BENVENUTO!

IL-2 Battle of Stalingrad

Molto interessante!
 
È appena stato rilasciato l' update 1.104 e già ci sono altre ghiotte novità:

Hello everyone!

We hope you enjoyed update 1.104 and Bf-109 E-7, summer and autumn maps and the new campaign it brought :) In general we have positive responses to all changes and additions and this is really good. We'd like to say 'Thank you!' to all players who dropped a positive comment on our forum, Steam, Facebook, etc. - your positive reviews are very important.

Meanwhile we continue our work on Battle of Moscow project, there is significant progress in the map department, we'll be able to show you first screenshots of it soon: placing buildings and bridges, setting coordinates of roads and rivers, mapping the settlements and airfields are almost done. For Moscow map we use a new approach for landscape texturing which should make it even more realistic looking and impressive.

Of course, there is also progress in creating new planes for Battle of Moscow. Tomorrow we release Bf 110 E-2 for beta-testing. Main chunk of work on its visual, damage and physics model, flight model, teaching AI to fly it properly is done and we need to check it before releasing the plane to BoM owners in version 1.105.

Another plane we plan to release before the end of this year is MiG-3 ser. 24. Take a short video about Bf-110 E-2:

https://www.youtube.com/watch?v=UcRVTJlPSpA#t=12

Il 110 è qualcosa di spettacolare ,sembra vero , da notare inoltre la nuova tecnica di realizzazione del cockpit , bellissimo e decisamente migliore qualitativamente rispetto a quelli precedenti che , presumibilmente verranno aggiornati a questo standard..

Niente da dire se non bravissimi, stanno facendo un lavoro enorme ma sopratutto con una tempistica senza precedenti...

[:pilota]
 
È notizia di oggi che tutta la balistica delle armi verrà rifatta , la stanno sviluppando per i tamk e applicata anche agli aeroplani,  in modo molto minuzioso ,conseguentemente avrà un impatto notevole anche sul DM degli aerplani che cambierà sostanzialmente:

Second, while preparing playable tanks for the beta test, we made significant improvements to the ballistics and armor modeling, mainly improved interpolation of a damage inflicted between reference data values. Here we need to go in some detail ;) Since there is no universal formula that lets you calculate how much damage a round would deal after piercing a certain armor sheet knowing its impact speed and angle, we use reference data (like it pierced 54 mm at 30 degrees) and sometimes additional reference points calculated using the empiric De Marre formula. Between these points you need to interpolate the results (like how much would it pierce at 34 degrees and at higher speed). Optimization is also needs to be taken into account, since one 12.7 bullet can impact dozens of various systems and parts after entering an aircraft. Problem was, armor penetration was right when close to reference points described above, but its interpolation between them was rather rough (usually resulting in higher armor penetration values). However we found a way to improve the 2D 'speed-armor-damage' interpolation without sacrificing performance, which greatly reduced these errors between the reference points. Here you can see 2D interpolation graph we used to monitor the effectiveness of this function (previously it looked like step pyramid of Djoser in Egypt):

Direi senza dubbio un notevole upgrade per appunto il discorso DM oltre al fatto che abbattere un'aeroplano diventerà un' affare per niente semplice...

[:pilota]
 
Update 114 , impressionante il contenuto...

BF-110 e carri:

. German two-seater fighter Bf 110 E-2 which has been developed for Battle of Moscow project. This aircraft turned out to be very interesting. First, it has rich instruments array, almost as good as on bombers. Second, it is capable of carrying very diverse and huge bomb load. Third, it is very charismatic and leaves a striking impression in handling and visuals. Fourth, its gunner station is somewhat unique with holders for spare magazines both for MG-15 turret and for nose MG-FF guns (you need to reload the cannons each 60 rounds). All in all, I think that getting acquainted with it will bring many interesting moments for you.

2. Player controlled tanks. I told you about them in detail in our previous developer diary, so today let's talk about gameplay. Currently, we release them for multiplayer only, so 'detailed' player controlled tanks have no AI and can't follow commands set in mission editor (they are supposed to be controlled by one or two players). However it's possible to create a user scenario where a player controlling a tank can participate in a large AI battle with ground and air forces involved. We can add the best of such scenarios created by players to the game (by author permission of course).

There will be two multiplayer missions with tanks at 1.105 release:
- First mission is a territory capture that can be played on tanks and planes simultaneously. Tanks need to capture enemy tank spawn points designated by flags, getting closer to the enemy airfield. Players who prefer air power can take off from the airfield either on ground attack planes to support their own ground forces or on fighters to counter enemy air. To capture a flag, ground forces must preserve numerical superiority in its vicinity for a short time. After capturing a couple of enemy flags, tanks can move further to the enemy airfield and wipe it out for good, winning the mission.
- Second mission is simpler, but can be more hectic. Players on tanks can participate in the endless AI tank battle (roughly 2 vs 2 tank companies with artillery support) to turn the tide in their favor. Here you immediately jump into the heat of battle. If many players participate in this mission, it can grow up to battalion vs battalion size. Supporting your side from the air is also possible.

A tank is controlled by the following commands (they can be changed in input settings):

"E" - Start engine
"Cursor Keys" - Movement (the game automatically translates these simple direction commands to pushing pedals, switching friction clutches and changing gears).
"RAlt-C" - Close/open hatch (riding with open hatches is obviously more dangerous).
"LCtrl-C" - Switch to gunner and back to driver seat.
"RAlt-G" - Switch ammunition: Armour Piercing / High Explosive / Machine Gun.
"Ralt ;" "Ralt ." - Adjust gunsight verticaly (range)
"Ralt ," "Ralt /" - Adjust gunsight horizontaly vertical (only on T-34)
"Mouse Wheel" or "LShift - Mouse Wheel" - Zoom in or out
"T" - Set turret to stowed position / Take control over the turret

Please note that tanks are considerably slower in the field, especially Pz III, use roads for faster movement.

AP rounds of these tanks penetrate roughly 68 mm (German one) and 77 mm (Russian one) armor at 500 meters.

Remember:
- 60° (relative to vertical) armor slope almost doubles its effective thickness at short distances;
- If a tank is positioned at 45° to the firing gun, it increases effective armor thickness by additional 40% (try to fire as perpendicularly to the armor sheet as you can);
- If an armor sheet almost stopped a projectile, damage it inflicted to inner modules will be much less than in case of clear penetration;
- To destroy a tank, fire at its ammo racks, which are located under the turret and partially in it. Hitting other parts of the tank can kill the crew or immobilize it (engine, tracks, ...);
- If a tank looks damaged outside, this doesn't necessary mean it is no threat anymore;
- It can be useful to learn the enemy tanks construction to know their weak spots.

"T-34-76 made by Stalingrad Tractor Factory, model of 1942" and "PzKpfw III Ausf. L" will be available for all owners of our project.

Fisica, modello dei danni, efficacia dei proiettili, ecc...

Improvements if physics and systems modeling:

7. ATA limiter removed from P-40E-1 since there was none on this model. You can increase pressure above 45.5 for a limited time. If in-game engine helper is switched off (Expert mode), it won't return to normal values automatically after spending time limit, potentially breaking the engine.
8. Bf 109 F-4 and G-2 thermal balance corrected using 'African' reference: larger and larger radiator opening yields less and less cooling increase, which leads to necessity of opening radiator more at higher temperatures and during climb.
9. Bf 109 G-2 engine reacts to throttle axis in a more convenient way.
10. La-5 can no longer can be destroyed by engine shake.
11. La-5 can be landed without landing gear.
12. I-16 can be landed without landing gear.
13. Fw-190 can be landed without landing gear.
14. Pilot won't always die after nose-over.
15. Yak-1 pneumatic flaps extension speed increased (~80° per second while stationary, less at high speeds) based on learning video for Yak-15 with the same flaps system.
16. IL-2 pneumatic flaps extension speed increased (~33° per second at 200...220 km/h speeds) based on restored IL-2 flight video.
17. Bf 109 tail reinforced to make it more resistant to taxiing over rough ground.
18. Bf 109 G-2 ATA gauge shows correct information after starting a mission in air.
19. Bf 109 G-2 auto level works correctly at 2 km altitude and 500 km/h speed.
20. Damage system has been reworked (more accurate armor penetration calculations).
21. Tracers are randomized while shooting several MGs at once (this was an issue on P-40).
22. Ammo mass is reduced correctly while shooting several MGs or cannons of the same type.
23. Aircraft ground impact at high speeds now correctly causes a detonation (in previous version it could survive a shallow impact at 500+ km/h speeds).
24. Message in technochat about extending or retracting flaps is not displayed when they are fully extended or retracted.
25. Technochat symbol showing that engine assist is on is restored for Bf 109, Fw 190 and MC.202.
26. Bf 109 F-4 and Bf 109 G-2: technochat symbol restored showing that game radiator control helper is on. On-plane automatic radiator control symbol changed in technochat.
27. Gunner turrets rotate more smoothly.
28. Turret rotation smoothness tuned for large zoom values.
29. Mechanical aiming sight corrected on MC.202 ser.8.
30. Contrail appearance altitude now depends on season (temperature). Contrails are intermittent at the altitude of their appearance.

Le novità

Main features:

1. German two-seater Bf 110 E-2 is available for all customers who pre-purchased Battle of Moscow. All other players can set is as AI plane in skirmish or scenario.
2. Player controlled tanks Pz III Ausf L and T-34-76 STZ (Autumn 1942 series) can be added to multiplayer missions. They can be controlled by one or two (driver and gunner) players.
3. Mouse control scheme added (experimental). Flight model is the same as with joystick control scheme (player points the mouse cursor in a direction he or she wants to fly and a special helper adjusts control surfaces to fly in that direction). Server owner can restrict control scheme to joystick if desired.
4. New flag object added that can be used in multiplayer missions for capturing objects and territories.
5. Planes made for Battle of Moscow are added to Battle of Stalingrad campaign as AI controlled planes based on their real life participation in the battle (they appear in certain time periods): La-5 ser.8, MC.202 ser.8, Bf 109 E-7, Bf 110 E-2, I-16 type 24 and P-40E-1. This makes the campaign more interesting and its chapters more diverse.
6. Head movement in cockpit limitation system changed:
0 - 30 km/h: you can stand up and lean your body outside (50 cm to the sides and 20 cm up, as it was before). This may be useful for taxiing.
30 - 50 km/h: you get back into cockpit, it's like you tighten your seat belts.
50 - 200 km/h: you can peek your eye a bit to look what's going on.
200 - 350 km/h: gradually you lose the ability to lean out completely.
350 km/h and above: you have the same head limits like in a closed cockpit.

[:pilota]
 
[:sca[527655] [:sca[527655] [:sca[527655]
 
Scusa Tigre, ma hai tralasciato il punto 3? Quello sull'uso del mouse:

video:

https://www.youtube.com/watch?v=feFX8xkC8Lg

Non sono riuscito a finirlo di vedere perché avevo conati di vomito  :palincul:

http://forum.il2sturmovik.com/topic/168-developer-diary/page-3#entry305444


3. Mouse controls. There was a long time dilemma in simulation genre caused by the fact that realistic flight physics mean that a newcomer should have a certain level of initial knowledge and skills (understanding basic principles like 'flight is speed', 'don't turn the flight stick to its limit', 'be more attentive at lower altitudes', etc.) and have controller equipment of a certain level (namely a joystick that is much less widespread gaming device today than it was ten years ago). This sets a pretty high entry barrier for newcomers who want to try the sim genre.

On the other hand, adding simplified flight physics (where a plane can be flown using just cursor keys on the keyboard and where it can't enter uncontrollable spin caused by rough handling for example) to accommodate new players leads to unsolvable problem - this won't give a player the feeling of realistic flight at all, robbing him or her of the very reason of simulation. Is there any point in playing a simplified physics flight in a sim which is all about realistic flight? In addition, this divides the community between those who fly using simplified and full physics modeling since they can't fly the same multiplayer mission.

The answer to this dilemma is a special 'advanced helper' that receives 'I want to do this but I don't know how to' commands from a player and translates them to real plane controls input, not touching physics level at all. This comes with a price however, as everything in life - the helper chooses optimal 'right' trajectories, which simultaneously prevents a player from critical errors and limits the extreme maneuvers the plane can perform like Barrel roll, Snap roll, Hummerhead, Sideslip and others. This enables players who use a mouse and players who use a joystick to fly together and don't have a clear advantage caused by their control device. Winning a fight requires tactical positioning and understanding the composition of air fight, what, we feel, is the goal in this situation.

To make this 'advanced helper' we chose a mouse pointing control, where you tell it 'I want to fly or shoot there' by moving the mouse cursor to that direction. This principle is fairly common in modern aviation games, our team wea one of pioneers of this feature when in 2008 in Rise of Flight sim we have developed plane turrets with complex kinematic mounts and controls where controlled by the helper that translated a simple pointing of mouse cursor to movement of various elements of a turret assembly, pointing the gun to the direction in 3D space designated by player. This principle allowed to model realistic handling and angle limits of gunner turrets in a simple way for a user; it is used for IL-2 turrets as well.
 
Evil non vedo cosa ci sia da meravigliarsi piuttosto che fare delle uscite che ben poco hanno a che fare con un pilota della tua esperienza , mi sembra che non ci voglia chissà che immaginazione per capire che è la rivisitazione della modalità arcade , per altro ancora in via sperimentale , più o meno come quella che c'è in DCS , perchè naturalmente sai che c'è anche questa modalità in DCS....

In sostanza hanno previsto una modalità in cui i modelli di volo ,ecc... sono estremamente semplificati e automatizzati anche negli altri aspetti e che come è facile intuire permettono di volare per così dire anche solo con il mouse, in tal modo da avvicinare più gente possibile a questo ambiente , tra cui ovviamente anche coloro che dopo averlo provato magari decidono di fare le cose più seriamente , un veicolo pubblicitario secondo me estremamente significativo per il fatto che fa venire meno il pensiero molto diffuso secondo cui praticare questo hobby è cosa riservata solo a pochi |(non voglio aggiungere volutamente "eletti" anche se purtroppo molti si considerano tali....) e che ha ,tra l' altro , anche il non velato obiettivo di incrementare gli utenti/clienti visto che la 777 non è un' opera di beneficenza, per altro questo discorso potrebbe, e sottolineo potrebbe , essere l' anticamera di una versione dedicata alle console.....

Poi certo sono già uscite le considerazioni sulla presenza dei carri ( che per altro non approvo nemmeno io...) i cui appassionati secondo alcuni si fionderebbero ventre a terra occupando gran parte degli 84 slots disponibili per missione e sottraendoli a chi invece vola , o come quelle secondo cui uno con un Warthog , pedaliera e quant' altro dovrebbe volare con un' altro che usa il mouse , si perchè notoriamente i gruppi di volo fanno attività nei server pubblici settati arcade e con slots anche per i carristi dove spesso non puoi neanche decollare per la presenza del solito imbecille che si diverte a fare strafing sugli aeroplani al parcheggio.....

Concludendo,scusate se sono stato prolisso , a mio modo di vedere le considerazioni come le giuste critiche ad un ambiente simulativo devono essere fatte a prescindere da posizioni preconcette o , peggio , da fanboy verso altri ambienti altrimenti non ha ragione di essere e diventa una inutile guerra di religione che , notoriamente, non porta da nessuna parte...

[:pilota]

 
Tigre forse non hai letto quello che hanno scritto, non parlano di un'altra modalità, ma la gente con il mouse potrà volare insieme agli altri con uno speciale 'aiuto'.

"This allows mouse controls to be used in Normal and Expert modes just like joystick - differences (and difficulties) are the same"

"The answer to this dilemma is a special 'advanced helper' that receives 'I want to do this but I don't know how to' commands from a player and translates them to real plane controls input, not touching physics level at all. This comes with a price however, as everything in life - the helper chooses optimal 'right' trajectories, which simultaneously prevents a player from critical errors and limits the extreme maneuvers the plane can perform like Barrel roll, Snap roll, Hummerhead, Sideslip and others."

In sintesi usando la stessa fisica ma con il mouse potrai puntare dove voler andare e l'aereo userà i comandi per andarci. Sai come si traduce? Si traduce che chi userà il mouse avrà una mira tendenzialmente superiore agli altri, mentre  -in teoria- avranno meno possibilità di estremizzare le manovre, sopratutto oltre i limiti.  Che poi vorrebbe dire anche non stallare mai.
Non parla di server diversi. Ma proprio il contrario. Poi c'è da sperare che i server con maggior attività non abbiano attiva tale 'feature'.

Tigre non sono un fanboy di nulla, e per intenderci sto anche volando più su bos che clod, oltre che aver pubblicizzato tantissimo bos ai suoi inizi. Per me è ovvio che clod morirà prima di bos. Per cui non tiriamo fuori questo discorso.
Ho solo trovato orribile questo inserimento, come appassionato di giochi-simulatori in senso generale.
Tra l'altro adesso se sobbalzi un po' fuori pista rischi di perdere l'intera coda in manovre ad alti-g. Sì vero, centinaia di 109 durante la guerra sono precipitati per essere andati fuori dalla taxi-way (??)








 
beh dai non la vedo così nera...hanno implementato possibilità di gioco per tutti. Stanno cercando di creare un mondo virtuale totalmente dedito alla IIGM (Aria, terra e forse chissà anche mare) non la vedo una cosa negativa. Anche perchè l'idea di bombardare colonne comandate da umani mi alletta di più...I modelli di volo sono in continuo sviluppo la grafica migliora di update in update, di aerei cominciano ad essercene un bel pò...la impostazioni di simulazione, se portate ai livelli massimi, non hanno nulla da invidiare ad altri sim (gestione motore, danni, fight ecc ecc). Io prima di dire che sta diventando arcade ci penserei...non credo sia quella la direzione. (anche perchè scontrarsi con un colosso come warthunder mi sembra una mossa mooooolto avventata per un titolo già in bilico)
Poi sono sicuro che, in fase di creazione di un server, ci sarà la possibilità di decidere se far entrare o no i "mouse simmers".
 
Sulla questione in oggetto , che ha dato addito a molte discussioni sui vari forum , è intervenuto Jason della 777 per chiarire la faccenda, tra l' altro presente già in RoF:

We introduced Mouse Controls in ROF a couple years ago, I was very much against it, but because of the way it was designed it did not destroy gameplay or make instant aces out of mouse flyers. So now I support it. I am confident it will be the same case in BOS.

Those of you who a upset about the inclusion of mouse controls need to remember that the hardcore market is smaller these days and if we don't find a way to bring in new users, it all crashes and there will be nothing new. The core technology of this product is still hardcore. Adding some new options helps the cause.

Jason

In sostanza il discorso mouse e quant' altro è da intendere come un "di più" per coinvolgere il più ampio pubblico possibile ,spece quello del voletto ogni tanto senza impegno e senza comprare periferiche dedicate, ma non va assolutamente a intaccare il core dell' ambiente simulativo.

Per altro come è facile intuire nei server "hard" sarà ovviamente inibita questa funzionalità come altre proprie della modalità arcade , mentre per i tank come dice giustamente Gladius il fatto di attaccare colonne di carri condotti da umani potrebbe aprire uno scenario molto interessante , oltre al discorso cooperazione aviazione/carri per conquistare un' obiettivo e quant' altro , inoltre quasi sicuramente i tank avranno dei server dedicati dal momento che già si parla di operazioni tipo "la battaglia di Kursk" .....

[:pilota]
 
Rilascio dell' Update 1.105 previsto per oggi:

Dear pilots!

We are going to turn the Master server off for a short technical maintenance today to add Bf 110 E-2 to Battle of Moscow early access and Tanks and Mouse control to Battle of Stalingrad. The game (both BOS and BOM) will be temporarily unavailable today from 9:00 till 12:00 GMT.

[:pilota]
 
Per coloro che fossero eventualmente interessati a IL-2 BoS , fino al 1 Dicembre c'è un' offerta con uno sconto del 50%...

To celebrate such a major milestone, we just launched a sale that will be active until 10:00 AM Pacific time December 1st.

Perhaps you always wanted to fly those La-5 or Fw-190 A-3? Or gift the game to your friend - controlling a plane or a tank together with your friend is twice the fun!

These additional planes and all editions of the game (including the Premium one that includes these planes already) are available with a 50% discount both in our store and on Steam. Please note that you should add additional planes at the same store where you bought the game (on Steam if you have the game there or in our store in other cases).

Link: http://forum.il2sturmovik.com/topic/19547-50-sale-until-december-1st/#entry307542

[:pilota]
 
Riporto un piccolo report sul 110 fatto da me su itw. Non lo avevo mai provato e ci ho provato direttamente in missione :D

"Molto bello il 110, cockpit decente. Ieri ho fatto un paio di sortite divertenti con la 72° scortati dal resto dei diavoli. La bomba da mille fa un male cane :D
In ogni caso molto semplice rispetto a clod. Il carburante viene spostato autuomaticamente, e segnalo che il commutatore per visualizzarne il livello cambia serbatoio continuamente, tipo ogni 1-2 secondi.

Per i giri basta seguire le indicazioni sugli strumenti, come per clod.
L'atterraggio l'ho notato comodo fra i 150 e i 180, ha tendenze a galleggiare molto.
In generale molto stabile, formazione semplice, qualche problema in più nel taxing, è un po' duretto nell'andare a destra :D
Ho avuto modo anche di provarlo per qualche momento in combattimento dove ho sforbiciato uno yak, stabile, non stalla, ottima piattaforma di tiro.
Classica nota dolente, che per me lo è su tutti gli aerei, troppo fragile, perde ali che è una bellezza :D

Qui indicazioni aggiuntive riguardo motore e radiatori:
http://forum.il2sturmovik.com/topic/19490-game-version-1105-discussion -bf-110-e-2-tanks-mouse-control/page-2#entry306889

ps: Provati a fine serata anche i tanks.  Cercare di distruggere un t34 con un pzIII è improponibile [:total-lol].  Non male, sicuramente acerbi, ma era prevedibile.
Ho tentato con stuka cannone di distruggere un T34, con passaggi laterali e da dietro, ma nonostante almeno 6 colpi a segno non sono riuscito a distruggerlo, non se se fosse un problema di lag o del server...
 
Nuovo update ,in arrivo il Mig-3 :

Hello everyone!

We hope you enjoyed the release of 1.105 last week. The work continues and today we start the beta-testing of the next version 1.106, which is planned to be released later this month. In addition to Soviet fighter MiG-3 series 24 (for those who pre-purchased Battle of Moscow), it will contain numerous improvements for many systems of the sim. Many of them are multiplayer enhancements, for example, the way the victory is achieved will be changed, the victorious side will recieve more points, etc.

There will be armor modeling improvements for the tanks, including more detailed suspension modeling making possible to hit the side armor of a tank directly, between its wheels. Pz III will benefit from additional protection granted by the spare track attached to the front hull.

We should also mention that today, thanks to efforts of Jason, his friend David and the DED team the new multiplayer server is now available in the US: American eagles 1cgs official. It is similar to european DED server which is rather popular among the players. Big thanks to them!

Of course, the work on the Moscow map and the rest of the new aircraft for Battle of Moscow (Bf 109 F-2, IL-2 mod.41 and Pe-2 ser. 35) continues, we'll tell you more in the next developer diary. And now we present you a new short video showing one of the MiG-3 first flights:

https://www.youtube.com/watch?v=XJMPdlAP6Zw

[:pilota]
 
Ciao a tutti , volevo sapere se in BoS è possibile atterrare per riparare e riarmarsi ( come in DCS )
e se si quali sono i tasti. Grazie anticipatamente per la risposta .
 
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