Unbenanntes Dokument
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Frohe Weihnachten  
von I/JG27_Zimmi  am 24.12.2016

Die virtuelle I. Gruppe des Jagdgeschwaders 27 wünscht allen ein frohes Weihnachtsfest und einen guten Rutsch ins Jahr 2017!

IL-2 Dev TS Q&A  
von I/JG27_Zimmi  am 04.12.2016

Vor Kurzem gab es eine ca. 3 1/2 stündige Teamspeak Session bei der die Entwickler von IL-2 sich den Fragen einige Community-Mitglieder stellten. Der Mitschnitt ist auf Youtube verfügbar:


Angestrebte Releasezeitpunkte: (Stand 02.12.2016)

  • Jän. 2017: Bf-110 G2
  • Feb.: He-111 H-16
  • Ende März: Fw-190 A5 mit FM Änderungen/Updates
  • Ende Mai: IL-2 Model 1943
  • Juni: Spitfire
  • Juli: Kuban Karte
  • Oktober: Yak-7B und Open Beta Kuban Karrieremodus
  • November: A-20, P-39, Neue historische Kampagne für Kuban, Hs-129
  • Dezember: Kuban Final

Hinsichtlich des COOP-Modus ist der Sommer 2017 angepeilt.

Natürlich ist im Entwicklungsprozess mit Änderungen und Verzögerungen zu rechnen.

Battle of Kuban  
von I/JG27_Zimmi  am 07.10.2016


Hello Everybody,

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!

10-jährige Mitgliedschaft  
von I/JG27_Zimmi  am 02.10.2016

Der Stab der I/JG27 ist hoch erfreut am heutigen Tage die zehnjährige Zugehörigkeit von I/JG27_Degalus bekannt zu geben. In dieser Zeit hat er sich nicht nur als exzellenter Jagdflieger, Kampfflieger und Versorgungsflieger behaupten können, sondern auch unzählige Einsätze als Schwarm- oder Staffführer angeführt. Er zählt mitunter zu den Piloten, die fast alle Geschwaderteffen besucht, und viele davon sogar selbst organisiert hat.

Ein zehnfaches Horrido!

Battle of Kuban und Nachfolger  
von I/JG27_Zimmi  am 09.09.2016

Dear Friends,

It is my honor and pleasure to announce our current and future plans for the modern IL-2 Sturmovik Series. As you know we have released Battle of Stalingrad and Battle of Moscow and now we are ready to announce - THE BATTLE OF KUBAN! In addition to creating the Battle of Kuban we will be adding several new technologies, gameplay modes and community centered features to the Sturmovik series that will setup future titles based in the Pacific theater. We see the further development of the Sturmovik series as a marathon and not a sprint. We hope you will continue to support us and cheer us on the entire way as we make, what we consider to be, our shared vision a reality. More on our bigger vision further below.

To produce Battle of Kuban we have adopted a sixteen (16) month development plan that will culminate with its final release in December 2017. The plan is packed with new features, improvements, changes and new content. Battle of Kuban (BOK) will be available for Pre-Order in the coming weeks with a discounted price for early purchasers. An early-access program will also be available for pre-order purchasers as we have done in the past. You will not have to wait long to start experiencing new content and further improvements to the Sturmovik universe.

The Battle of Kuban provides a unique opportunity for us as a development team and for you as a customer. The Kuban theater offers some beautiful and varied scenery and interesting aircraft including Western Lend-Lease designs that played an important role not only the Kuban area, but all across the Eastern Front. The Kuban also helps the development team by providing an ocean environment for larger ships and other watercraft to do battle which will help prepare us for our eventual move to the Pacific theater.


Planned to be Included in Battle of Kuban:

Flyable Aircraft and Content:

- Bf-109 G-4
- Fw-190 A-5
- Bf-110 G-2
- He-111 H-16
- Yak-7b
- P-39L-1
- IL-2 mod.43 UBT
- A-20B
- Hs-129 B-2 (Collector)
- Spitfire Mk.VВ (Collector)

- Kuban map 300x400km (Seaport, Towns, Mountains, Sea, Prairies, Large Forests, Part of Crimea)
- Warships (Destroyer, Cargo ships, Submarines, Torpedo boats, Landing Barge)
- Some New Ground Units

Technology and Features:

- DX11
- VR (with existing GUI)
- New Career for Kuban, Moscow, Stalingrad (ROF-like)
- Scripted Campaign game mode with first Campaign of 15 missions. Community can add their own scripted Campaigns later.
- CO-OP Multiplayer Game Mode (ROF-like to start)
- Air Marshall and Field Marshall modes for MP. (i.e. HQ-ATC-GCI type screen to manage a battle with realistic limited info)
- In-Game Model-Viewer (tool for skin makers)
- Mods On/Off Mode (As open as possible including sounds and textures)
- Support for Tacview
- Rear View Mirrors
- Re-vamped Triple Monitor Support
- External Gauges API for app makers
- Ability for Players to Import Vehicles and Objects (Like ROF)
- SDK for Vehicles, Buildings, Boats and other Objects
- Custom Graphics Settings Options

Other Improvements:
- As much of Daniel’s DD120 (As time and budgets allow)
- Adjustable Cloud Heights
- Flight Model Optimization for AI planes (More AI planes in missions)
- Planes with larger wheels are less stuck in rough terrain
- Support for Larger Textures (Assuming tests prove possible)
- Sound/Graphics FX (Object linked hits and sounds)
- Sharper Shadows
- Haze Improvements (Possibly if research results are good)
- New Tracers (Possibly if research results are good)
- Oil Leak Texture Layer (Possibly if research results are good)
- Liquid effects on Canopies (Possibly if research results are good)
- Torpedoes
- Key/Axis Mapping Dialog Re-design
- PWCG custom button in GUI (Similar to ROF)
- Crew Position Hotkeys
- HEAT projectile
- Multiple Bomblets
- Cavity bursting charge AP projectile
- TrackIR seen as separate device by game
- Misfires when gun overheated
- Blown engine if something going wrong with it
- Trimmers on axis
- Cargo Drops and Paratroopers for Ju-52
… and other small improvements, changes and fixes we can fit in to the schedule.

Note: Items above not listed in any particular order or priority and any item listed is tentative provided development goals are reached as planned.

Larger Picture:

Over the next few years we plan to meet four major goals with our engine, technology and products.

1. Build the technology and features the community wants to see in our products and try to re-capture some of the magic that made the original Sturmovik so much fun. We call it the “Spirit of ‘46”.

2. Continue to use the Eastern Front as the proving ground for our engine, technology and game design for a little while longer. By making Kuban next, we will leave the Eastern Front a well-appointed theater that fans of the Eastern Front can enjoy it for a long time.

3. Move to the Pacific Theater and build a first-class simulation of Carrier Warfare which dominated that theater.

4. Develop features, methods and opportunities to increase community involvement in the creation of interesting content and increasing social interactions between players to build a stronger community.

If our plan is successful, our engine and product line will evolve into one of the biggest and best combat sim series ever.

Our long-term vision includes the following battles, but not necessarily in this order and final selection is not concrete.

Battle of Kuban

Battle of Midway

Battle of Okinawa

Battle of ??????

Additional improvements and features are planned for later products. We simply could not fit all possible features, content and changes into one product. And some features and changes have to come before we can build others. It is necessary to take a methodical, responsible approach to how we develop the engine and product further to ensure long-term success. No one wants us to release an unfinished or broken product. To do so would be the end of our team.

We have conducted much internal and external research on where we should go next and thought about the future vison of what you, the combat flight-simmer, wants us to make. It’s not easy to balance the wants and needs of the entire yet diverse combat-sim community with our budgets, deadlines and available resources. However, Battle of Kuban along with its new tech and features is a strong, aggressive step in the direction the community has requested we go. Please remember, the original Sturmovik as well as our earlier title Rise of Flight, was not built in a day, but over several years. However, with your continued help and encouragement we can make this vision a reality and keep the Spirit of ’46 alive!

You can discuss this announcement in this thread and read further comments from Jason that address this plan in even more detail.

See you in the skies and thank you for your continued enthusiasm and support!

The IL-2 Sturmovik Team

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