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IL-2 Sturmovik: Battle of Stalingrad News

Developer Diary #276 - New Pics of Gaz-72MM AAA and Railyards for Rhineland Map

#276

*Originally posted on Friday 3/19/21. Sorry it's late to Steam.

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 Rhineland 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.



See you in the skies and on the battleground!

The Sturmovik Team

Developer Diary #275 - New Dynamic Visual Damage Tech

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 the 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.



Enjoy!

The Sturmovik Team

Developer Diary #274 - Typhoon MK.Ib Cockpit and Landing Ship Infantry Pics

274

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 watercraft 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.



Enjoy!

The Sturmovik Team

Developer Diary #273 - First pic of Normandy Coast and New Rail Yards.

273

Dear Friends,

Today we can show you a teaser, the first screenshot of the Normandy map showing one of its characteristic features - a coastal port city. Le Havre, in the Seine estuary, is one of the biggest in France. Our map development team always tries to find new ways to improve the landscape elements, and now, working on the Normandy map, they are researching new techniques of terrain texturing, coastline composition, keeping in mind the differences in the architecture and city layout between the two sides of the Channel, attempting to recreate more detailed railway junctions and many other things.



Speaking of the railway junctions, some of you have pointed out that they are too simplified on the Rhineland map. They were made simple because the development was focused on many detailed airfields and time was not available, but we're always trying to improve the existing content and other things whenever we have time and resources to do so. This year we plan to gradually add more detailed railway junctions to this map. This is the Antwerp rail yard being improved:



Enjoy!

The Sturmovik Team

Developer Diary #272 - Spitfire XIV, GAZ AAA Truck and Normandy Landmarks!

272

Dear Friends,

Earlier this week we have published update 4.506 that brought the new aircraft for the Battle of Normandy and many important improvements, but the preparation of this update did not slow down our main development. Soon we'll be able to show the first teaser screenshots of the new map, while today we have for you several of the unique buildings that you'll see in the Normandy and Southern English coast cities - Royal Hospital Haslar (Gosport, Hampshire), Abbey of Saint-Étienne (Caen) and Bayeux and Rouen Cathedrals.



We are also glad to report that the next Battle of Normandy fighter, Supermarine Spitfire Mk.XIV, will be finished soon - its FM should be ready in a month while its visual model, including the cockpit, is nearly finished. Here are the first in-game shots of this legendary aircraft:



Together with our partners at Digital Forms, we continue building the player-controlled AAA trucks - the Soviet 72-K AA gun installed on the GAZ-MM truck chassis will be ready soon. The visual and physical models of the truck itself are complete, the 3D model of the gun is created and we're working on animating it and its crew. Ballistics are recreated according to the historical data and the rounds already have self-destruct fuzes (you may have seen such fuzes in action when fired from other AA guns in this week's update). This in-game screenshot demonstrates the state of its completion:



Enjoy!

The Sturmovik Team