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IL-2 Sturmovik: Battle of Stalingrad News

Developer Diary #242 - Su-152 and Sd. Kfz. 184 "Ferdinand" Tank Images

Developer Diary #242

Hello everybody,

Previously we talked mostly about the Normandy project, but today we have something to tell you about Tank Crew. Functionality wise, at this stage we're polishing the implemented modules. The coming update 4.005 will bring a dozen important improvements for Tank Crew and the commander binoculars we showed you earlier. Later we plan to implement the indirect fire capability for self-propelled guns (by inputting the distance and traversing angle) and new quick mission types for the tank commanders. It should be also noted that a lot of the damage calculation changes that are prepared for 4.005 also affect the detailed tanks, this is important for the quality of their damage modeling.

Today we have something to show you as well. Our partners from Digital Forms just sent us WIP screenshots of the two latest war machines that are being modeled for the Tank Crew project. The first one of them is German tank destroyer Sd. Kfz. 184 "Ferdinand". Here are some shots of its interior parts. This self-propelled gun is very hard to recreate because there is a little info left and we have to conduct a lot of research to clarify how its internal parts worked and looked. But the result is going to be really good - these tank destroyers which first saw action in the Kursk battle impress with their power - take a look at the comparison of their main gun with the entire T-34/76 tank - and unique design decisions:



The second war machine that is in the works now is the SU-152 assault gun that was built on the KV-1s heavy tank chassis and armed with 152mm ML-20s howitzer. It was designed incredibly fast - it's hard to believe, but between the decision of the State Defence Committee that a new heavy SPG is needed and the act of putting it into service passed only 37 days and it was ready for production by the end of January 1943. There weren't a lot of these assault guns made, but their combat debut at the Kursk salient showed that the Red Army has something to counter the newest heavy German tanks in the coming battles:



IL-2 Sturmovik: Tank Crew will be coming to Steam later this year. Stay tuned!

The Sturmovik Team

Developer Diary #247 - Cockpit and Airframe Reflections and New Pilots Models!

#247

Hello Everybody,

The weather in Moscow isn't really fitting for April, but these times it doesn't make a big difference; we're continuing the work on the project. The 4.005 beta testing is nearly finished, and soon you'll see by yourself what all the latest DDs were about. So today we'll tell you a bit about the current work that will yield more distant results. We have mentioned before that we're working on moving the graphics engine to Deferred rendering and now this process gives good results. The main goal in implementing this renderer is to open new visual possibilities while keeping the current level of performance and not making it worse. Till the recent time, we could only hope that having both options is possible at all, while our Lead Programmer Sergey Vorsin was working confidently and his task is nearly finished. We have managed to keep the general level of performance during this transition intact and we already can show you one of the possibilities this technology opens for our sim.

The first visual bonus that comes from Deferred Shading is the dramatic improvement of the quality of the reflections on various surfaces. While the existing reflection system was progressive for its time, today the standards are upped. For instance, its issues include too much bloom in reflections from various aircraft surfaces, the lack of diffusion of the reflections - they should be softer and more natural-looking. The new tech makes this possible, resulting in more realistic visuals. Here are a couple of screenshots showing this:



But the improvements are not limited to the existing reflections on the external model of an aircraft. Now a feature that was requested by the community for a long time becomes technically possible - reflections in the canopy and instrument glass. In other games this effect is imitated using a prepared or generated texture which is rendered on the glass surfaces without following the laws of optics - this technique gives a cool wow-effect for a couple of times, but it quickly becomes annoying when you realize it is fake. Deferred Shading allows us to create complex and optically correct reflections in the cockpit. They depend on the external lighting and environment of course, the camera position in the cockpit and other factors. It's clear that the best way to show you this new effect would be a video, but it will be ready later - we're still working on this new reflection effect. Today we can show you a couple of screenshots that demonstrate this effect in general though:



The work on the new pilot models we announced earlier for Battle of Moscow, Battle of Stalingrad and Battle of Kuban continues as well. Earlier we published the WIP images of the new Soviet pilot in Summer uniform without textures that weren't ready, but now we have the completed models both in Summer and Winter uniforms and for early and late war time-frames as well. At the moment we're working on the animations for the new models for all Soviet aircraft in the project - and started the work on the new German pilot model of the early war.



To finish today's Dev Blog we want to present you the new work of =HH=Pauk, this time he created the new promo video for Flying Circus. We think the author has managed to the feel of the last knights' epoch perfectly, highlighting the project potential.

[previewyoutube][/previewyoutube]

Enjoy!

The Sturmovik Team

Developer Diary #246 - Yak-9 Cockpit Screenshots

#246

Hello everybody,

In spite of the serious events happening in the world, the time flows and it looks like we adapted to the new work conditions. The work processes are set up and we continue at the usual rate. Since we plan to release important renderer improvements in late Spring, we set the workflow to develop the short and long term tasks simultaneously. We'll tell you about what will be released in Summer a bit later, while today we'll concentrate on the coming update 4.005. =AnPetrovich= and =Jason_Williams= told you about the main feature of this update earlier - reworked, improved and advanced damage model of the airframe - but it is not the only huge change that it will include.

Speaking of the battle damage modeling, another very important change is the improved frag and blast damage calculations throughout the entire sim. Thanks to the fresh look and research input by our partners at Digital Forms, which make the visual models of the Tank Crew vehicles, we were able to bring the fragments damage calculations to the new level of complexity.

Generally speaking, the calculations of the damage incurred by munition fragments became less abstract. The new model is universal for all munition types. The calculations of the warhead fragmentation are more life-like and give the initial speed, mass, and size of the fragments. New progressive methods of modeling their speed decrease use the integration of their movement.

The calculations of the penetration ability of the combined HE and frag damage is also less abstract. Instead of using an empirical parameter, the system now uses the speed, mass, and size of a fragment to model a penetration and the massed impact in case of a near explosion is also modeled. Since the calculations of the penetration ability and the energy of fragments were changed, the excessive effectiveness of the bombs against armored targets at large distances has been reduced. The penetration ability of the fragments created by shells containing a small amount of explosives relative to their overall mass was also reduced because of the same reason.

The blast damage calculations use a more accurate power law depending on the distance to the blast center. The damage inflicted by a blast and its ability to break through an armor sheet now drops as the distance increases faster than before, but became much more powerful at very short distances. It also should be noted that engines, drivetrains, reduction gearboxes, ammo racks and other large pieces of equipment now have their own hard casings modeled where applicable and they can protect them from some damage.

The visual and audio representation of the damage is also updated. The additional causes of the unhearable hits in multiplayer have been found and fixed, new sounds were added for ricochets while the existing hit and explosion sounds were improved.

In general, the update 4.005 once again is going to be one of the biggest in the history of our project, its change list contains more than 90 items already. It will bring not only the damage model improvements of course - the new content we told you before, many improvements and fixes for the aircraft and player controllable tanks, audio improvements for various in-game objects and more and more. The sim will be more accessible to the larger audience thanks to the additional language as well.

Our team hopes that the update 4.005 will be welcomed by you, our players, and will raise the quality level of our sim to the next level. To finish today's diary, let's add some nice pictures to the mix - this time they are the Yak-9 cockpit shots captured in the game. Its texturing is nearly final while the development of its FM is progressing at a full speed. We hope it will be available to you in early Summer.



Enjoy!

The Sturmovik Team

Developer Diary #244 - C-47 Pics

Developer Diary #244

Hello everybody,

The progress on many parts of the Battle of Normandy project is becoming more visible with each passing day. We have placed the order on the numerous ground vehicles that will be outsourced while the design document on the buildings for the new map will be finished soon. The list of the airfields and the map borders are final and the work on the map itself has begun in earnest. The list of the squadrons that will be recreated in the Battle of Normandy Career mode and its main scenario are prepared as well. Visual models of the three aircraft and the FM of the first one (P-47D-22) are in the works. Today we can show you the current state of the visual model of the second aircraft in development - C-47A transport plane which will be manned by AI. The famous WWII legend, it was the best known Allied transport plane. Built under license in many countries, its civilian versions are still in service now, in the early XXI century. This workhorse played a key role in the airborne operations of the Battle of Normandy.




Enjoy!

The Sturmovik Team

Developer Diary #243 - Damage Model Improvements and P-47 D-22 Pics

Developer Diary #243

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. :rolleyes: 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:



Yours sincerely,
Andrey “Petrovich” Solomykin – Lead Engineer