71st Aces High, Est. 2008; We're a Flight-Sim community dedicated to flying IL-2 Cliffs of Dover Blitz, DCS World, and the IL-2 Sturmovik: Great Battles series (Moscow, Stalingrad, Kuban). If you're looking for tactical game-play and squadron camaraderie, from online campaigns to flying a few sorties with a wing-man, come join us on our Team-Speak 3 Click on the Blue Teamspeak letters to join our TS server and fly with us!
71st_AH_Duff-ManonlineOnce again Windows update brakes VR out of action for a while
Sat at 20:34
[ACE] 71st_AH_MastiffME. Fixed issue with Cuba country that replacing the Third Reich Helicopter special troops: On the helicopter there is no menu for embarking commandos if the first commando in the group is killed.
DCS C-101 by AvioDev Engine seizure after some time with low oil pressure or mishandling in that condition. Improved pilot liveries for default skin. Added kneeboard to pilot model. Altimeter indication freeze if pitot tube and static ports are blocked. Changed name: Gunsight lamps failure.
Before we return to telling about the Battle of Bodenplatte and Flying Circus in our DDs, today we'd like to tell you more about Tank Crew. The most important thing is that we prepare the next big update that will include two new tanks, M4A2 "Sherman" and Panzerkampfwagen III Ausführung M, that were used in Kursk area and the map of the southern part of the Kursk salient made for joint ground and air warfare. But of course, we work not only on the new content.
The main areas of the Tank Crew development at this moment are:
1. Improving the damage and armor-projectile interaction model both for the player controlled tanks we're making for Tank Crew and the other objects. Several consequent updates for the sim we released this month contained most part of this work, but this was only a part and we continue. Ricochet modeling will be improved and 'simple', non-player controllable, vehicles will get even more detailed armor (which will be noticeable especially when you attack them from the air). We're beginning the work on the detailed systems of the player controllable tanks (fuel, electric, transmission, cooling, etc.) which will allow for more variable and realistic damage of Tank Crew vehicles. We also plan to make them repairable in the field.
2. Developing and expanding the tank and tank platoon commander functionality. The basic commander functionality is done - a commander can give all the orders we planned for this stage of development in relation to the current position, target, firing, maneuvering and some additional commands that make the playing experience more diverse. A commander will be able to give orders to other players in his tank in multiplayer and to AI crewmen alike. It looks like the commander role will be the most interesting one.
3. Developing AI for crew members. Again, the basic functionality is done and now detailed tanks controlled by AI can follow the orders that can be specified in a mission like the simple AI vehicles always did. This means that detailed tanks can be fully used in a mission scenario. Now we begin the work on implementing the functionality that will make possible for a player to give orders to crewmen of his tank and other tanks in his platoon. We hope to have this functionality mostly done by the end of Spring and release it into Tank Crew Early Access.
4. Developing the scenario campaigns which should carry out the main idea of the project - let you experience not the fictional gladiator-like balanced tank duels, but the tank warfare of July 1943 with its balance of power and technical characteristics of the armored vehicles involved. Moreover, we'll try to show the historical events since the scenarios will be based on the tour of duty of the units that participated in these events. Later we'll tell you more about these scenarios.
All this - detailed, true to history tank models including interiors with crews, the historical map with variable detail level, buildings with detailed damage modeling, realistic movement kinematics, improved tank damage modeling, detailed weaponry, all important crew roles, especially the commander one, acting as a part of a tank platoon, history-based and educational scenario campaigns telling about the major event of WWII, ability to control one tank with several people in multiplayer - all this combined should give you the new experience and impression you can't get anywhere else.
To make this DD less dry, our studio and our partners Digital Forms prepared several WIP screenshots for you that show what will be released in the next big update:
The map of the southern part of the Kursk salient you'll see in the game. The zone containing detailed buildings developed for tank warfare and scenario campaigns in the historical events of Clash of Prokhorovka project is marked inside (106x106 km, the detailed zone is 19х23 km):
The little ship called R/V Petrel is on a roll. Just last week, the team behind this research vessel said it had found the wreck of the Japanese battleship Hiei, the first one U.S....
Fri at 0:59
71st_AH_Yankee_There's a major shakeup in the technical leadership of my company, so next week I'll be going back to the office to participate in meetings going on. I'm afraid I won't be flying most of next week.
Thu at 22:52
[ACE] 71st_AH_Mastiffwow, I'm guessing update Wednesday!! NVIDIA put one out too, v418.91, Windows 10, DCS World, tomorrow should be another one for IL2 or next week..