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Gaanalma ha scritto:Molto interessante!
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:
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):
. 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.
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.
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.
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
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.
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).
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: