Patch 1.00.14072 released

Dear IL-2 Sturmovik: Cliffs of Dover users.

The final version of the second patch for IL-2: COD is now available on Steam. If you have enabled automatic updates for your games, steam will automatically download and install the patch as soon as it’s available in your region. You do not have to do anything manually, even if you have already installed a beta version of the patch.

Here is a list of problems /issues addressed by the patch:

MULTIPLAYER

  • Added a new Steam Lobby feature to the Multiplayer section as an alternative to the existing server search. A lobby is a place for players to gather before joining or creating a server. The most important feature of a Lobby is that it allows one to join servers running on a non-public IP, bypassing network address translation. It will of course also allow you to send players to a public IP server just as well. When a lobby links to a public IP server, that server can be accessed both from the Lobby, or directly from the Server search. With a non-public IP, the only way to access a server is through a lobby. When running a dedicated server, the lobby host can link to it by pressing the Find Server button. Otherwise just press Play to create a new Server.
  • Fixed certain aircraft flame and smoke effects not syncing when playing on-line and recording tracks.

GRAPHICS

  • Made massive improvements to framerate in regards to the terrain engine. This will be most noticeable on machines with 4+ CPU cores.
  • Made SSAO optional. It can be toggled on the fly with a checkbox in Video Options. Turning SSAO off will slightly decrease the graphical quality of the game while improving performance.
  • Texture quality slider added to video options. The settings are Original (no change), High (reduced 2x), Medium (reduced 4x) and Low (reduced 8x). Lowering texture size will cause significant performance gain on lower-end machines at the expense of the graphic quality. Please not that the feature is smart enough not to downscale aircraft textures, so the most crucial components of the game will remain unaffected.
  • Made sure that grass no longer grows through runways or roads.
  • Re-enabled anti-aliasing on DirectX 9.

AIRCRAFT

  • Completely removed overload assessment from carburetters. Rolls-Royce engines will now cut if overload is negative, and will not cut if it is positive. (old values were sneezing at .5G, and cut-out at .25 which we felt were dead on, but this apparently confused most of the players)
  • When starting in mid-air, all gyro instruments will be spinned up so you don’t have to wait for AH to get in shape, as well as course setters and DI set to actual heading for you.
  • Reworked damage module to work dramatically faster when a plane is under heavy bullet bombardment.
  • Elevator trim is now set close to neutral when starting in air.
  • Returned the water splash when a plane plummets into the water.
  • The Spitfire DM will no longer occasionally ignore detached rear fuselage.
  • Changed WEP control feedback on Bf. 109. Rather than showing an ‘On-Off’ message, it now will show if it actually is switched on, and when it actually switches off.
  • Fixed minor Bf. 109 damage visuals.
  • Ju. 88 gear struts now break off gear well covers when they detach from the plane.
  • Fixed missing power cords in Bf. 109 and Hurricane cockpits.
  • Fixed visual issue with bullet holes in cockpit glass.
  • Fixed issue with FW. 200 radiator flaps floating on detached engines.
  • Fixed missing geometry on Spitfire’s damaged right wing under the landing flap.
  • Reworked movement of the Hurricane boost cut-out pull knob.
  • Fixed minor Bf. 110 damage visuals.
  • Propellers on detached motors will now appear stalled.
  • An invisible mental force won’t raise your landing flaps on the strip after you start the engine any more.
  • Replaced every tachometer in every British and Italian plane with an electrical type, since some people find needle movement on the mechanical type not what they expected.
  • Jammed and stuck motors won’t budge when flying at high speed.
  • Adjusted behavior of broken engines.
  • Doubled quantity of air in Bf. 109 undercarriage emergency discharge containers. This makes it more likely that your emergency gear will have enough momentum to push the struts down till they lock.
  • Landing flaps on Bf. 110 can now be ripped off only as whole, not in halves.
  • Bf. 110 hydraulics pump is now driven by its right motor as it should.
  • Fixed a bug with carburetor backfire always causing intake damage.
  • New assessment causes less initial destruction to surrounding area when fuel storage explodes.
  • New spectacular fuel storage explosions (blow up those large round cistern buildings around the map)
  • Flames and heat from aerial fires will now make a plane catch fire, rather than break its parts.
  • Fuel storage fires, on the contrary, will be more destructive.
  • Implemented new getParameter() to AiAircraft interface to allow more access to aircraft state in mission scripts.

MISC

  • Added four new benchmark tracks. The Black Death is the new version of the most famous track from Il-2. It will tax your system to the absolute limit.

Posted in Announcements | 6 Comments

A word from Ilya Shevchenko

Hello,

Following the release of IL2 Sturmovik: Cliffs of Dover many of you have reported bugs and performance issues. Here is a message from Ilya Shevchenko, Game Producer:

“Hi everyone. I’m very sorry to see that some of you are having technical difficulties with the game. It pains me personally to see that these problems are preventing you from enjoying everything the game has to offer.The team has been working at a frantic pace since mid-summer. I personally have been working 12+ hour days 7 days a week pretty much non-stop, with only a short breather around Christmas. Optimization has always been our top priority; for example, the game you are playing now is roughly twice as fast as the version shown at Igromir.We are continuing to work at the same pace now, after the release – no weekends in sight. We are working very hard to make the game better, and we hope that even those of you who are unhappy with the state of the game are still able to see that it is worth the wait, and that you have faith in our ability to improve on your experience.

Here’s what we are working on at the moment:

1. Performance increase. Over terrain, the two things that slow things down the most are trees and buildings. We are currently in final stages of testing optimized buildings that almost double the FPS over London on a test machine.
Tree optimization is a little farther away. You will probably see changes in how trees are rendered, they’ll take longer to appear over terrain, but once again, performance increase should be significant.
If everything tests correctly over the weekend, both of these should be released by early to mid next week.

2. Enhanced multicore support. The mode that we unfortunately were not able to finish in time is sending all render to a dedicated CPU core. The mode is working but somewhat buggy. It easily doubles the FPS, and the performance boost is especially noticeable in larger missions with lots of stuff going on.
This is probably at least two to three weeks away, and we will probably do a short public beta of this major change before it’s made live to everyone.

3. Multiplayer. There is something in steam filters that prevents game servers from being found. This is only happening with live retail versions of the game. This apparently isn’t caused by us – hopefully it’s just a simple oversight somewhere and the fix will be a simple flick of a switch.

4. FM and ballistics. We have already addressed the issue where rounds appeared to leave aircraft sideways. This was caused by the difference between physical and rendered position of the aircraft, i.e. the rendered position lagged behind the actual aircraft position.
Our aircraft programmer has a huge bucket list of things to check, which he’s going over at a rather brisk pace.

5. Resurrecting SLI support. This is our next biggest priority; it’s done by the same programmer now in final stages of optimizing buildings. We are really hoping this will be a quick task, but I don’t have an ETA at this point. It’ll either be a couple of days, or a much longer undetermined amount of time if we have to submit versions to card manufacturers and ask for their input.

6. Bug fixes and support. We are reading 1C’s forum a lot and some Russian-language forums, and working very hard to address all issues as they are being reported.

7. New stuff – larger online maps, some new aircraft such as the 109E1 and E4 etc – are all in the pipeline too, but obviously we need to solve the bigger issues first and then deal with the freebies.

Thank you all for your continuing support! Just FYI, I’m constantly doing 20 things at once, so if I don’t respond to your question it doesn’t mean I didn’t read it! I’d love to spend more time on the forums talking to the community and answering questions, but unfortunately I just cannot do it as much as I should at the moment. Please bear with us, we do really want to make all of you very happy!”

For all of you encountering issues with the game, we strongly encourage you to visit 1C’s European forum, where Ilya is posting daily updates on the situation and useful tips to deal with perfomance issues:

Posted in Announcements, Community Answers | 14 Comments

IL2: Cliffs of Dovers DRM solution

Hello,

We received many questions about the Digital Rights Management solution used in IL2 : COD. we understand it is an important subject for many of you, and we are a glad to tell you that IL2 Sturmovik: Cliff of Dover will use the SolidShield DRM solution. SolidShield features a flexible activation process and allows for up to 3 simultaneous game installs.

Please note that the game will also use the Steam platform for services such as matchmaking, anti-cheat etc… So you will need  a Steam account to play the game.

Please refer to the Q&A below for further clarifications on Solidshield integration.

What type of DRM is being used in IL-2 Sturmovik: COD?

Avatar uses a new driverless activation solution to manage activations developed by Solidshield with whom T@GES is partnering.

How many activations do I get?

You can indefinitely activate your copy of the game on the same PC. You start with three activations (so, three different PC hardware configurations) to begin with. After one month, one activation will be re-credited (up to a maximum of three available activations at any given time).

Do I have to be online to activate my game?

While the activation solution will initially attempt to activate your game online, you can elect to manually enter an activation code. You will need to enter the code that comes with your game into the activation wizard, you will then be given an activation code that you can enter manually. So, although you do not necessarily need to have your computer hooked up to the internet, you will need to go online to obtain a code before playing.

Can Solidshield be removed from my computer?

Once the activation process has been completed, the activation solution does not install any software on your computer. Once the activation is completed, a data file is stored. This file is not hidden and can be removed from your computer if you wish. In this case, a new activation process will be triggered at the next game launch (without any effect on your activation count credit). Finally, the activation is driverless: no driver must be installed and uninstalled.

What if I have problems?

You may contact Solidshield support directly via email at support@solidshield.com.

Is it possible to revoke an installation?

Revocations are not considered, since users get one new activation per month, so if you do somehow manage to burn through your three activations, you only need to wait one month or contact support.

Posted in Community Answers | 379 Comments

The rise and fall of gun turrets

Since the birth of air combat, shooting at other planes has always been at the center of technological and tactical evolutions. Today we’re taking a closer look at an essential component of this equation: gun turrets.

When fighters and bombers first appeared during World War I, pilots and engineers had to find ways to shoot enemies down. It started with just handguns, each pilot trying to aim at his opponent while flying. Then came the idea of using bigger guns, which gave birth to fixed guns (shooting forward) and swivel mounts, which soon evolved into Scarff rings.

At that time it appeared that turrets had a distinct advantage over fixed guns: you could aim at the enemy irrespective of where your plane was facing. So turrets evolved, gaining shielding and power operation which allowed for even bigger guns.

In the years before World War II and the Battle of Britain, the RAF had been experiementing with the concept of turret fighters and soon introduced the Boulton Paul Defiant where the armament (4 x 0.303 inch (7.7 mm) machine guns) was in a turret mounted behind the pilot rather than in fixed positions in the wings. In parallel, all bombers were being equipped with an increasing number of turrets.

However, when faced with the reality of air combat during WWII, air tacticians soon found out that maneuverability and speed were far more important factors than directional firepower. Aircraft equipped with turrets had a higher drag and weight, and also meant more human losses if they were shot down. As such, turret fighters disappeared and bombers did not leave for missions without a proper escort.

Sources:

Posted in History | 6 Comments

New images: ground close-ups

If you’re new to the IL2: COD project, we inform you that Oleg Maddox – creator of the original IL2: Sturmovik back in 2001 – posts weekly updates on 1C’s official forums. Of course if you kept an eye on the “Battle of Britain” project, you already know that :)

So, last Friday Oleg posted a few new screenshots that you can check below:

Gunz in the woods - part 1

Gunz in the woods - part 1

Gunz in the woods - part 2

Gunz in the woods - part 2

He 111 vs. Spitfire - Part 1

He 111 vs. Spitfire - Part 1

He 111 vs. Spitfire - Part 2

He 111 vs. Spitfire - Part 2

Train attack

Train attack

Posted in Images | 3 Comments

New screenshots: forza Italia!

Just in case you wondered, yes: there will be Italian planes in IL2: COD. Here are a few shots showing them in action.

G.50 vs Hurricane - Pt 1

G.50 vs Hurricane - Pt 1

G.50 vs Hurricane - Pt 2

G.50 vs Hurricane - Pt 2

G.50 vs Hurricane - Pt 3

G.50 vs Hurricane - Pt 3

Posted in Images | 2 Comments

Your Questions answered – Part 1

Yesterday we answered two important questions on the game:

Will the game feature a dynamical campaign?

No, at least not in the initial release of the game. The campaigns are all scripted and focus on specific events.

Will the game include dedicated server software?

Yes, a dedicated server software will be part of the initial release.

If you want to ask your own questions, head over to the official forums: http://forums.ubi.com/eve/forums/a/tpc/f/8071032709/m/5151024809

Posted in Community Answers | 16 Comments

System Requirement details

Will you need a new graphic card for IL2: COD or will yours be supported? Below are all the details you need to answer this tricky question!

IL-2 Sturmovik: Cliffs of Dover system requirements

OPERATING SYSTEM: Windows® 7 / Vista SP2 / Windows XP SP3
PROCESSOR: Pentium® Dual-Core 2.0GHz or Athlon™ X2 3800+ (Intel Core i5 2.66GHz or AMD Phenom II X4 2.6GHz recommended)
RAM: 2GB (4GB recommended)
VIDEO CARD: DirectX® 9.0c compliant, 512Mb Video Card (1GB DirectX® 10 recommended) – See supported List*
DIRECT X®: DirectX® 9.0c or DirectX® 10 (included on disc)
DVD-ROM DRIVE: 8X
SOUND CARD: DirectX 9.0c compatible
HARD DISK: 10GB
PERIPHERALS: Mouse, keyboard (joystick with throttle and rudder control recommended)
MULTIPLAY: Broadband connection with 128 kbps upstream or faster

*SUPPORTED VIDEO CARDS AT TIME OF RELEASE:
ATI® 4850/4870/5830/5850/5770/5870/6870/6950/6970
NVidia®: 8800/9800/250/260/275/285/460/465/470/480

Discuss this (and other topics) on our official forums.

Posted in Announcements | 6 Comments

IL2: Cliffs of Dover first images!

Check out the first images for the game:

Gunner view from inside a He 111

Gunner view from inside a He 111

A pair of Messerschmitt Bf 110 at dawn over the English countryside

A pair of Bf 110 at dawn over the English countryside

A Ju 87 takes a sharp turn towards a Radar Station

A Ju 87 takes a sharp turn towards a Radar Station

A Spitfire takes down a Ju 88

Cockpit view of a Bf 109

Cockpit view of a Bf 109

A Hurricane takes down a He 111

Posted in Images | 2 Comments

UBISOFT ANNOUNCES IL-2 STURMOVIK: CLIFFS OF DOVER

We are thrilled to confirm that Ubisoft will be publishing the latest instalment in the acclaimed IL-2 Sturmovik™ series from award-winning developer 1C: Maddox Games.

IL-2 STURMOVIK™: Cliffs of Dover takes place in 1940 during the pivotal aerial battle for the skies over Britain between the British, the German and the Italian air forces.

KEY FEATURES

New aircrafts

Incredibly detailed true-to-life modeling of aircraft systems based on thousands of hours of dedicated research. Every single aircraft component can be damaged for realistic and immensely satisfying results.

Flyable aircraft – Over a dozen famous and highly detailed English, German and Italian aircraft available, with all crew positions open to players. All flyable aircraft have been painstakingly researched, resulting in incredibly accurate cockpit interiors.

Non-flyable aircraft –13 additional AI-controlled aircraft are also available, created with the same attention to historical accuracy, for an even more varied and immersive combat environment.

Immersive game modes

Exciting Single-Player Campaign – The campaign thrusts the player into the middle of the battle. The player will join the British Air Force to fight the German forces and renegade pilots on his own side.

Massive multiplayer –Customizable modes range from simple deathmatch-style free-for-alls to epic, ongoing 128 player battles that can last hours, days, weeks, or even longer.

Interactive training – Comprehensive interactive training for new players – fly a real WWII trainer plane with a computer controlled instructor through a series of training missions.

Brand new setting

The battle will take place on a large area spanning London and southern England in the north, to Northern France and Belgium in the south. The huge map will contain thousands of historical cities, towns, roads, airfields, radar stations, ports, and industrial areas – all located exactly where they were in 1940.

New 3D engine

Latest-gen graphics engine with DX10 and DX11 API support. Huge variety of photorealistic ground vehicles, buildings and other environmental elements recreate minute details of 1940s Europe.

Customizable difficulty

dozens of realism options allow newcomers to the franchise to reduce the difficulty and focus on the fun while learning the ropes of being a pilot.

Posted in Announcements | 6 Comments