IL*2 Great Battles News

IL-2 Sturmovik Forum[h=3]Developer Diary 224 - Discussion[/h]1 minute ago, Han said: 224 Dear friends, Todays Dev Blog is really short - were working on finishing the update 3.101 full time. This update will be very huge, its change list consists of more than 70 points already. Be warned by the way - because...



224Dear friends,
Today’s Dev Blog is really short - we’re working on finishing the update 3.101 full time. This update will be very huge, its change list consists of more than 70 points already. Be warned by the way - because of the critical amount of changes, the track and mission format will be changed, so if you have interesting tracks convert them to videos beforehand. If you’re an author of a custom mission or campaign, be prepared to resave your creation after the release (it can be done quickly using ‘Convert missions to binary in folder’ in the Mission editor). So, we have a lot of work on our hands at the moment, but it’s not very exciting to tell about it. However, we have an interesting thing we can show you today.


The plan is to have the external textures of all Bodenplatte aircraft in 4K quality. This is possible thanks to new texturing techniques and the help from our community members =ICDP= and =BlackHellHound1=. For instance, today we can show you the Me 262 as you’ll see it in the coming update - in all 4K glory.




See the world combat debut of our Me-262 at FS Expo 2019 in Orlando, FL June 8-9 Booth #505. Jason will be there putting it through its paces with a 6DOF motion-sim by Gforcefactory and VR.



 
Dear friends,
Today we have finished another huge update and it is already available to you. It includes the new war machines you can control - jet fighter/bomber Me 262 A Schwalbe for Bodenplatte, Т-34-76 made by UVZ factory in early 1943 for Tank Crew - Clash at Prokhorovka and airplanes S.E.5a and Albatros D.Va for Flying Circus - Volume I.
Upping the exterior textures to 4К quality level for Bf 109 F-4 and Fw 190 A-8 are another neat feature, as well as adding visible crews to player controllable Pz.III Ausf.M and M4A2. All VR users get the long-awaited fix of an aircraft propeller that looked distorted with VR reprojection turned on. There are many changes in aircraft and ground AI. The level of detail of player controllable tank systems and their damage model is nearly final. And as usual, there are many improvements in FM and aircraft systems modeling.
IL-2 Sturmovik team wishes you nice summer weather and enjoyable flying in our sim!
Main features

  1. Jet fighter-bomber Me 262 A “Schwalbe” is now available for all owners of “Battle of Bodenplatte”;
  2. Albatros D.Va is now available for all owners of “Flying Circus”;
  3. S.E.5a is now available for all owners of “Flying Circus”;
  4. T-34-76 UVZ made in early 1943 is now available for all owners of “Tank Crew - Clash at Prokhorovka” (includes crew);
  5. Bf 109 F-4 exterior textures are now available in 4К quality, including damage, thanks to =BlackHellHound1=;
  6. Fw 190 A-8 exterior textures are now available in 4К quality, including damage, thanks to =ICDP=;
  7. Crew models added to M4A2;
  8. Crew models added to Pz.III Ausf.M;
  9. In VR, active reprojection won’t cause a rotating propeller to flicker;
  10. The game launcher (non-Steam version) now offers more options (enabling or disabling VR, 4K textures, GUI autoscale and mods);
AI improvements
11. AI fighters may cancel the attack run when hit by a bomber gunner fire;
12. AI fighters aim better when engaging a straight flying target;
13. AI fighters open fire earlier when engaging a straight flying target;
14. AI fighters maneuver more carefully when covering bombers;
15. AI keeps the formation much better;
16. AI ground attack planes and fighters RTB if they have no ammo for forward-firing armament left;
17. AI bombers open bomb bay doors during the bombing run only if there are bombs inside;
18. AI bombers won’t open bomb bay doors during the route by mistake;
19. AI won’t attempt to land on tank spawn points in multiplayer in case of an emergency;
20. AI gunners fire only at targets selected as ‘Engageable’ (Mission Editor parameter);
21. AI guns and tanks aim in a more realistic way, there is a slight fire delay after aiming and before re-engaging;
22. Driveable tanks controlled by AI keep formation better, including cases of losing one or more tanks of a platoon;
23. Ground AI can set and keep User Formation by mission command (current relative position of vehicles in the group);
24. Ground AI has three new formations: line left, line right, centered line (relative to the group leader);
25. Ground AI now correctly selects and uses APHE ammo (it used only AP ammo before);
26. Ground AI won’t fire at crewmen escaping from friendly vehicles;
New features for player controllable tanks
27. It’s possible to limit the maximal gear by X and Z key;
28. Enter key invokes the damage control overlay;
29. Headlights state, engine damage and overheat, low oil pressure and battery charge, maximal selected gear limit are shown in the quick info interface panel;
30. Lots of instruments and controls are now animated: odometers, service meters, engine revolutions counters, ignition switches, starter buttons, oil temperature indicators, amperemeters, voltmeters, fire detection lamps, radio tuning dials, parking brake handles, turret locks;
31. Transmission damage affects the changing of gears, they become harder or impossible to switch;
32. Oil system damage causes engine damage at a progressing rate;
33. Cooling system damage affects oil and cylinder heads cooling effectiveness;
34. Electrical system damage affects the functionality of lighting, powered turret traverse and engine starter;
35. Engines have a heat model that is affected by damage;
36. Cold engine yields less power until it heats up;
37. An engine with overheated oil or cylinder heads accumulates damage fast;
38. ‘Warmed up engine’ option is valid for tanks too;
39. Fuel or oil leak could lead to a fire that can kill the crew and cause the ammo detonation;
40. In case of fire, the crew uses fire extinguishers if there are any left. It takes up to 2 seconds using automatic fire extinguishers and up 5 seconds using regular ones;
41. Damaged suspension springs or torsions can become lame;
42. If the coolant is boiling, there is a visible vapor exhaust from radiators;
43. A damaged engine can fill the tank interior with smoke;
44. Firing the gun and MGs can obscure vision in the tank interior;
45. Crew clothes, faces, hands, etc. can become dirty from smoke;
46. The turret traverse speed decreases with the inclination of the tank, it may be impossible to turn the turret at a high inclination angle;
47. The driver instruments functioning was updated;
48. Powered (electric) turret traverse mechanism added to KV-1s and Т-34-76-UVZ-1943 with the manual traverse as the backup one. The powered traverse mechanism won’t work if it is damaged, there is no power or the engine is off;
49. Powered (hydraulic) turret traverse mechanism added to M4A2 and PzKpfw. VI Ausf. H-1 with the manual traverse as the backup one. The powered traverse mechanism won’t work if it is damaged or the engine is off;
50. Backup (pneumatic) engine starter added to KV-1s and Т-34-76-UVZ-1943 that is used if there is no power;
51. Additional (panoramic) gunsight added to KV-1s and Т-34-76-UVZ-1943;
52. Backup gunsight (iron sights) added to Pz.III Ausf.M;
53. The shaft between the flywheel clutch and the gearbox on M4A2 is correctly animated;
54. Pz.III Ausf.M brake drums are correctly animated;
55. Pz.VI Ausf.H1 engine cooling fans are correctly animated;
56. Tanks won’t ‘jump’ on rubble left from destroyed buildings;
57. A rare issue that could cause a still functioning tank to appear destroyed, but with functioning turret has been fixed;
58. A rare issue that could cause a still functioning track to appear destroyed has been fixed;
59. A small visual issue (grey square near the gun gunsight) has been fixed for Pz.III Ausf.M and Pz.VI Ausf.H1;
60. KV-1s paint color has been corrected;
61. The motion of a damaged right track of Pz.III Ausf.M has been corrected;
New features in aircraft physics, systems and animations
62. Infinitely firing aircraft of other players shouldn’t randomly appear in multiplayer anymore;
63. Additional steps were taken that should eliminate a rare problem of another player plane being invisible before opening fire;
64. PTAB sub-munitions effect on ground targets has been corrected;
65. Damage calculations for AP, APHE and HEAT aircraft-launched rockets have been significantly improved;
66. Physical models of all aircraft engines have been revised, many rare bugs were found and fixed;
67. A rare issue that could crash the sim when all fuel was spent (or leaked away) on Ju-88 and He-111 H6/H16 has been fixed;
68. A rare issue in P-47 turbocharger that could crash the sim was found and fixed;
69. The error that caused the Flying Circus aircraft propellers to have more power than RoF ones has been found and fixed. The notable difference was found at lower flight speeds, but additional research showed that this error made during porting of RoF planes to Flying Circus more or less affected all flight characteristics of the Flying Circus aircraft. In this update this error is fixed, so flight characteristics of all Flying Circus planes fully correspond to RoF before update 1.034. You can see the updated flight characteristics of Albatros D.Va and S.E.5a in their in-game descriptions, while updated descriptions for other Flying Circus aircraft will follow in the next update when we redo all the required measurements;
70. All aircraft: when starting or shutting down the engine with all three difficulty options “Cruise control”, “Throttle auto limit” and “Engine auto control” turned off you need to move the engine controls during the startup or shutdown procedure yourself;
71. All aircraft: wind noise sound with jettisoned or broken canopy won’t disappear at 720 kph and higher speeds;
72. All aircraft: new technochat message informs the player about the engine failure (when it shuts off by itself without player or throttle limiter input);
73. All aircraft: new technochat message informs the player that the engine start command is ignored if the startup requirements are not met;
74. Fw-190 D9 and Me 262 A: there is a tip in chat clarifying that the engine throttle is blocked from moving to cutoff position when the engine is on;
75. Sopwith Camel and Sopwith Dolphin skid steering animations were corrected;
76. Weight values listed for all large gunsights of Flying Circus planes and for the camera on SPAD XIII.C1 have been corrected;
77. Weight values listed for additional Lewis MGs on Sopwith Dolphin have been corrected, speed loss information added;
78. Moving horizontal stabilizers control levers or wheels can be heard;
79. When an engine is turned off, the motion speed of a throttle lever with engine helpers turned on has been increased (it is now the same as its motion speed with engine helpers turned off);
80. In multiplayer, you can hear the engine starter of another player.
Because of the huge amount of changes, the track and mission format was changed. If you’re an author of a custom mission or campaign, you need to resave your creation (it can be done quickly using ‘Convert missions to binary in folder’ in the Mission editor).











Reply
 
Thanks for the update, and as always the images look absolutely stunning.

Obviously my modest 11 years old PC will not be able to run these sims with the graphic setting at max, but as I'm about to replace my current PC, I would like ask what the specification are of the PC on which these screenshots were taken?
Bodenplatte will be a certain purchase!

Cheers,
Huub
 
:wavey: You're Welcome Huub!

Dear friends,

The Summer is in full swing and we’re working on finishing the Bodenplatte project. P-51D, P-38J, B-25 and Tempest 3D models are nearing completion, their textures are being made right now. Today we can show you the cockpit of Hawker Tempest Mk.V:


As we announced before, all Bodenplatte planes will have 4K external textures. Here are Bf 109 G-14 shots that show the texturing made by Martin =ICDP= Catney:
 
In addition to the models, we're working on the important features like more detailed pilot's physiology effects. Fatigue caused by a high G stress, (in)ability to bail out and other such things. After that, we'll get to repairing, refueling and refitting the aircraft on the ground.

At the moment we're moving to a newer FMOD version and our sound designer converts all the sounds to the newer sound engine. The main result of this work should be a fix of the disappearing sounds issue after playing for a while that was caused by having too many of them. We also started the research on making the aircraft and ships visible from several times farther distances. This task is very complex since it involves many various parts of the project - we can't make it at the cost of a significant performance loss in the graphics and network subsystems.

The work on the Bodenplatte map is nearing completion and we'll be able to show you the screenshots showing the result of this tremendous work soon. This also means we started the work on the Career mode for it that will be called Battle of Rheinland. Starting on September 17th, 1944 and ending on April 1st, 1945, it will include several new mission types characteristic for this timeframe on the Western front. All the required information - squadron histories and emblems, pilot biographies, awards, news, etc. - was accumulated with the help from our community members and we're very grateful to those who participated in this task.

Another important thing we must tell you is that American, British and German infantrymen models for Bodenplatte project are finished - they will man the guns, drive the vehicles and appear as airfield personnel. And here's the model of the Royal Air Force pilot for Summer of 1944:




Now let's talk about other our projects. For Tank Crew, the next update will bring Pz.Kpfw.IV Ausf.G that has autonomous electric turret turn mechanism for instance. And in September we plan to release the two scenario campaigns for Tank Crew - Breaking Point and Last Chance, telling about the fighting near Prokhorovka. Players will be able to participate in the battle from both sides. Today we can show you the title art for these campaigns that were created using in-game tank models and the screenshots of Pz.Kpfw.IV Ausf.G in the sim.
 
Now let's talk about other our projects. For Tank Crew, the next update will bring Pz.Kpfw.IV Ausf.G that has autonomous electric turret turn mechanism for instance. And in September we plan to release the two scenario campaigns for Tank Crew - Breaking Point and Last Chance, telling about the fighting near Prokhorovka. Players will be able to participate in the battle from both sides. Today we can show you the title art for these campaigns that were created using in-game tank models and the screenshots of Pz.Kpfw.IV Ausf.G in the sim.





 
The next update is planned to include two - actually four - new aircraft for Flying Circus - Halberstadt CL.II, Halberstadt CL.IIau, Bristol Fighter F2 Falcon 2, Bristol Fighter F2 Falcon 3. After that, to complete this project we'll have to release Amiens-Arras-Lille map that will come with improved visual models for ground vehicles. Here are the screenshots of the coming planes:




 
[FONT=&quot]226[/FONT]IL-2 Sturmovik Forum[FONT=&quot][/FONT][h=3]Developer Diary 226 - Discussion[/h][FONT=&quot]12 hours ago, Han said: 226 Hello everybody, This time well start with a small release. As we said before, we began working together with Mikhail =HH=Pauk Zemskov who makes great gameplay videos. The first fruit of this cooperation has been presented...[/FONT]
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[FONT=&quot]Hello everybody,[/FONT]
[FONT=&quot]This time we’ll start with a small release. As we said before, we began working together with Mikhail =HH=Pauk Zemskov who makes great gameplay videos. The first fruit of this cooperation has been presented to you in April in Dev Blog #222 - that video was dedicated to our first WWII project - Battle of Stalingrad. And today we present you his second work - Battle of Moscow. As always, =HH=Pauk captured the spirit of the project, its vibe, very well. See for yourself:[/FONT]
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[FONT=&quot]IL-2 Sturmovik: Battle of Moscow - Join the Fight!


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[FONT=&quot]In the meantime, the Bodenplatte release comes closer and closer. We told about the work we’re doing at this stage in our previous Dev Blog, and today we want to show you some visual results - it is better to see once than to hear a thousand words. Even better - to see in the sim engine already. The hero of the day is the British fighter Hawker Tempest Mk.V series 2. It turned out to be very complex and simultaneously very interest[/FONT]
 




  • As always, we constantly update our previous releases. As part of our plan to have all the aircraft in 4K eventually, Fw 190 A-3 Collector Plane for Battle of Stalingrad will be available in 4K in the next update thanks to Martin =ICDP= Catney:




 
[FONT=&quot]Now let’s move to the news about our other projects. Scenario campaigns for Tank Crew - Clash at Prokhorovka are nearly finished, soon we’ll record the voices for them and start their beta testing. Our partner Digital Forms is finishing the interior of Pz.Kpfw.IV Ausf.G and it’s beta testing will start this weekend:[/FONT]
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[FONT=&quot]Flying Circus is also moving forward: Halberstadt CL.II and Bristol Fighter F.2B airplanes have their cockpits finished and they are going to this beta too.[/FONT]
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[FONT=&quot]All in all, we progress in all directions and the closer the development is to the release the more interesting details about the coming additions we can tell you.[/FONT]
 
Thanks for the update, and as always the images look absolutely stunning.

Obviously my modest 11 years old PC will not be able to run these sims with the graphic setting at max, but as I'm about to replace my current PC, I would like ask what the specification are of the PC on which these screenshots were taken?
Bodenplatte will be a certain purchase!

Cheers,
Huub

Huub, Not sure what the systems specs on the ones they use for those pics, but I'm running Win7Pro, I7 at 4.0 Ghz, 16 GB ram, nVidia Geforce Titan GTX, 12 GB Vram, DDR5 and running good here. Just some pics of some stock skins on planes and user created ones.











If you look closely at this skin on the 262, look on the left engine nacelle, the light grey area, has the mechanics hand prints on the panel,lol Thought that was a nice touch! Click on the pic of the 262 to enlarge it, then you'll see the hand prints

 
The views can be pretty cool too, here I am flying over the Kuban map, when you pass throught the clouds, condensation builds up on the wind screen, then dissipates after you pass through them. Was surprised when I first saw that,lol



 
A few Tanks, Sherman doesn't have American crewman yet, they are coming though.





Tiger is from Das Reich



 
Update 3.102

Dear friends,

We're glad to report that the new update containing three new war machines are out. The first one of them is Pz.Kpfw. IV Ausf.G German medium tank for Tank Crew - Clash at Prokhorovka project. It was one of the most commonly used German tanks and had an interesting mix of powerful weaponry and lacking armor, making its use in the sim somewhat peculiar. It also had an interesting feature - autonomous turret traverse mechanism powered by a dedicated petrol motor.



The second one is the WWI RAF fighter bomber Bristol Fighter F.2B for Flying Circus - Volume 1 project. This airplane had good flight characteristics among the two-seaters, various armament and could perform a wide selection of tasks. Two modifications of this aircraft are included - with Falcon II and Falcon III engines.



And the third one is another Flying Circus - Volume 1 aircraft - German WWI ground attack plane Halberstadt CL.II. This multifunctional machine had good defensive turret equipped with one or two Parabellum LMG 14 machine guns fed by large-capacity magazines. Halberstadt could have one or two forward-firing MGs and carry 12 kg and 50 kg bombs, camera for aerial recon and radio for aerial spotting.



In addition to them, the update includes exterior textures in 4K quality for Bf 109 G-14 and Fw 190 A-3. There are also several important improvements in the full list of changes:



1. PzKpfw.IV Ausf.G is available to Tank Crew - Clash at Prokhorovka owners;
2. Halberstadt CL.II (Mercedes D.IIIa (180 h.p.) and Mercedes D.IIIau (200 h.p.) modifications) is available to Flying Circus - volume 1 owners;
3. Bristol Fighter F2.B (Falcon II (255 h.p.) и Falcon III (285 h.p.) modifications) is available to Flying Circus - volume 1 owners;
4. Bf 109 G-14 has 4K exterior texturing made by Martin =ICDP= Catney;
5. Fw 190 A-3 has 4K exterior texturing made by Martin =ICDP= Catney;
6. User interface checkbox that disallows other players to occupy one of the stations of your tank in multiplayer works now;
7. Main tank gunfire sound won't be skipped while shooting at a maximum rate of fire;
8. Tank traverse systems on player controllable tanks can be damaged now;
9. Switching between main and backup gunsights on player controllable tanks happens correctly;
10. Chalk slopes on the Prokhorovka map won't visibly appear and disappear;
11. Forests on the Prokhorovka map won't visibly blink;
12. Looking at an aircraft mirror at certain view angles won't cause a severe performance drop that was noticeable at high visibility distance settings on low- and middle-end video cards;
13. Destroyed ground vehicles on the GUI map are semi-transparent;
14. Engine throttle control helper logic has been updated (previously it could limit the available engine power at high altitudes);
15. S.E.5, Sopwith Camel and Sopwith Dolphin ailerons buffeting amplitudes at higher flight speeds have been corrected.

 
Thanks!

Sorry for the late reply Eddie, but thank you for the screenshot and sharing your specs. Quite a machine you have! I notice you have a lot of video memory, I think I know what I will need in my next PC.

And Phantom88 thanks again for the updates :encouragement: Amazing pictures. The textures by Martin Catney look awesome again.

Cheers,
Huub
 
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[FONT=&quot]Dear Friends,[/FONT]
[FONT=&quot]After the recent release of the update 3.102 many of you wondered “why there are no new Bodenplatte planes”? There is nothing strange about it: the remaining three player-controllable fighters and AI-controlled bomber are the most complex and difficult to produce objects in the entire history of our team. But the more difficult is the task the more interesting is the result. At the moment we plan to make all these four planes available to you in the next huge update at the end of September that will also bring the important new features we’re working on at the moment. Here’s the rundown on their current statuses:[/FONT]

  • P-51D-15: cockpit texturing and flight model is in development.
  • P-38J-25: cockpit texturing is nearly finished, the flight model is finished, it will go to beta testing soon.
  • Tempest Mk.V ser.2: 3D model is finished, the flight model is nearly finished, it will go to beta testing soon as well.
  • B-25D (Mitchell II): 3D model is finished, we’re working on the last bits of texturing and turret animations, the flight model is in development.
[FONT=&quot]The work on the Rhineland map for Bodenplatte is also progressing well and we’ll show you some of it in one of the coming DDs. We’re working on the new Career timeframe ‘Battle of Rhineland’ in parallel. Now let’s list the features that are at the final stage of development at the moment:[/FONT]

  • Switch to the newer F-MOD API version which we hope will fix the disappearing sounds issue right away or in the near future.
  • An advanced model of pilot physiology that includes complex fatigue modeling that takes into account G-overload fatigue, overload frequency, alternation of positive and negative overloads, wounds, having a G-suit, lack of oxygen and oxygen supply system. The model will also simulate a loss of consciousness and ability to control an aircraft after experiencing too sharp or too severe overloads. The algorithms it is using are based on the research of various institutes. The introduction of this model is likely to change the flow of air combat, especially in multiplayer. However, those who find it too difficult and unfamiliar will be able to switch it off as realism option (it will also be a server setting).
  • Air Marshal mode that is being developed especially for multiplayer will also enter the testing stage soon. When this happens, we’ll dedicate a special DD to it.
  • Improved AI maneuvering in a dogfight. Our new programmer is working on this (the recent formation keeping improvements are his work), but remember there is still a long way to go in this area.
  • Improved visibility distance of planes and ships. The main difficulty in the development of this feature was making the dynamic objects show at great distances without a steady stream of data reporting their position and orientation. Another important thing is to model the lighting of the airplane even at long range - we discarded the idea of having just black dots at these distances, where the visibility of an object is determined by the position of the sun, brightness and hue of the sky, haze, etc. All this is impossible to model having only a black dot. The distant planes flying at high altitudes will have contrails and ships will have visible wakes. It is also important to have more or less equal terms for owners of different monitors. Having completed all these tasks, we’ll increase the maximum visibility distance for planes and ships from 10 to 100 km and the resulting visibility distance will realistically correspond to the lighting and weather conditions.
[FONT=&quot]As you can see, the Bodenplatte project is at the final stage and nearing release. Numerous changes and additions to be seen in the final version are more or less close to being finished. Therefore, the update 3.102 included the content that was ready and a minimal amount of changes - at the final stage nothing should divert the team from the main target. We don’t want our words to sound empty or unfounded, so today we can show you the in-game exterior shots of the P-38J-25 Collector Plane (that is included in Bodenplatte Premium, only version you can get at the moment), the cockpit of the British Tempest Mk.V ser.2 and the new German pilot in Summer 1944 uniform:[/FONT]
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[FONT=&quot]228[/FONT]
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[FONT=&quot]Hello Dear Friends!

As you know, to work well one needs to have a good rest. While the summer season continues, and our colleagues go on vacation, I will tell you how important it is for a military pilot to be able to save and properly spend his strength during combat.

Probably you have already realized that in today's diary I want to talk about our new pilot physiology modeling, which we are preparing for the release in the next update. Our Beta testers will receive this model for tests today.

About Pilot Physiology

The focus of the new physiology model is, above all, on a more realistic imitation of a person's tolerance to high G-load. Although this is not the only change in the pilot physiology, you will most likely notice it first, so let's talk about it in more detail.

As you know, we all are different, and each of us has different stamina, physical strength, and ability to resist negative environmental factors. Therefore, the ability of a particular pilot to withstand high G-load is, of course, purely individual, and depends on a good number of factors: age, state of health, fitness, whether a pilot slept well the night before, how much he ate and how long ago, and even what his emotional state is. Of course, we cannot collect all this information about you, and take all these factors into account in such detail; such a model would be excessively complex, although it would probably allow the player’s best immersion into virtual reality. Nevertheless, we found that the most reasonable approach would be to choose a certain averaged model of an average pilot physiology. By "average pilot" we mean a trained pilot in good physical condition, who often performs aerobatics. A large number of different medical studies with the collected statistics of experiments with pilots and volunteers come to our aid. Based on them it is possible to establish a “middle way” of the typical human tolerance to high G-load.

The first thing that all researchers pay attention to is the fact that the amount of G, both positive (when a pilot is “pressed” into his seat) and negative (when a pilot is “pulled away” from his seat and “hangs on the belts”) depends primarily on the duration of the G-load and on the rate the G-load was applied. For example, at a positive +6G the “average” pilot loses consciousness within the first 5-8 seconds, but the same pilot quite successfully sustains +5G for about 40 seconds, if the rate of G-load application was less than 1G/sec. However, if you create the same +5G in just 1-2 seconds, then loss of consciousness will occur in 5-7 seconds. In aviation medicine, this phenomenon is explained by the “hemodynamics” of the cardiovascular system. The body needs some time to mobilize and begin to effectively counteract overload. This is illustrated in the chart from the article written by Anne M. Stoll, “Human tolerance to positive G as determined by the physiological end points” published in The Journal of aviation medicine in 1956:



In our new model of human physiology, all these factors are now taken into account. If a high G-load is applied within 1-2 seconds, the negative consequences (visual and hearing disorders) do not appear immediately, but rather with a 2-3 seconds delay, then a quick “crisis” follows, and then, after a few seconds, the body mobilizes and its ability to tolerate G-loads becomes better. This “crisis” can be avoided, or at least reduced, if you pilot more smoothly and create G-load gradually and slowly.

Here is another graph that shows how long an average pilot is able to withstand positive and negative G until he loses his consciousness. The blue line is a summary of data we collected as a result of our various medical studies analysis. Red dots are the results our new model shows:



As you can see, pilots tolerate the positive g-loads much better than the negative ones.

In addition, now we also take the pilot’s fatigue factor into account, based on the data mentioned above. This means that every pilot’s maneuver performed with a large g-load is no longer in vain, and the more actively a pilot maneuvers, the worse he and his crew will suffer further g-loads. If the pilot is already pretty worn out by maneuvering combat, be aware that a new opponent who entered the battle will have a significant advantage, and maybe you should get out of the dogfight and catch your breath. This may take you a few minutes.

Another important part of this work is the reconfiguration of the visual effects of visual impairment. We brought it into a full compliance with the sequence described in the scientific literature. First, under the influence of positive g-load, a pilot begins to lose color perception (a so-called “grayout”). Then his peripheral vision field (or a “tunnel vision”) narrows, until it becomes completely dark in the eyes (a so-called “blackout”). The visual impairment is also accompanied by hearing loss. On a negative g-load, the effect of “tunnel vision” and loss of color perception do not happen, because, unlike a positive overload, there is no oxygen starvation of the optic nerve. But on the other hand, the pilot feels a rush of blood to his head, which is expressed in the appearance of a noticeable red tint of vision (a so-called “redout”), and the sharpness of vision also deteriorates.

I have mentioned a “loss of consciousness” several times already. Yes, now we are simulating this state, too. A pilot can lose consciousness at large positive or negative g-loads if the threshold of their physiological tolerance is exceeded (taking into account the duration of g-loads, the pace of their creation and accumulated fatigue). A harbinger of the loss of consciousness at the positive g-load is a blackout, although even having completely lost his eyesight, the pilot is still able to control his aircraft for some time. At the negative g-load loss of consciousness occurs more unexpectedly, and the only way to determine it in time is by a sharp deterioration in visual acuity. Studies have established that, depending on a number of factors, a usual period of a G-lock can be as long as 10 to 15 seconds, and during this time the aircraft will remain uncontrollable. Keep in mind that each subsequent loss of consciousness will cost you even greater loss of time and energy. WWII fighter pilots were very human, not Superman and they did experience pretty high G-loads even in piston planes.

Another feature of this model is an anti-g suit a pilot has. On average, according to various studies, the anti-g suit increases the physiological tolerance threshold to positive g-load by 1.5 - 2G, so pilots with the anti-g suits will certainly get a significant advantage in dogfight. The anti-g suit does not affect tolerance to a negative g-load.

In conclusion, I would like to mention that we also limited the pilot’s ability to bail out at the airspeed of more than 400 km/h, or under the influence of positive g-load of more than +3G (which is the physiological limit in terms of the ability of a person to get out of the seat). These numbers refer to a healthy pilot; in case of injury getting out of the cockpit will be even more difficult for a crew.

The effect of hypoxia model on g-load tolerance model has also been refined and will take air pressure into account more correctly.

Preparing for the release of a new physiology model, we understand that for some players it incomprehensible and not obvious at first. Therefore, we left you the opportunity to choose a simplified physiology model in the realism settings, which will work quite similar to the current model, and will not take into account the pilot’s fatigue, the hemodynamics of his cardiovascular system, or limit the pilot’s endurance according to the duration of g-loads or the pace of their creation. Also, in a simplified model your crew will not be able to lose consciousness. At the same time, this simple model will use the new reconfigured effects of visual and hearing disorders, and the magnitude of the g-load at which these disorders occur will be brought into line with the updated data from the new model.

We really hope that the new model of the pilot’s physiology will make the gameplay more interesting, and significantly change the tactics of dogfight. So, the players will now have to take care of the physical condition of the pilot and be more careful about active maneuvering, and this will take us one step closer to the reality of air combat.

Andrey “Petrovich” Solomykin – Lead Engineer
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