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It’s here... The surprize news from 777 Studios, announced last year, that they were venturing into the Tank Simulator market is here.... Like the other IL2 series products the pre-order will allow players of other IL2 series flight simulators to now drive both the KV1 and the “Tiger” within any of the IL2 maps.
These tanks will be completely operable in any of the IL2 maps and so the opportunity for Ground support to air battles and/or Close Air Support to tank offensive is possible.
Eventually there wil be five tanks a side and also a flak vehicle each side and all will be based around a new detaillled map feature in a key villiage during the Battle of Kursk.
Pre-order for IL2Tank Crew can purchased from Steam or directly from 777 Studios here:
Like so many of the IL2: Series, IL2:Flying Circus, 777 Studios replacement for the outstanding Rise of Flight WWI flight sim has been release for preorder. Of course this allows players of the other IL2 series sims to fly the aircraft as they are release.
At this early stage only the SPAD 13 and Fokker DR1 are available to fly but they have been completely rework to fit into the state of the art IL2 Sim engine and so benefit from improved texturing (4K) and better flight model and damage effects.
As the weeks go by before full release, more aircraft and a whole new map covering the Western Front will be introduced.
Also, for the faith players of Rise of Flight there is a special discount of up to $15 depending upon when and where you purchased your Rise of Flight game. Login to you account and check you profile for a Promo Code on the Rise of Flight website. Then use it if you pre-order is via Steam or direct from 777 Studios here:
And..... yes..... This means (if the planes are added into the mission) you would be able to pit your SPAD 13 against a Bf109-G4 and see how you get on!!!!!
A new tank simulator seems set to break records. On the 77th anniversary of the invasion of Russia, 777 Studios annnounce that the highly popular air combat simulator game, IL2:Sturmovik with 3 great products; Stalingrad, Moscow and Kuban, is moving into tanks.
Already having two tanks available to drive in the game, IL2:Tank Crew will be a new expansion that utilises a huge map (on tank game standards) and 10 driveable tanks (5 axis and 5 Allied) plus a flak vehicle each. Here is an initial look at a T-34...
The map area is based around the largest tank battle of WWII during the Battle of Kursk and pits the defending Red Army against the Last attempt by the Wermacht to break the Russian lines. Here is the map:
Thnkfully, this game should interface directly with the Flight simulators and so the ability to call in air support should be there.
The tanks can be fully manned by humans, AI or a tank commander may also be able to control a squad of AI tanks giving the full range of single player, Squads and right down to fully manned tanks.... Also, these new tanks wil be operable in all the previous verions of IL2 thus greatly expanding the player contributin towards online dynamic war servers.... The tanks and flak vehicles will be:
1. T-34-76 model 1943
6. GAZ-MM + 72K
7. PzKpfw III Ausf.M
8. PzKpfw IV Ausf.G
9. PzKpfw V Ausf.D "Panther"
10. PzKpfw VI Ausf.H1 "Tiger"
11. Sd. Kfz. 184 "Ferdinand"
12. Sd. Kfz. 10 + Flak38
Th terrain wil also be modelled in much greater detail and will include crushable trees and destructible buildings thus allowing tanks to behave accurately where ever you wish to position them. Great effort is also being made to model them accurately so that the rounds have the correct trajectory, impac and damage effect against the tanks having accurate modelling of armour systems and weapons, operated by the correct crew members. Thus the driver will not be able to load the main gun etc.
All in all a very exciting project that is due for release in a little over a year. However, like the rest of the IL2 series an early access programme will allow those contributing to gain access to the various tanks as they are completed. The first of which will be coming as soon as July...
The Russian KV-1 and the famous German “Tiger”!!!!
Read even more about this exciting new game HERE - IL2:TANK CREW
IL2:Battle of Bodenplatte is the next offering in the IL2:Battle of Stalingrad series and covers over 6 months of the later stages of WWII. Based around the Western front the associated map includes huge swathes of Holland, Denmark, France and Germany. Just under 130,000 Square Kilometres of faithfully reproduced terrain using 3D mapping and satellite imagery adjusted for the time period.
As you can see, a huge number of the active airfields will be implemented which should make for exciting off line career modes as well as extensive online multiplayer dynamic war scenarios. All very exciting when combined with the new US and UK aircraft set.
This update marks the first of four quarterly patches planned to be released this year, and the inaugural success of the new delivery schedule. At the start of the year, RSI internal teams underwent a restructuring to allow for easier coordination and focus on a particular aspect or feature.
Find out more HERE:
Interdiction and Quantum Jamming
New Ships and Vehicles
New Ship Weapons
Star Marine - New Weapons
Expand your IL2:Sturmovik experience into the Caucuses with IL2: Battle of Kuban
New aircraft like the Spitfire, Boston and P-40 and a superb new terrain with mountains and sea. Overall this expansion has had the benefit of improving all of the IL2:Sturmovik series as the Stalingrad and Moscow terrain will also benefit from this update...
Good evening everyone!
It's nice to be back here with a regular update again. Furthermore, the time to sum up a whole year has come.
The last period was the same as usual a hard-working, it's probably our lifestyle already We tried to do as much as possible to get to the moment that we will only be refining the details. Do not count your chickens before they hatch, but we think we have implemented all we planned. The last ones were shooting, implementing types of ammunition, more precise damage mechanisms and macro management. We tried to refine all elements as accurately as we were able to. We were watching other productions, collecting materials, reading them, watching them, trying to draw the right conclusions. Have we succeeded? You will judge.
Not everything is closed, it must wait for its time and constantly evolve together with our knowledge. In the new year we will mainly polish the game, add more ships, graphics, sounds, voices, texts, icons and other minor elements. Furthermore, we will be involved in the production of the campaign. That's real final part.
But now let's get to the summary of recent works.
We've fully implemented both manual and automatic modes for all types of guns on the boat. All guns have different types of available ammunition that we tried to model in a historically accurate way.
88 mm shells
U-boat now has a fully functional storages for items that you can load at ports, loot from freighters etc. You have to wisely manage the available space as these items are often very important for your boat functioning or are just valuable in some ways. We have a very long list of items in the game, but to give you an idea of what kind of items are out there, there comes a short list:
Food: bread, meats, vegetables etc.
Mission equipment: hand guns, weather stations, deep diving suits etc.
It's now possible to rescue and capture enemy pilots or crew in addition to arresting your crew mates for their misbehaviours. You can either keep the prisoners under guard in Battery Room No. 1 or let them freely roam your boat.
You can drop your prisoners in ports for some budget and prestige points.
We've introduced numerous improvements to our damage system in this update.
- Most enemy vessels can now be broken in half, if they are badly damaged into a weak spots on their hulls.
- Hull holes are now fully 3D and reveal ship's internal structure.
- Water gushes from explosions were made from the scratch again to follow your feedback. They are far better than they used to be.
- Torpedo fuzes were fixed back again. You won't be able to damage targets in a close proximity to your ship.
Hole in a hull
This is a major change for the gameplay and it's rather a good one. From now on all officers on your boat, including a skipper, can be promoted to field officer ranks (Stabsoffizier) and work at Kriegsmarine headquarters. You will get your first field officer after finishing the first story mission and can gain more of them by spending prestige points.
You can communicate with the headquarters by using onboard radio as long as you are in your currently built transmitters range. After establishing a communication you can assign jobs to your men out there.
- They can start and oversee missions for your u-boat. It's now the only way to start missions in the game as this explains well how you are free to choose missions for yourself.
- They may work on tasks directly supporting your war effort in addition to providing something useful for your boat. This includes building new submarine pens, decrypting enemy codes, researching new technologies etc.
In addition to your field officers there is also the rest of the admiralty represented by Admiral Dönitz. Admiralty chooses work for themselves independently from you and they push forward historical evolution of the world independently from your added impact (which is configurable to satisfy pure simulationists too).
Ship physics were criticized in your feedback to the last update and we tried to do something about that. As of now, our physics system for ships has been completely rewritten and uses neural networks to approximate many factors that normally were too expensive to compute or would require too much toying around with simplified colliders. In addition to more realistic boat visual behaviour, this new method has a better performance and ensures historically accurate diving and acceleration times.
This means that from now on it's no longer that easy for your enemies to dodge torpedoes, so even if they spot you or your torpedo it's often too late for them to do anything with this. Not all our ships use updated physics, so on the video you can be sure to see it in action just on the u-boat.
Also, it's very tweakable so if you don't like something about it, we will probably be able to fix this. As a matter of fact we recorded hours of footage with different settings and made a voting in our team to choose a preset that looks most convincing in our opinion.
Our radio communications were massively upgraded. After selecting one of your radio operators you will see a list of transmissions reaching your boat. Usually these last for a limited time, so you have to hurry, if you want to receive them. Some transmissions are encoded, some are not. If it's not Enigma nor a broken Allied code then at best you will be able just to track its location with a direction finder.
In addition to messages, radio can now be used to communicate with your headquarters and to listen to radio stations from many cities around the world to boost morale recovery.
Aircrafts in our game are now fully functional although we still don't have final models for them Planes should approach your boat realistically and drop their bombs with a correct horizontal acceleration.
Sometimes they may flood their engines, if they get too close to water when dropping bombs. It's intentional and not a bug as this was happening historically at times and we tried to model this in our game too.
Illustrious-class aircraft carrier
Besides all of these additions to the game we were mostly working on fixes and necessary improvements to existing stuff that felt raw and that probably took us most time since the last update. This trend will now continue and we (probably?) won't add anything new to the game from now on and focus on fixing stuff.
Improved living quarters
Having this in mind, it's probably our last big content update, but you will hear from us more as we will be sure to keep you updated.
We don't feel confident enough to give you any reasonably accurate estimate how much time this remaining work is going to take, so for now we will still have to stick to the "2018" release date. We feel that it's good for all of us as with our relatively small team size, we can't reliably predict how much time this work is going to take. Usually there is just one unreplaceable person for each task and if delays happen it's just how it is.
PS many thanks for the feedback since the last update. If you feel that we should improve some area of the game feel free to speak openly in the comments section as we literally read all comments. We are aware of some things that need to be improved, but we lack the perspective and distance that only you can put into our further considerations. Thanks!
Thank you for your continued support!
Merry Christmas and Happy New Year!
The promised and long awaited upgrade to IL2”CloD is HERE!!!
Team Fusion has spent the past several years improving and fixing issues in the original Cliffs of Dover since it's initial release. Their work has greatly improved performance and fixed serious issues. Earlier this year, 1CGS gave the source code to TFS allowing them to further improve the title. Their work is now officially a commercial product and no longer just a mod. Below is some of what is included in BLITZ.
Existing owners may update for free. But:
+++++PLEASE RENAME YOUR CURRENT IL2 STURMOVIK CLIFFS OF DOVER FOLDER INSIDE THE 1CSOFTCLUB FOLDER BEFORE DOWNLOADING+++++
Additional New Aircraft Variants:
Bf-109 E-1B (Early Fighter-Bomber)
Bf-109 E-4N (DB601N engine and 100 octane fuel)
Bf-109 E-4/E-4B and E-4N versions with added armor for fuel tank and pilot
Bf-110 C-4B (Early Fighter-Bomber)
Bf-110 C-4N (DB601P engines with 100 octane fuel)
Bf-110 C-4NJG (Nightfighter)
Bf-110 C-6 (Heavy 30mm Cannon armed version)
Blenheim Mk.IV_Late (twin gun rear turret and extra bomb-load)
Blenheim Mk.IV F (Heavy Day-Fighter)
Blenheim Mk.IV F_Late (Twin gun rear turret and extra bomb-load)
Blenheim Mk.IV NF (Night-Fighter)
Blenheim Mk.IV NF_Late (twin gun rear turret and extra bomb-load)
Spitfire Mk.I 100 octane
Hurricane DH-520-100 octane
Hurricane Mk.I NF (Night-Fighter)
Hurricane Mk.I FB (Fighter-Bomber)
Beaufighter Mk.I F
Beaufighter Mk.I NF (Night-Fighter)
DH-82A-1 (Field Mod armed Tiger Moth)
DH-82A-2 (Czechoslovakian armed Tiger Moth)
DH-82A (Battle of Britain Tiger Moth version with bomb carrying capacity)
Sunderland added bomb capacity
Blenheim Mk.IF (Heavy Day-Fighter)
Blenheim Mk.INF (Night-Fighter)