1. IL-2 Sturmovik: Battle of Stalingrad
  2. News

IL-2 Sturmovik: Battle of Stalingrad News

Dev Blog #334

Dear Friends,


Today we'll tell you about one of the Collector Planes in development - IAR-80/81. Both kinds of this Romanian aircraft will be available in our sim: the 'short' model with short fuselage and wings and the 'long' one (that's right - with long fuselage and wings). At the moment, the work on the first model has progressed well and the second one will be developed relatively fast after finishing the first. This fighter/bomber was designed under the lead of Ion Grosu and took off for the first time in 1939. In 1940 the aircraft went into mass production and later was updated many times, resulting in many modifications. Most of them will be available in Great Battles:



"Short version" I.A.R.80-A serie 106-150 : fighter armed with six 7.92mm FN Browning MGs firing German rounds (base model).
I.A.R.80-B series 181-200 : fighter armed with four 7.92mm and two 13.2mm FN Browning MGs firing 13.2mm Hotchkiss rounds.
I.A.R.80-M : fighter armed with two 7.92mm FN Browning MGs and two 20mm MG-151/20 German guns.
I.A.R.81 series 151-175 : fighter/bomber armed with six 7.92mm FN Browning MGs and capable to deliver up to three bombs with up to 400 kg total weight. The underbelly bomb mount had a special parallelogram mechanism for dive bombing that prevented a released bomb from hitting the propeller. In addition, the flaps on this dive bomber modification had larger angle range, serving as ad-hoc air brakes.


"Long version" I.A.R.80-B series 212-230 : fighter armed with four 7.92mm and two 13.2mm FN Browning MGs firing 13.2mm Hotchkiss rounds (base model).
I.A.R.80-C series 251-290 : fighter armed with four 7.92mm FN Browning MGs and two 20mm MG-FF Ikaria guns.
I.A.R.81-C series 301-450 : fighter/bomber armed two 7.92mm FN Browning MGs and two 20mm MG-151/20 German guns and capable to deliver up to three bombs.



All the IAR-80 modifications that will be modeled in our sim were powered by twin-row radial 14-cylinder air cooled engine I.A.R.-14K, which was the licensed version of the French Gnome-Rhone 14K. In takeoff mode it could reach 1000 HP. The similar, albeit less uprated engines were installed on the German ground attack aircraft Hs-129B-2 most Great Battles players are familar with already.



This first Romanian mass-produced fighter was all metal except the stabilizer and flaps skin. The flaps and landing gear had hydraulic actuators. All in all, it possessed flight characteristics similar to Soviet Yak-1, but late IAR modifications had much more powerful weapons and bombs.



The visual 3D model of IAR-80/81 is being developed by two famous enthusiasts - Ivan Shirshov (3D model) and Martin =ICDP= Catney (exterior textures). We hope they'll finish their part of the work in the coming months and we'll be able to start the work on its FM and systems. We'd like to repeat once again - if you're interested in creating new content for our series, we're always open for collaboration. Just contact us.

Update 5.003

Dear Friends,


Our team has finished the development of the new update 5.003, and it is released. This time we will launch three new pieces of new content at once.


The first object is the C-47 "Skytrain" we have talked about in Dev Blog #331. This big guy has been developed together with Yugra Media company which created the 3D model of the cockpit and updated the external model of this aircraft. It wasn't easy, but this plane is interesting to become familiar with. This most popular military transport plane of WWII is now available in Pilot's Career mode during the Normandy and Rhineland timeframes. You'll be assigned missions like Cargo Delivery, Special Forces Paradrop and Cargo Paradrop (the second and third mission types can occur both during daytime and nighttime in Normandy career). We're hoping you'll enjoy flying it.



The second one is the Western Front 1918 map created for Flying Circus Vol. 2. At this time the flyable zone corresponds to the Rise of Flight map while the buildings and objects are placed in the two most important zones as it was planned for FC Vol.2: Amiens - Lille - Saint Quentin (North-West) and Thionville - Saint Dizier - Nancy (South-East). Both WWI maps, Arras and the new Western Front one are available to owners of either Flying Circus Vol.1 and Vol.2 as we have promised during the project announcement. We hope to continue WWI development in the future and complete the scene along the frontline. For now, the map is WIP even for FC Vol.2 and the development of Career and Advanced Quick Mission modes for it are ongoing. The Quick Mission mode for it is already available, while Yugra-Media continues improving the map itself.



The third new arrival is StuG III Ausf.G - we have talked about this steel German beast in Dev Blog #333. The modeled assault gun was created by MIAG factory using the Pz.Kpfw.III Ausf.M chassis produced by MAN factory. This combat vehicle is the popular Ausführung G version. The most mass produced modification, numbered around 7800 units. They were armed with the 75mm StuK 40 L/48 gun with artillery periscope and equipped with Schurzen side armor sheets, smoke grenade launchers and an infantry MG34 stowed in the fighting compartment which was operated by an unlucky loader who had to expose himself to fire it.



The completion of StuG III allows us to present new Tank Crew editions: Premium and Deluxe. Tank Crew Premium Edition offers the complete Tank Crew - Clash at Prokhorovka experience by adding 4 Collector Vehicles to the already impressive list of 10 legendary combat vehicles. A detailed Prokhorovka map and two campaigns of the original Tank Crew. This Premium Edition is available on our website. The Deluxe Edition is available on Steam and includes Battle of Stalingrad in addition to all this. Either edition offers huge savings compared to purchasing its contents independently.


Of course, this is not all. For instance, Steel Birds campaign has been updated to accommodate the new tactical numbers system and is now available on Steam. There are dozens of other additions and fixes and the work on improving Great Battles continues. The full changelist follows:

Main Features
1. The "Western Front, Spring 1918" map is available in Early Access to all customers who pre-ordered Flying Circus Vol. 2 and to all owners of Flying Circus Vol. 1 as we promised at the time of the announcement. Quick Mission mode works already, the work on finalizing the map and implementing the Pilot's Career and Advanced Quick Mission modes for it continues;
2. The C-47 "Skytrain" transport plane is now available to all who have pre-ordered it. In addition to QMB and AQMG modes, this aircraft can be selected in Normandy and Rhineland Career mode timeframes;
3. The German StuG III Ausf.G assault gun is now available to all who have pre-ordered it;
4. AI-controlled tank Pz.Kpfw. V Ausf.G Panther added;
5. AI-controlled Morris C9B self-propelled anti-aircraft gun with Bofors 40/L60 cannon added;
6. AI-controlled Universal Carrier Mk.II added;
7. The variety and historical consistency of aircraft and tank tactical numbers in Quick Mission, Advanced Quick Mission, and Pilot's Career modes increased;
8. Added the ability to remove external fuel tanks on player-controllable T-34 and SU-122;
9. Smoke grenade launcher functionality added on player-controllable Pz.Kpfw.III Ausf.M, Pz.Kpfw.V Ausf.D, and Pz.Kpfw.VI Ausf.H1;
10. Improved structure damage modeling of WWI airframes under load (their G-limit drop from rifle caliber bullet hits is not as drastic as before).


Other Changes
11. The target distribution in AI aircraft groups has been adjusted. Priority targets like anti-aircraft guns are engaged by one to four planes in the group depending on the leader's AI level, other wingmen will choose other targets;
12. Steel Birds historical campaign has been updated. All flights are assigned tactical numbers according to the time period and specific unit, many other fixes and improvements were made;.
13. The animation of guns in turrets when switching positions has been corrected.
14. Turrets return to default positions when the crew leaves the plane.
15. The cocking animation when reloading the magazine has been restored.
16. Dynamic damage hit marks correctly appear on auxiliary armor panels on Fw 190 A-8, Fw 190 A-6, B-26B55 and others.
17. IL-2 mod. 1943: formation lights won't visually double at a distance.
18. USS Gleaves: torpedo launcher effects are aligned with its position.
19. USS Gleaves: torpedoes in the water are visible at a distance correctly.
20. Custom paint schemes won't have tactical numbers automatically assigned.
21. Normandy videos now have subtitles in Russian, Chinese, German, Spanish and French.;
22. Career ground attack aircraft escort missions won't be randomly generated in a corner of the map.
23. AI-controlled Ordnance QF 17-pounder gun now aims correctly.
24. Churchill IV gunfire sound replaced by a more suitable one.
25. PzKpfw IV Ausf.H is correctly visible at a distance.
26. PzKpfw IV Ausf.H model updated in many ways.
27. The PTK commander's panorama on SU-152 works correctly again.
28. Churchill speed indicators corrected.
29. Ferdinand gunner station now has a mirror for the bubble level indicator.
30. Ferdinand station notes (in-game help) updated.
31. Previews for T-34 mod. 1943 skins restored.
32. Fixed an error in submarines' torpedo launching algorithm, which sometimes caused the torpedoes to explode prematurely.
33. Radiator leakage effect excessive brightness has been reduced.
34. AI pilots won't sometimes taxi after landing in the wrong order.
35. AI pilots whose aircraft are unable to land will now be put at the end of the landing queue.
36. Tank fuel tanks can catch fire even if the engine is knocked out (previously this was blocked to prevent effects doubling).
37. In a case of MG misfire in a player controlled tank the cocking sound can be heard.
38. The disappearance of techno chat messages in Dogfight that could occur in a next flight after bailing out has been fixed.
39. Parachutes appear in multiplayer correctly when there is a wind.
40. The death animation of the A-20 top gunner has been corrected.
41. Yak-9 and Yak-9T: corrected the appearance of extended landing gear warning lights.
42. The rear landing gear of Flying Circus airplanes leaves a correct sized trail on the ground.
43. GUI: the operation of the armament panel in the HUD when there are multiple switchable positions has been corrected.
44. GUI: fixed HUD elements "blinking" at commander's seat.
45. Airco DH4 wreckage appearance has been corrected.
46. Damaged Gotha G.V. airplanes look correct at a distance;
47. Mission Editor: Entente and Central Powers units are displayed in blue and red respectively.
48. Mission Editor: Entente and Central Powers countries are correctly displayed in the Order/Opposition lists in the object properties of the Location type.
49. Mission Editor: the Move Camera to Object command for objects in the mission tree now has a keyboard shortcut Shift+RClick. The right mouse button click with Shift on an object in the mission tree will move the camera to this object.
50. Mission Editor: the Set on Ground command now works recursively for objects in groups and for groups within other groups.
51. U-2VS: a missing rocket on the left wing was added to ammo variants #20 and #29.
52. Tactical number colors were corrected in scenario campaigns.
53. Bomb and rocket aiming helpers won't jitter when enabled.

Enjoy!

The Sturmovik Team

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

Dev Blog #333

Dear Friends,


Very soon - next week - we'll publish the next update that is planned to bring (provided no critical problems are found during the beta testing) the long-awaited StuG III and C-47A, AND the WIP Western Front Spring 1918 map (!). We have told about the legendary Skytrain in one of our previous Dev Blogs, so today's star is StuG.III Ausf.G.



There were many StuG.III self-propelled guns produced during the war, more than 9000 units spanning around 10 modifications. The Ausführung G that is recreated by our very talented partners at Digital Forms was the later one, having the heaviest gun and armor of all of them. The vehicle represented was built on the Pz.Kpfw.III Ausf.M base, so it has nearly the same chassis, engine and transmission. The fighting compartment, however, was completely rebuilt: replacing the turret with the welded armored superstructure granted it enough internal volume to accomodate the bigger 75 mm StuK 40/L48 gun. Its barrel and ballistics are similar to KwK.40 L/48 installed on Pz.Kpfw.IV Ausf.G and later ones. This gun used the same ammo as 7,5 cm Pak. 40 AT gun.



Unlike the tank gun equipped with a telescopic gunsight designed for direct fire, the StuG.III gun had Sfl. ZF 1a artillery periscope marked for thre ammo types - APHE, sub-caliber AP and HE. Late StuG III modifications were equipped by infantry MG34 machinegun with box magazines stored in the fighting compartment. To fire it, the loader had to get out of his hatch, raise the armored shield and set the machinegun up in one of the two positions - for firing at air or ground targets. Schurzen armor plates for protection against AT rifles and shaped charges could be also installed.



Six one-shot smoke mortars could be also installed. Sure enoungh, not only we modeled them in the game, but we couldn't resist and upgraded the two previously released Tank Crew tanks with this weapon - Pz.Kpfw.III Ausf.M and Pz.Kpfw.VI Ausf.H1 Tiger.



All in all, StuG.III is a light enough to be maneuverable, but also has a good frontal armor protection and a powerful main weapon. As we mentioned above, it will be available to its owners very soon.

Dev Blog #332

Dear Friends,

Recently we had a broadcast on YouTube about this project:

The text below roughly follows its highlights. We'll be able to show you the stuff in development in the next Dev Blogs, while today we will give you an overview of the current work directions.

[previewyoutube][/previewyoutube]

First and foremost, we're committed to the new project tech that is already in development. At the moment our graphics engine gives us more than competitive visuals and performance. And the progress doesn't stop. By the time it is released, the player's hardware, competitors' tech and game industry standards will be more advanced and we have to keep our place in the vanguard of the industry and the genre. By concentrating on the really important advancements and not spreading the resources thin on hyped things that will be soon forgotten. This is not an easy task but we were able to handle it so far and are positive we'll keep it this way. The direction of the graphics engine improvement we have chosen is massive and fundamental, requiring some new approaches to the content creation routines - therefore they affect not only our programmers but all our artists as well. As a result we'll have a new level of objects and environment quality.

Second, we plan significant changes in the graphical user interface - both its engine and design will be updated. We want to achieve the new level of visual quality by having an interface that will help the player's immersion from the first screen and in all the various game modes. While the new interface design is still being discussed, its engine is already set. The new API allows many graphical possibilities and, which is very important, performance optimizations. All in all, we expect a significant leap forward in this area.

Third, we plan to make significant improvements to the physical models. There will be a revision of the many subtle aerodynamics aspects that accumulated through the years. Our physical models are already very accurate and are among the best in the genre. But there are always things that can be improved. As you know, recently we have tuned the damage modeling and achieved very good results. However, the experience of years of work and optimizations in various parts of the project allow us to make a next step in increasing the detail and variety of the aircraft damage modeling.

Fourth, we have already started the creation of the technical design documents for the new aircraft and one of these aircraft is already in development. The work on new pilots models is already underway. The pre-production of the new map has started - our designers are doing various research on the new area. This work is very extensive and complex because the chosen theatre of war is very interesting and visually appealing. But the reference documents and materials are not easy to come by. In fact, as it was before in our team experience, it looks like we'll not only create a new memorable realistic combat sim, but make a contribution to the history as a science by uncovering new data. At the very least we'll do our part in refreshing the public memory of these events.

Fifth, we're finishing the previous projects. The work on the Western Front 1918 map is nearing its end and we'll release it into Early Access as soon as possible along with Quick Mission mode. The work on the Career mode for Flying Circus is also progressing, the map locations are being prepared for this mode and the creation of new missions will start soon. Player controllable C-47 is almost finished and we hope to start its beta-testing soon. Sopwith Snipe progress is way beyond half of the planned work. Spitfire Mk.XIVe FM is in the works (we have shown you its screenshots in our Dev Blog recently) and our engineers will start the work on the Siemens Schuckert FM in the coming weeks. The IAR-80 visual model has made good progress. In fact, we plan to dedicate the next DD to this aircraft. StuG III will be finished soon - its physical model is ready and the artists are texturing its interior and exterior. In addition, we plan to create several more Collector Planes, which will be the modifications of the various aircraft that exist in the sim. Also we're finishing several Battle of Normandy objects - Bofors AAA on Morris 9C chassis, M8 Greyhound, Sd.Kfz.234 Puma armored car, Universal Carrier and Flight Direction Tender ship.

All in all, after the Normandy release our team did not slow down - on the contrary, we're accelerating on our way to the new, massive goal. This is backed up by the fact that we're significantly expanding - the plan is to increase the team from 36 to 50 people, reinforcing key departments and creating new ones. In spite of the world, industry and our project events the team keeps the spirit and its commitment to results - and the company management is also focused on results so we start our ship acceleration together. The very interesting, unique and compelling goal lies ahead and we're motivated to achieve it. We hope that when we announce it, this goal will inspire you, the community, not less than us, the development team - and perhaps even more.



To add something visual to today's DD, here are the shots of our Fw 190 D-9 model recently added to Artstation - check them out.

Dev Blog #331

Dear Friends,

Today we'll tell you about the development progress on two other Collector Planes. The first one of them is the C-47A Skytrain. C-47A was a military modification of the civil passenger aircraft DC-3 that had the reinforced floor and large door on the left side for cargo and different radio equipment. The cargo/passenger cabin windows had gun ports for small arms firing. The Skytrain name was used in the US, British called it Dakota, while in USSR it was known as Douglas. Li-2 planes (a licensed modification of DC-3 with Soviet ASh-62 engines, Soviet cockpit instruments and armament) were also called 'Douglas'.



The DC-3/C-47 family was the most popular transport aircraft of the war. The model we have in the sim can accommodate a general cargo, air-droppable cargo containers in the cabin, the same containers attached under the fuselage and paratroopers. Having the takeoff weight of up to 14 tons, the aircraft could carry up to 2,5 tons of cargo (more than 3 tons if overweight). The main disadvantage was its low speed, which adversely affected its usage in airborne operations. However, it was very easy to pilot and had good performance characteristics, which made it a real workhorse of the war. The long-awaited feature - make it player controllable - should be ready soon. Our engineers and artists from Yugra-Media are working to make it available to you as soon as possible.

The second plane we'd like to tell you about today is the late WWI fighter with rotative engine, the epitome of the British aircraft design school - Sopwith Snipe single seater. This aircraft is being developed from scratch since we did not make it for Rise of Flight previously. This very maneuverable, fast enough aircraft that was armed with two synchronized Vickers machine guns could confront the best German aircraft of that time. The new 9-cylinder 230 HP rotative engine Bentley BR2 had 100 HP more than the Clerget 9B engine installed on the very successful Sopwith Camel - a huge increase. The upper wing was shifted lower to give the pilot a better view forward and up. The work on the 3D model of this bird by Yugra-media artists is nearly finished and the work of our engineers is underway - we hope to release it for customers this year, which means really soon in fact.



Speaking of WWI we should mention that the Flying Circus Vol.II map had good progress. We should be able to start the beta-testing of this Spring 1918 map in the near future and it will be released soon after that. In Early Access the players will be able to use the new map in QMB and create single and multiplayer missions. After that we'll have to complete the work on the Flying Circus Career mode and update the map according to the customer feedback. We count on Yugra-media designers to use the new approaches that were adopted by our map designers during the work on the Normandy map to achieve the next level of the visual quality and fidelity compared to the old Rise of Flight map. And last but not the least - according to the player feedback we have revised the WWI airplanes damage from rifle caliber ammo - the evolution and the improvement of all the parts of IL-2 continues.