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IL-2 Sturmovik: Battle of Stalingrad News

Patch 5.203b

  1. Fixed missing roads on the Stalingrad map;
  2. Pilot Career mode: fixed bug in transport escort missions on the Moscow map;
  3. Pilot Career Mode: reduced the time required to cover transport planes during their landing at a forward airfield;
  4. Pilot Career mode: ground attack duration for AI pilots increased from 2-4 to 4-6 minutes (10-12 minutes on IL-2s due to their large payloads);
  5. Pilot Career mode: I-16 fighters will not be assigned to intercept missions and bomber escort missions because of their low maximum speed;
  6. Pilot Career Mode: Bofors anti-aircraft guns can no longer appear on German side in bomber escort missions;
  7. To reduce the time spent over the target, Il-2 AI pilots now fire all 82 mm rockets and up to four 132 mm rockets in one salvo, and use up to four FAB-50s and two FAB-100s in one bombing run;
  8. WWI AQM mode: enemy column attack scenario fixed;
  9. One of the Ar 234 bombs won't be dropped together with the launch boosters;
  10. Corrected IAR-80A propeller rotation direction;
  11. Corrected flap release angle in the basic IAR 80-B;
  12. FOCOASE lamp on IAR-80A and B won't light up when power is off;
  13. IAR 80-M and IAR 80/81-C canopy can be opened at up to 650 km/h speeds (it was pneumatically operated);
  14. Corrected the IAR engine modes naming in its description (combat corrected to nominal);
  15. Typhoon Mk.Ib is correctly counted in the statistics;
  16. Made minor improvements to the ground forces AQM mode;
  17. Corrected the place of spent casings ejection of Li-2 front ShKAS MG.

Update 5.203

Dear friends,

We have released a new update 5.203, which includes a new ground combat generator mode for Tank Crew owners, which we told you about in one of the previous editions of the Dev Blog, new mission types for the scenario generator and career mode, updated descriptions of all WWII aircraft, added popular campaigns created by enthusiasts AEthelraedUnraed and Juri_JS, and much more (the full list of changes is below).


One of the most important innovations in this version is the introduction of a new dynamic battlefield system in the pilot's career mode to create the most interesting and varied scenarios and to optimize the CPU load (usually, the graphics card's performance limits the saturation of the battleground to a lesser extent because the objects are far apart and they are not rendered with high detail all at once). Since this system directly affects your gaming experience, let's learn more about it.


[h2]DYNAMIC RESOURCE ALLOCATION SYSTEM[/h2]
The new system now works in WWII career mode escort scenarios, where the player's fighter escorts AI-controlled attack, bomber, or transport planes - there are several unique variations, from escorting Ju-52s flying out of the Stalingrad cauldron, or bombers on their way to V-1 launchers in Normandy, to escorting transports with paratroopers during Operation Varsity at the end of the war.

It is based on a dynamic resource accounting mechanism. Both individual combat vehicles and groups of them are assigned a certain performance cost - for example, a truck requires very few CPU resources, while a group of heavy aircraft requires many - and request permission to appear in the game world from the resource controller. The resource controller first checks the amount of resources required, and then, in the case of an aircraft group, the probability of its appearance. The only exceptions to this general rule are such key elements of the scenario as the player's unit, its cover or other groups covered by it, and a group of the player's air targets - they will appear in the mission anyway.

If a unit or group is destroyed, crash-landed, just landed, or otherwise removed from the game world, the controller will use the freed-up resources to create a new group. A bonus effect of introducing this mechanism is that it virtually eliminates the problem of many objects appearing at the same time for ground vehicles, which can cause a noticeable "stutter".

[h3]Early warning posts[/h3]
Enemy interceptors appear in the air for a reason - they are summoned by observation posts located along the front and rear lines. They are organized into three large interception zones along the front line - each zone is assigned its own group of interceptors. The posts request the appearance of interceptor groups from the Resource Controller and then direct them to the group of aircraft to be intercepted: interceptors can either appear in the air at a sufficient distance or take off from their home airfield. In the current implementation, Airborne Warning Posts do not initiate intercepts of single aircraft or groups of fighters that don't cover strike aircraft.

[h3]Additional Events[/h3]
When generating the next day in Pilot Career mode, additional events are selected that may occur on the player's route that day if a friendly aircraft is passing nearby. For example, there could be a pair of enemy fighters on a free hunt or a group of friendly fighters, an enemy reconnaissance plane at high altitude, a group of transport planes flying to the rear, an airfield cover flight of 4 fighters, and so on. They will not suddenly disappear into nowhere - if you follow them, they will fly their full route and land on their airfield, and to save resources, if they are far enough away from enemy planes or the player's plane, they will be removed.

[h3]Other changes[/h3]
Player squadron aircraft are limited to two flights of 4 aircraft each and the second flight if covers the first by default. Large-caliber anti-aircraft guns will stop firing when friendly aircraft are nearby and will not distinguish the player's aircraft from other available targets. Ground vehicle firing modes have been optimized (they pause between bursts of fire).

[h3]Effect of career settings on performance[/h3]

The "Air Forces and AAA" setting has the greatest impact on performance because aircraft consume the most CPU time - it limits the appearance of air groups (other than the player's link) and anti-aircraft artillery units on both sides in the scenario. The higher this setting is, the more aircraft there will be in air groups, the more anti-aircraft artillery units will be operating simultaneously, and the higher the chance of a random event being triggered (and the higher the CPU load).

The "Ground Forces" setting controls the number of ground vehicles to which resources are allocated, independent of the "Air Forces" and "AAA" settings. For example, you can set "Air Forces and AAA" to the minimum and "Ground Forces" to the maximum. By combining these settings, you can find a setting that will allow you to play comfortably in Pilot Career mode on your computer.

As for the "Power Balance" setting, as you can see from its variants "enemy inferiority - parity - enemy superiority", it makes the enemy forces weaker or stronger than the forces of the player's allies, both quantitatively and qualitatively (experience level of pilots, marksmanship, etc.). For example, at the first setting, the chance of a group of enemy interceptors arriving is so low that they may not appear at all, at the equal setting this chance is about 50%, and at the enemy superiority setting they will almost certainly appear.

The new battleground system will be extended to other types of career missions if it receives positive feedback from the community.

[h3]5.203 CHANGELIST:[/h3]
  1. Advanced Quick Mission mode for player-controlled ground vehicles has been added to the Prokhorovka map - it is available to all owners of Tank Crew: Clash at Prokhorovka;
  2. Career: a dynamic battlefield generation system has been added to all scenarios of player flight escorting bombers, attack or transport planes;
  3. Career: evacuation mission previously only available on the Normandy map has been added to all theaters;
  4. Career: added night variants of Attack Railway Junction and Traffic Interdiction missions;
  5. Advanced Quick Mission mode on Western Front WWI map: added Balloon Defense, Artillery Spotting, and Photo Reconnaissance mission types;
  6. Advanced Quick Mission mode on Normandy and Rheinland maps: added glider towing;
  7. Descriptions of all World War II aircraft updated: additional instructions added for manual startup and approximate fuel consumption at different modes (work on the descriptions continues);
  8. Added popular unofficial campaigns: Kerch-Eltigen Operation (Bf 109G-6 pilot in late 1943, by Juri_JS) and Battle of Hürtgenwald (P-47D pilot in late 1944, by AEthelraedUnraed);
  9. Flying Circus Career mode: corrected career progression of American Sqn. 94 and Sqn. 95, German Jasta Boelcke, Jasta 11, Jasta 12, Jasta 14, Bosta 13, FA(A) 235;
  10. Flying Circus Career and AQM modes: parked aircraft have been added to all airfields used by players;
  11. Western Front WWI map: started adding new settlements to a previously mostly empty part of the map;
  12. Updated campaigns "Lightning Strikes", "Havoc over Kuban", "Hawks over the Bulge";
  13. Synchronized ShVAK guns on all aircraft have the muzzle velocity of projectiles increased by 25 m/s, from 815 to 840 m/s due to the difference in the length of the rifled part of the barrel;
  14. All Soviet aircraft from the middle of 1942 (except for I-16 and Il-2 rev. 1941) have late-type HE ShVAK ammo with increased weight to 96 g and increased explosive filling to 5.6 g;
  15. Fixed taxiing on High Halden and Woodchurch airfields on the Normandy map;
  16. Fixed mission point placement near the edge of the map in free hunt missions;
  17. Corrected the audible ranges of airplane engines in first-person view;
  18. Fixed a problem with the vertical stretching of modification pictures in the equipment customization menu;
  19. Bf 109 G-2: fixed wrong technochat message about negative propeller pitch value ("-1%");
  20. Bf 109 G-6: added MK108 cannon reloading tumbler animation;
  21. P-38J-25: fixed uneven clock hands animation;
  22. P-47D-28: corrected animation of gyroscopic sight sun filter handle;
  23. Typhoon Mk.2b: fixed animation of the right rudder trimmer;
  24. Yak-9 and Yak-9T: fixed bug with collimator reticle not disabling when the reflector is broken;
  25. Fw 190 A-3 and A-5: fixed minor graphical bugs in the wing model.

Developer Diary #361

Dear Friends,

Today we'd like to tell you about the new Great War aircraft that are in development.

While transferring them from our classic project Rise of Flight to IL-2 Great Battles, we are fixing problems we found during this work - sometimes there are some asymmetric aerodynamic elements, a wrong object hierarchy, engine overheating/overcooling, and other similar problems.


For example, while working on the Airco DH.2 recently, we found problems - it had an invisible "ghost" stabilizer in the physical model, inconsistencies in drag values, and it was also missing its top speed - judging by the reference data, it was missing it by about 15 kph. Well, mistakes happen, and they will be corrected: the DH.2 in FC will have recalculated drag values, corrected handling, and an increased top speed. Soon the beta testers will try it out, and some additional changes may be in order after these tests.

Its AI will also be updated as it needs to be taught how to use its blip switch for taxiing (such early flying machines had no throttle and the engine always ran at full power - its pilot had to press and hold a blip switch button that cut the ignition when he wanted to slow down).


Another upcoming aircraft, the Sopwith Pup, also had some problems with its flight characteristics and engine, which are currently being corrected.


While working on Flying Circus aircraft, we are not only adding new features thanks to the IL-2 Great Battles engine but also fixing old problems whenever we get the chance. The new Flying Circus aircraft pack is scheduled for release this summer.

Developer Diary #360

Dear friends,

Today we'd like to inform you about the upcoming update 5.203. In this update, the AQMG (Advanced Quick Mission Generator) mode will be greatly expanded. New mission types will be added: glider towing to the Normandy and Rhineland maps and artillery spotting and balloon defense to the Western Front WWI map. But the most significant addition will be made to the detailed map of Prokhorovka.

Tank Crew will now have a completely new mode that wasn't available before - Ground Forces AQM. Just like its aerial counterpart, it will allow you to choose a specific mission type that will affect the composition and positions of your forces: Strongpoint Defense, Enemy Strongpoint Attack, Breakthrough, and Enemy Rear Area Attack. You'll be able to set an initial distance from the enemy (since ground vehicles are very slow compared to aircraft), the strength of your force, the enemy force, and air support.


Other changes in this update include the correction of the distance at which nearby aircraft can be heard, further updates to the Lightning Strikes, Havoc over the Kuban, and Hell Hawks over the Bulge campaigns, various minor improvements such as fixes to career progression, taxiing on certain airfields, mission generation, etc. The popular community-created campaigns Kerch-Eltigen Operation and Battle of the Hürtgenwald will be included in the game with the permission of their authors.

We also want to start a multiplayer-related competition today: submit your best in-game tracks of multiplayer action! You can show any action, plane, or tank, as long as it is interesting and recorded in multiplayer (if you already have a saved track that you love and it loads in the game, you can submit it as well). Tracks should be short, showing an interesting event and a few seconds before and after. Please submit your tracks by April 12th. Then we'll choose the best ones - their authors will be awarded Collector planes of their choice and we will create a multiplayer promo video using these tracks. Please post the links to your tracks here or in our Discord channel till the end of April 11th.

Developer Diary #358

Dear friends,

Today we would like to tell you about a new aircraft that our artists have been working on for some time and engineers have recently started to create its FM.

The Ta 152 is the last creation of the German aircraft designer Kurt Tank, which managed to take part in combat operations during the Second World War. This aircraft was the culmination of the evolution of the Fw 190 fighter and Germany's most advanced piston fighter. It was in development for a long time, several years, and appeared at the very end of the war. During the development, several modifications of the original Fw 190 were produced, which finally led to the Ta 152 - the name "Fw" was changed to "Ta" in recognition of the designer's merits.


Compared to the Fw 190D "Dora", the wingspan was significantly increased for better maneuverability at high altitudes, the fuselage was longer, and the new Jumo-213E engine was equipped with two boost systems: MW-50 (water-methanol mixture injection for low and medium altitudes) and GM-1 (nitrous oxide for high altitudes). The "Dora" engine was already characterized by a high degree of automation and regulation and thus complexity, but here the Germans went even further - the engine was equipped with a two-stage three-speed (!) supercharger.


As you can see, these improvements were made for high-altitude combat, where the Ta 152 had to outperform the Mustangs and Spitfires of the Allies - the threat from the bomber armadas climbing higher and higher was growing every year. The plane had a pressurized cockpit and could reach a speed of 750 km/h at an altitude of 12 km, and its ceiling was 14 km! Think about it - a piston fighter that could climb and fight above modern jetliners had no equal. Its armament is also respectable, even by late WWII standards: 30mm MK 108 and two 20mm MG-151/20 cannons allowed it to destroy any air target.


The Ta 152 went into production at the end of the war and appeared in the skies of Germany in January-February 1945, but due to the disparity of forces, they had no effect on the course of hostilities: they were produced in very small numbers (about 25 H-1s). They remained in history as a monument to German wartime engineering and design. In our simulator, we expect to release this very interesting aircraft this summer.