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    Tides of War Publication Department. Publishing "Tidal Times' our Community Newspaper. Tides of War News, Site News, Game News, Member News, Battle Club/Group News. Articles, Classified, War Stories and more.

    IL2 develops Tank Crew

    Game: All Land
    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:
    Allied:
    1. T-34-76 model 1943
    2. KV-1s
    3. M4A2
    4. SU-122
    5. SU-152
    6. GAZ-MM + 72K
     
    Axis:
    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
     

    VBF-12 are going back to sea....

    Game: DCS
    With the latest aircraft to be available for DCS being the F-18 Hornet, VBF-12 re-embarking....
     
    Our affiliated squadron can be seen working up on carrier deck operations.  No easy task....  With 4 pilots currently “under training” more will be following shortly....
     

    IL2:BoBP Map Announced

    Game: IL2:BoX
    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.  

    Star Citizen Alpha 3.1.0

    Game: SC
    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:
     
    NEW FEATURES
    Character Customizer  Logout Improvements Pirate Hunter Interdiction and Quantum Jamming Service Beacons Combat Markers Visor Screen New Ships and Vehicles New Ship Weapons Star Marine - New Weapons

    Long awaited Battle of Kuban is released.

    Game: IL2:BoX
    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...
     
    Read more about this expansion here....

    IL2:BoX in the Pacific.... ish!!!

    Game: IL2:BoX
    Interestingly, some players of IL2:Battle of Stalingrad have adapted the IL2:Battle of Kuban map to be the territory of the fighting around New Guinea and THe Solomons.  
     
    They Have used the Spitfire and the P-40 for the allied planes and the MC202 as a Ki44 Tony and the FW190 as a zero.  They have also included the Ju88 as the Betty.  
     
    Surprisingly, with Japanese skins these aircraft look really very similar and the server as a whole has a real Pacific feel. Check it out...
     
     
    Gos
     
     

    U-boot update

    Game: All Sea
    Christmas Update!
    DECEMBER 23 - NIHILCAT 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.

      Guns 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

      Storages 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. Ammunition Replacement parts Enemy technologies Mission equipment: hand guns, weather stations, deep diving suits etc. Potassium absorbers

    Storage
      Brig 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.

      Damage 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.


    Broken hull



    Torpedo impacts



    Hole in a hull
      Headquarters 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.


    Headquarters scene

    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).


    Großadmiral Dönitz

      Physics 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.

      Radio 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.

      Airplanes 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.

      Ships

    Kirov-class cruiser



    N3-S-A1 freighter



    Illustrious-class aircraft carrier
      Future 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!

    Yours,
    Deep Water Studio
     
    Source: https://steamcommunity.com/games/494840/announcements/detail/1595829206537023427

    Battle Stations - Revamp....

    Game: All
    Ladies and Gentlemen
     
    You’ll all be aware that Tidesofwar has been going through a long (and behind the scenes, torturous) rebuild....  Well the “Battle Stations” area has now been completed an is “Ready for Inspection”.  
     
    Please take the chance to look around and contribute to its improvement.  
     
    Any feedback then please PM anyone of the Staff...  Many thanks.  
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