- Published on Tuesday, 29 November 2016 20:19
- Written by F19_Klunk
Some pleasant news; we have a returning SvAFfer; F16_Simon has decided to get a new rig and dust of his joystick.
Let's give him a warm welcome back in the Shout Box. All we need now is to find him an ID.
- Published on Tuesday, 29 November 2016 20:11
- Written by F19_Klunk
So, summer and winter skins..
A gripen icon to for some Swedish taste..
- Published on Friday, 25 November 2016 22:16
- Written by SvAF_Admin
We welcome a new volunteer to SvAF: SvAF/F19_Tomten!
Tomten is a member of MasterArms.se but it seems that he lacked the smell of engine grease and the cold winds of the Russian tajga. Therefor he is now also attached to SvAF. We just need to find him an ID NUMBER; we have a few that are not in use.
Say Hi in the chatbox fellas!
F19_Tomten.. maybe #18 (H)?
- Published on Friday, 25 November 2016 16:03
- Written by F19_Klunk
Those of you who were there almost exactly 5 years ago now, remember the reason. Our Missing Man Formation.
- Published on Wednesday, 19 October 2016 12:47
- Written by SvAF_Admin
We're glad to announce that the sim has been updated to version 2.004. It includes many changes we were working on for Battle of Kuban and of course all of them will be in Battle of Stalingrad and Battle of Moscow. While developing Battle of Kuban we're working on all three our projects at once, bringing the improvements to all our users.
This time almost all parts of the game were improved, the most important ones being the first results of physics optimizations for AI aircraft, landing gear physics modeling corrections for all planes, addition of the spotting ability to aircraft in multiplayer and the ability to set clouds height and thickness. All parts of the game were polished to some extent.
Physical Model and Systems Fine Tuning
- First optimization task completed: AI controlled aircraft on the ground can be doubled, while resources used by aircraft in the air decreased by 20%;
- 'Jumpy landing gear' issue fixed thanks to improved shock strut model;
- Lift force loss and drag increase of a remaining wing after fragmentation of a wing corrected;
- Bumpiness of concrete runways and taxiways reduced;
- A slipping friction modeling situation when a stationary or slowly rotating wheel of a landing aircraft touches the ground at a high speed has been improved, resulting in more accurate modeling of two-point landing. Tail-high landing can be performed if you touch the runway accurately;
- An additional lateral friction is applied to a drifting wheel, making an aircraft more stable while taxiing, take off and landing, but also making it prone to roll-over during a strong skid;
- He-111 won't rotate after an emergency landing;
- Bf 109 E-7 mass correctly decreases with ammo spending;
- Wrongly added excess weight removed from IL-2 and LaGG-3 with VYa-23 and Sh-37 guns;
- Engine heat model corrected for Ju-87;
- Yak-1 series 69 engine characteristics corrected, now it follows the reference better (maximum speed at ground level and its turn time decreased a bit);
- Engine damage logic corrected: now an engine with a depleted time reserve at combat or other modes won't be damaged while working at normal mode afterwards;
- Physical behaviour of a detached wheel of an airplane is improved in case of fall on ground;
Aircraft Damage Modeling
- AB-1 armor made more resistant to shell fragments, protecting internal aircraft equipment better;
- Aircraft tails made more resistant to gunfire;
- Bf 110 E-2 damage resistance corrected (slightly increased). Now it is a bit less durable than Pe-2;
- Altitudes of engaging and disengaging breathing devices were corrected for German aircraft (by German flight manuals);
- Oxygen deprivation model corrected (its effects are felt at higher altitudes than before);
- Powered temperature gauges won't work when engine is off;
- Pe-2 trimmer neutral position indicators work now;
- REVI-12 gunsight reticle corrected (increased by 12%);
- La-5 engine assistant won't erroneously reduce RPM after canceled landing and going around;
- MiG-3 3D model corrected thanks to research performed by community member BorysVorobyov;
- P-40 cabin plexiglass quality increased;
- Pe-2 fuel gauge is backlit now;
- La-5 cylinder head temperature gauge is backlit as well;
- I-16 mechanical sight corrected;
- Bf 110 E-2 gunsight ;
- Bf 109 canopy color corrected for some color schemes;
- Fw 190 AI won't crush into ground after receiving Attack Area order;
- Fixed AI crashing into ground after dropping bombs at low altitude;
- Fixed AI wingmen dangerous maneuvering while given Cover command that could cause them to crash into each other;
- AI Fw 190 should enter uncontrollable spin less frequently (their angle of attack limit has been corrected);
- AI P-40 should enter uncontrollable spin less frequently (their sideslip angle limit has been corrected);
- Fixed AI crashing into ground after achieving maximum dive speed;
- AI gunners won't always have a max skill level (their skill is now tied to AI pilot skill);
- AI gunners open fire at a closer distance when given an 'fire at close distance' command;
- Fixed Ju 88 gunners not firing if the pilot window was opened;
- It is now possible to give the spotter ability to an aircraft, making it recon plane;
- It is now possible to give the spotter ability to a spawned object;
- Cloud height and thickness can be set in a mission;
- More than 32 buildings can be destroyed in a city block (restriction removed);
Graphical User Interface
- Selected engines now displayed in HUD on multi-engine aircraft;
- Symbols and lines on the map are now scaled with it;
- New GUI options 'show player messages' and 'show kill messages';
- New technochat message added telling pilot that an engine is deselected;
- Additional technochat message added to MiG-3 and P-40 telling about tail wheel locking and unlocking caused by pedals position;
- Detailed wind info added to campaign bombing missions;
- Cloud level height (and thickness in case of thick clouds) info added to briefing;
- Wind turbulence info added to QMB and campaign briefings;
Other changes and additions
- Significant performance increase for ships (their impact on the game performance is reduced 5 times);
- Destroying an AA gun on a ship won't destroy a ship itself;
- Wingmen callsigns corrected in the campaign (previously several wingmen could have a same callsign number);
- Callsigns corrected in the campaign (previously two flights could have a same callsign);
- Ground attack planes targets corrected in the campaign (previously they could fail to appear in certain circumstances);
- Several language translations were corrected;
- A rare issue - black screen on mission start - has been fixed.
- Cloud level height (distance between the ground and clouds bottom) can be set to any reasonable value. Cloud thickness is limited for different weather presets:
- In this new version (2.004) missions format was changed, so binary missions which were created in previous versions will not work properly. To restore your mission delete .msnbin file and keep only .Mission file, open in in Mission Editor and re-save it with new .msnbin binary mission.
- Due to mission format change flight records which were recorded in previous versions will not replay.
- Published on Thursday, 13 October 2016 16:42
- Written by SvAF_Admin
Today I want to tell you about the new features we will add to multiplayer mode in Battle of Kuban. Development of these features is planned for the next year, but we already know what we want to get in the end. The most important feature is the Cooperative (CO-OP) mode. Let’s go into the details about it right away.
The current Deathmatch multiplayer mode is a potentially infinite play session (usually its time is limited in the server options, but it can be infinite). A player can log into such server at any minute, choose an airfield and jump into the cockpit of any plane available there. The mission designer can set any goals and targets that can respawn infinitely. Therefore, the player’s plane can’t be a mission target since it is unknown if and when it would take off. Targets in this mode are always static objects or they are controlled by AI. On one hand, this mode gives the maximum freedom to the players, but in scenario missions, where each player has a certain role and task such freedom can be counter-productive.
CO-OP multiplayer mode includes the player’s plane in the mission script, various triggers are associated with it and player actions influence how the mission unfolds. Players have their own mission routes, targets and tasks and they can be unique for each player or group of players. The number of players, their starting places, aircraft, mission routes, armament and fuel reserve are defined in the mission (however the aircraft preferences can be changed by players if server rules allow this). Therefore, CO-OP mode gameplay is much closer to single-player campaign missions, but a CO-OP mission contains a different mission for each of the players which they complete together in one multiplayer session.
Unlike in Deathmatch mode, in CO-OP mode all players begin a mission simultaneously at a time set by the mission designer and there is no way to restart in the same mission. The mission ends either by meeting certain conditions set by the mission designer or if all players are shot down. There is also a possibility of making missions where players are divided into two opposing teams – one team must complete a certain task and another team tries to not let them do it or both teams must complete their own tasks and attempt to not let the enemy team complete their task at the same time (the so called PvP with AI). It is also possible to have missions where all the players are in the same team and pursue a common goal (PvE).
In addition, we plan to make the existing Deathmatch mode deeper for Battle of Kuban. Player actions will become more coordinated thanks to a new major feature – the Marshal mode. At the moment, we have a basic vision how this mode will function and what features it will include. Here’s a rough idea of how it would look from a player point of view:
- If Marshal mode is enabled on the server, one of the players can become a Marshall. We haven’t determined the exact criteria of how a Marshal will be chosen, perhaps it would be a player with most achievements earned or a player from the list created by the server owner as he sees fit.
- A Marshal can’t fly himself, his job is directing others. Each team has their own Marshall.
- A Marshal (and only he) can see objects near friendly spotters, airfields and recon units (recon planes and tanks), therefore he (and only he) can have a complete understanding of the battle situation or as close to it as certain fog of war limitations allow.
- Moreover, the Marshal will have a limited ability of directing the ground forces using special command markers. He will be able to give orders to certain ground unit groups and set their basic reaction to danger (‘fire at will’, ‘return fire’, ‘don’t fire’).
- We are also considering other features to add to this mode assuming development and testing goes well.
Beyond that, there will be an interesting event in our project soon, which is not directly related to our work, but it is the result of work and efforts of a team from the community. This team decided to make a multiplayer game mode with unique add-ons over the standard multiplayer design functionality. Team 72AG-DED have made a server with an online campaign in Deathmatch mode using the processing logs of =FB=Vaal, =FB=Isay and tools that we have provided them. This development is notable for its simplicity and originality. They took all the best we offer servers operators and added something new, which is something we have been hoping for.
The project "Random Expert +" uses a flexible mechanism based on the reference points scattered around the map, transitions between them are given under certain conditions, and thus the players on the server directly affect the movement of the front line in different parts of the map. The control program created by 72AG-DED, which is using this mechanism, is automatically creating the mission and sending it to the game server.
According to the results of each mission derived from server logs, progress achieved by players is counts towards and becomes stored on server. Achieved status is displayed on the site of the server in the form of a schematic map with symbols. Of course in the spirit of cooperation we are receiving their questions and inquiries periodically, which are about additional features and things in development, some of them have already been implemented in the game. Server capabilities are limited only by the imagination of its developers and at this stage the 72AG-DED team has big plans for the development. Now the server is at the stage of closed testing, but very soon it will be available to everyone. From our side we wish the team 72AG-DED much success in this endeavor.
In the end I would like to highlight that since the CO-OP mode is intended for short missions, we plan to restore the ability to launch a multiplayer server directly form the game and allow a host player to become one of the players on this server. There will be a way to host a multiplayer server either using the dedicated server utility, as it happens now, or directly from the game. Basically this will be like it is now in Rise of Flight.
In the meantime, we continue our work on the project and we’re hoping to give you an important update on game version 2.004 next week. Today we can show you several 3D model WIP screenshots of Bf 109 G-4, He 111 H-16 and Bf 110 G-2.
- Published on Wednesday, 12 October 2016 23:03
- Written by SvAF_Admin
A clip in HQs taste... feel the atmosphere of this ..... game
NOTE: watch it HD quality on Youtube, full screen. Then say you are not inspired :)
...or maybe you need to chase down a russian tank? IL2 BoS/BoM is waiting for you!
- Published on Tuesday, 11 October 2016 15:31
- Written by SvAF_Admin
A glance of what has happed before today, now and tomorrow...
Memory #1 Feb 2007
From our forum "Kz uses F19_Klunk in their propaganda" by F19_AgaOdorox
"We need to fight back! :D watch 4:46"
- Published on Friday, 07 October 2016 19:41
- Written by SvAF_Admin
As we mentioned in our previous developer diaries, Battle of Kuban is in full scale development. In particular, the map of the new thereat of war is in the works.
The Career mode time-frame of the Battle of Kuban will begin April 17 and end October 9, 1943, so the map will include three seasons - Spring, Summer and Autumn. Making a Spring map is a new experience for us and we'll see how it goes. We're confident that its quality will be good, but the difference in color palette should be significant compared to other seasons and we're hoping it will add a nice visual variety to the project.
Map borders are already set, as you can see on the attached picture - 416.2 km х 288.4 km fly zone which is 120,032 square kilometers total. Its borders, where you can't fly, ranges from 9.5 to 35 km thick (they are needed so you won't see the map edges). If we count these borders, the total visible area of the new map increases to whopping 165,000 square kilometers. The flyable area of the Kuban map is 32% larger than our Stalingrad map and 20% larger than our Western Front map in Rise of Flight. This is a significant increase in size with many more terrain features. You are going to enjoy it!
There are three major cities - Krasnodar, Novorossiysk and Kerch, several sea ports, some of them including unique infrastructure objects, more than thirty airfields. What is important, is that the map contains very diverse landscape types with the ocean, mountains, steppe, forested foothills, estuaries, salt-marshes, the Kerch channel, rocky and sandy coasts. Therefore, you'll see a diverse and interesting environment during three different seasons.
At this moment, initial research, map borders and the height map are completed and we can show you a very early WIP screenshot of the new map. There are no land textures at all yet, but it's a start :)
In addition, today we can tell you that our work on the next update 2.004 reached its final stage. The new update is in beta testing and we plan to release it in 2-3 weeks. It already contains more than 45 changes, including changes to physics, aircraft systems, damage models, 3D models, AI, user interface, mission system and ship improvements. The most important ones come from our work on the Battle of Kuban which is the first tier of physics and AI optimizations, resulting in double the number of AI aircraft on the ground at the same level of performance and 20% physics performance increase of AI aircraft in the air.
We'd also like to let you know that while our work on DirectX 11 implementation is not finished yet and the new render isn't ready to be included in 2.004 update, at the moment it grants a huge graphics performance boost, almost a 2x increase or more in FPS depending on the scene. We're hoping to release the new renderer to the public this year and we'll start its beta testing immediately after 2.004 release.
Update 2.004 will also bring some early features we're preparing for the new Air Marshal multiplayer mode - the ability to have recon planes in the multiplayer server (the server host will be able to give some aircraft the spotter ability). Joystick ID storing system is improved again, hopefully this would resolve the remaining issues with multiple control devices caused by Windows changing device IDs for those who encountered them. You can see the testing of this system on the picture below :)
And finally we have begun to work on collecting information and content for the new Career mode. Please check the forum for a section called Career Assistance. If you can help us create and gather the needed materials it would be a great help to the team!
- Published on Thursday, 29 September 2016 14:22
- Written by SvAF_Admin
In parallel to Battle of Kuban development, we continue our work on new Collector Planes - Yak-1b (series 127) and Ju-52 3mg4e. Their 3D models will be finished in the next few weeks and work on their physics models is already underway.
The Ju-52 controls are somewhat unusual, for example, its wheel brakes are engaged by pulling back the engine control levers while the flaps are operated using the same handle as the adjustable stabilizer. However, it is possible to unlink these controls and adjust the stabilizer without touching the flaps. Other unique features are a tail wheel brake, corrugated fuselage and wing plating, hanging rudders and flaps, fixed-pitch propellers and non-parallel thrust vectors of the wing engines. Its design represents the transitional period between the wars (1920-1930’s) where new designs and increasing technology led to experimentation with some odd results. The Ju-52 was an iconic plane from this period in aviation history and its usefulness kept it flying all throughout WWII.
Although from the famous Yak family of fighters, the Yak-1b (series 127) required almost a complete overhaul of the existing Yak-1 (series 69) 3D model. From the development point of view this is almost a completely new aircraft. There are several subtle differences that influence its physics model – a different propeller, automatic tail wheel lock similar to the MiG-3, simplified trimmers (just bendable fins instead of separate trimmer surfaces), improved seals for openings, additional engine exhaust covers, a different engine intake, and, of course, a lowered fuselage spine with a teardrop canopy. All of these changes led to better aerodynamics and performance than previous Yak models. The Yak-1b also had more armor in the front section of the fuselage and it had a different armament package. Armament consisted of a 20 mm ShVAK with 140 rounds and a 12.7mm UBS machinegun with 220 rounds. Designers also removed the underwing rocket rails.
Here are some WIP screenshots for more visual impression:
- Published on Thursday, 22 September 2016 12:22
- Written by SvAF_Admin
News from the IL2-team:
The work on Battle of Kuban is officially started - the development plan is completed and approved by all team leads. The map of Kuban and three 3D models of the aircraft are already in the works and we are making preparations for the Career mode. Today we'll tell you a bit about this new game mode.
The most important thing is that Career mode is being developed not only for the Battle of Kuban, it will replace the current Moscow and Stalingrad campaigns as well.
In general, Career mode will be similar to Rise of Flight career with some changes. The main difference is that the new Career will be divided into phases according to new theaters of war and each phase will contain several chapters highlighting most important events like in current campaigns. Players will be able to select a phase and a chapter where they would like to start a career. After completing a phase, the career can be continued in another theater of war that is set later historically with the same personage. Each player can have several personages for different sides and different phases.
Unlike in present campaigns, in the Career mode all missions will be tied to the calendar and time of day, happening successively. Your personage will serve in a selected squadron day by day and the outcome of previous missions will influence the next ones. In general, the tour of duty of a squadron will be close to the historical one. You can choose a squadron to serve in depending on a plane you want to fly. In addition, each aircraft and AI pilot in your squadron will be tracked. Pilots can be lost in action and new ones will join the squadron while damaged aircraft will require time to be repaired. All pilots of the squadron, both player and AI ones, will have a personal combat score and receive new ranks based on it.
We can't be 100% sure we'll have the time to implement this, but we want to allow player to begin a career as wingman and become a wing leader and eventually a squadron commander. Squadron commander can plan new missions, correcting a flight path and assigning aircraft and pilots to carry it out.
It will be possible to apply for transfer to another squadron, allowing a personage to change his aircraft and combat role (fighter, ground attack or bomber pilot) in the same career. Another significant change is that there will be historical military awards and ranks.
Please note that we don't simply copy the RoF career. It will be significantly optimized performance wise to make using it a breeze. While the main idea of the campaign comes from RoF, the mission generator will be an improved version of the current IL-2 one, resulting in much more rich environment and diverse combat situations that were possible in Rise of Flight. In addition, the current work of our engineer department on physics optimizations is aimed at increasing the number of aircraft in a mission, so the new Career will feature more intense and rich missions compared not only to RoF, but to the current IL-2 campaigns as well.
This is all we wanted to tell you about the new Career at this point, but there is another matter we'd like to share. In the previous Dev Diary we told you about landing gear modeling improvements that will be published in the next version 2.004. While working on the landing gear further, engineers were able to address a slipping friction modeling situation when a stationary or slowly rotating wheel of a landing aircraft touches the ground at a high speed, resulting in more accurate modeling of two-point landing. Tail-high landing can be performed if you touch the runway accurately, as shown in the video. In addition, an additional lateral friction is applied to a drifting wheel, making an aircraft more stable while taxiing, take off and landing, but also making it prone to roll-over during a strong skid. To summarize, taxiing, takeoff and landing will become somewhat easier and realistic in general, but a mistake during these phases will cause severe consequences. We' re hoping you'll like it.