airframe with its initial kinetic energy of the intact shell, we fixed it. The new damage model now correctly takes into account the type of material of the structural frame or skin. The same bullets and shells will cause different damage to duralumin, wood, or steel structural elements, making “virtual” holes of various sizes in them. It is important to mention that this work is about the calculations of damages, and the visualisation of the DM (textures and 3D-model) has remained unchanged. As you know, all our planes have three fixed levels of visualization of external damage for each part of the airframe. There are “light” damage (bullet holes and small holes from shells), “medium” damage (larger holes) and “heavy” damage (big holes on the airplane). Each of these three levels, switched in sequence. They have been painted by our artists as well as our community enthusiasts with attention to detail for each aircraft. The new calculations in the DM will now switch these three levels of visual damage, taking into account all the features of the action of various types of ammunition and the damage they cause to the skin, which I mentioned above. Thus there is some improvement of DM visualisation too. Because of this new DM fine-tuning the variety of our existing damage textures has improved. They were not properly being expressed in the past. Because of some bugs and errors, parts of the airframe would fly off or fail and a level of damage it should have shown prior to that was skipped or rarely seen. Moreover, there is another improvement of DM visualisation. The visual effects of hitting the plane (sparks, wood chips, etc.), as well as sound effects, will now depend on the part of the plane in which the projectile hit. Even when shooting at the same part, for example, on a landing gear wheel, one can see different effects of hits - sparks from the wheel’s disk (if the disk is metal) or a cloud of “debris” and “dust” from the tire. Also our online players, I think, will be pleased with the news that we found and fixed a bug of no sounds of hitting an airplane in multiplayer (dear God we hope, we hate this problem!). For sure, making such a large-scale work to improve the DM of an airframe, it was reasonable to take a look at the other areas of the DM. Firstly, we slightly changed the settings of the combat damages of an engine from various projectiles. This was only a preliminary step, and I think that in the near future we will conduct an equally thorough review of the DM for engines and various aircraft systems: control systems, fuel systems, onboard weapons, etc. Secondly, we rechecked the data for all types of bullets, shells, missiles and bombs in the game, such as armor penetration characteristics, high-explosive and fragmentation characteristics. Many tests were carried out and many inaccuracies and bugs found were corrected. As well as significantly optimized performance algorithms of DM. The results of this work will affect not only aircraft, but also all other game objects: ground vehicles (including detailed tanks), ships, buildings. The common model of high-explosive ammo was substantially improved. The penetrating explosion (inside the object) has become much more effective than the external one. A model of a "random" fragment for distant explosions was created, which takes into account the distance from the epicenter, the dimension of the target, and of course the type of ammunition. As I wrote above, at the moment the new damage model is undergoing final testing and debugging of core-settings. We are looking forward to completing this work in a couple weeks. And we really hope that the result will delight you and bring you many new positive emotions from playing the "Great Battles". This is invariably our top priority. At the end I'd like to accompany this boring long-read text with some interesting pictures. Here are the first WIP screenshots of the first Battle of Normandy aircraft - P-47D-22 Razorback. It's a big deal since this is the first time we show you something from this newest project: -
I have a problem. The USB socket on the sensor has broken I have mailed Miles and am waiting a reply.
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Only just discovered this. SHIFT+N turns off RPM limiter (Limited to approximately 25% of full power, some vary.) I never used the limiter before, didn't encounter it on any aircraft (except, oddly the P40) and don't recall ever having to disengage it for every aircraft until recently. Was it part of the last update? Can it be applied to individual aircraft and adjusted in .cfg file? Where is it in the file? What is the file name? I would want to set it on, but at the point of maximum continuous or combat power, and then limiter off for WEP (war emergency power), pushing through the gate for that last 10-15% of power for short periods. It might stop me from accidentally destroying my BMW801s etc, by running them at max power for too long! Answer t's been in the game for years and is tied to the Normal realism setting. No
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The setting up is confusing for me. There is now an audio assist for setting it up but its completely different to the PDF, and it now appears that I have to have DCS running with me in the cockpit and no menus open. This grabs the curser and is makeing life awkward.
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New Game Launcher, New Set Up
Crash replied to DD_Arthur's topic in IL-2 Sturmovik: Great Battles Series
More Dear friends, The work on the Normandy module is at an early stage, but of course, this doesn't mean you'll have to wait for new updates for too long. Right now we're testing the next update 4.005 which will include a number of improvements for the damage modeling, especially aircraft damage (but it is more general than that, the way weapons affect various objects is also changing). We did a lot of research observing the community opinion on the various aspects of the current damage system that require attention and corrected our priorities basing on it. In the near future, we plan to publish a special Dev Blog issue completely dedicated to this matter. We're also working on further AI improvements, namely on how they dogfight. Update 4.005 will include these improvements. In the future, we'll begin working on its tactical level and on how they follow the commands. 4.005 will also contain new ground vehicles - Soviet and German fuel trucks and ambulance cars. There are many other improvements across the board - for instance, you'll better hear the hits on your aircraft in multiplayer. And today, as we promised before, we can show you the first Work In Progress screenshots of the new Soviet pilot in Summer uniform: -
I have watched the set up videos a couple of times and will watch somemore before trying it out. It should be really good I was a bit concerned that I might cop some "hidden extras" from our government but it was classed as a gift "finger toy" so thats good.
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It has arrived this morning
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This should be a good help. Sounds like the Stright from the Farm for the original Il-2 https://forum.il2sturmovik.com/topic/58501-flight-school-campaigns/
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Hi Kelly, its from 7:30ish GMT but I dont know what time that is in Canadian o`clock
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New Game Launcher, New Set Up
Crash replied to DD_Arthur's topic in IL-2 Sturmovik: Great Battles Series
Hello everybody, While working on the Normandy project and finishing Tank Crew, we never forget about the existing ones. Not only the most part of all the improvements we release in the updates are applicable for the simulated world as a whole, meaning they update all our theatres of war at once, but we update the content of the existing modules at every possibility as well. For instance, we'll be able to show you the first WIP screenshots of the new Soviet pilot soon. And in the next update, among many other things, you'll see two more aircraft updated to 4K texture quality standard. The first one of these two planes is the MiG-3 series 24 that is included in the Battle of Moscow. It's external texturing has been reworked by Martin =ICDP= Catney - it should be noted that wear, specular map, micro features and damage textures were updated in addition to the paint schemes. The plane materials were corrected as well for more natural-looking glare and finish. The second one is Bf 109 G-4 from the Battle of Kuban that has been reworked by Francisco =BlackHellHound1= Bindraban. Artists did not just redraw the textures in 4K quality - they do the research on the aircraft details and peculiarities of all known paint schemes and add many changes and improvements (sometimes even completely replacing one historical skin with another if needed). So everything possible is made to make the existing 3D models brand new, unlocking the potential our constantly updated renderer offers. -
For Ground Pounders
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Looks like its really churned the sand up.
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New Game Launcher, New Set Up
Crash replied to DD_Arthur's topic in IL-2 Sturmovik: Great Battles Series
Tank stuff 239 Hello everybody, It's February already and we continue to improve the project as a whole. In the next update, we plan to significantly improve the airframe damage calculations and the explosive and fragmentation damage calculations for all objects in the sim in general. More AI improvements are in the pipeline too - for instance, further improvements for the vertical maneuvering in a dogfight. We have found and fixed another possible culprit for the missing aircraft hit sounds in multiplayer. There are more other corrections and fixes being worked on simultaneously with the full-scale work on Normandy theater that is already underway. And of course, we don't forget about the tank project. While Digital Forms studio creates the assault gun and the tank destroyer that are left, we added a long-requested feature - binoculars for the tank commanders. Other smaller, but nonetheless important improvements are on the way too. Take a look at the binoculars on these screenshots: -
MFDs sold
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Quite some time ago, but they are now serving number 300. The latest addition to the list is 369 so the wait wont be that long. Go on this thread https://forums.eagle.ru/showthread.php?p=4199909#post4199909 Just say that you are interested and firecat will add you tothe list.
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Just got an invoice for £160 hope there are no "hidden costs" Might be here in a couple of weeks