- Written by SvAF_Admin
Beginning today you can pre-order BATTLE OF KUBAN PREMIUM EDITION for just $69.99 and gain entry into the Early Access program that begins this December. That means you’ll be the first to experience new airplanes, maps and other content to be included in our next exciting title in the Sturmovik series. The Premium Edition includes 8 awesome aircraft plus 2 Collector Planes – all at a discounted price!
And don’t forget that the Ju-52 and Yak-1b Collector Planes are also available for Pre-Order here. They will be flying before the end of this year.
It’s an exciting time for the the next generation of IL-2 Sturmovik, but please remember we can’t do it without your continued help and support.
See you in the skies!
The IL-2 Sturmovik Team
- Written by SvAF_Admin
A lot has happened since the last item of news, most importantly Battle of Moscow was released.
We have also been waiting for the IL2 team to reveal their upcoming plans. Well yesterday we were informed the following most pleasant news:
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
- IL-2 mod.43 UBT
- 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:
- 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
- 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)
- 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.
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
- Written by SvAF_Admin
Battle of Moscow project is donePS: This is not an official release just yet
- Written by SvAF_Admin
- Moscow region maps (Autumn and Winter seasons) are now available to Battle of Moscow owners in all game modes;
- German bomber Ju 88 A-4 is now available to Battle of Moscow owners;
- Open Beta of the Moscow campaign is now available to Battle of Moscow owners;
- The sim is 64-bit application now, which increases its stability at heavy loads and improves physical engine performance by 10-20%;
- 10 official skins added for each of 10 Battle of Moscow planes. They can be unlocked by progressing in the campaign;
- Aircraft specifications added containing flight characteristics and other useful information for every playable plane in the game (you can view them of full-screen map during flight, in the briefing and in player profile);
- Modification characteristics added to their tooltips (how much mass and velocity you lose or gain by adding them to your aircraft);
- Morning and evening fog added to all maps (in half of the weather sets, the ones that have non-even numbers);
- A rare problem that caused the plane to be invisible in multiplayer fixed;
- A rare problem that caused the bombs or turrets to float next to their aircraft fixed;
- You can turn the bomb sight left and right in View mode;
- Bomb sight mode won't reset after leaving and re-enabling it anymore;
- Back view angle increased for Pe-2 bomb sight in View mode;
- Bomb sight view won't 'wave' while passing the zero mark;
- Tracer rounds removed from ShVAK autocannons for Battle of Moscow timeframe planes because they were produced later in 1942;
- Fw 190 A-3 aerodynamic characteristics corrected to meet the now available data (in short, its fineness ratio was reduced a little while its climb rate at high altitudes increased somewhat);
- RPM limiter (helper) on MiG-3 won't wrongly set the throttle to low values at low air temperature anymore;
- Bf 109 E-7, He 111 H-6, Пе-2 ser.35 and ser.87 damage models corrected (wrong parts were flying off when damaged);
- Additional armor plates and armored windshield mass is correctly added to Bf 109 E-7;
- MG FF mass is correctly added to He 111 H-6;
- Air drag caused by MC.202 bombs corrected (decreased);
- Air drag caused by Bf 110 E-2 bomb holder corrected (increased);
- MC.202 series VIII flaps are now forced back by air stream at high speeds, which should prevent their damage;
- Flaps release kinematic link calculations corrected on Yak-1, both IL-2 variants and MiG-3 (they are more stable when fully retracted);
- He 111 H-6 elevator trimmer handle now stops at the same time when techno chat shows 100%;
- He 111 H-6 elevator trimmer handle animation corrected (it was inverted);
- A turret won't be left in the air after aircraft explosion in multiplayer (a rare issue);
- Turret machine gun won't 'wobble' in extreme positions;
- Turret gunners correctly spend the remaining 150 rounds;
- Wingmen correclty drop bombs after wing leader in 'do like me' mode;
- AI now is able to takeoff during strong crosswind on LaGG-3 and Yak-1;
- Thanks to submitted crash dumps, several issues were found and fixed. The work on stability improvements continues;
- Modification locks in multiplayer work correctly in a case of wrong lock configuration;
- When only a certain skin is allowed in multiplayer, default one will be available as well;
- Modifications correctly lock and unlock while changing selected mission type in the campaign;
- Fast clicking on modification buttons won't hang the GUI anymore;
- GUI recalculates modifications and weapon sets faster (for example for IL-2 which have lots of them);
- Anomalous slowdown when flying a plane with bomb sight and increasing time scale fixed;
- A tank turret won't magically 'heal' damage when a guest gunner takes control;
- Pz III main gun rate of fire increased;
- Earned modifications and skins can be correctly selected in Offline mode of the game;
- Visual damage improved for MiG-3;
- Special objects were added for scenario creators, including airfield taxi and landing signs;
- Mission designers can remove object markers from any objects by giving them NOICON name.