Dev blog #170

Ыince 2.012 release, more than a half of Battle of Kuban content is available in Early Access already. We have three aircraft left to release (P-39L-1, A-20B, Yak-7B series 36) and two game modes (Career and Coop), but since the 2.012, we're positive they will be ready on time. Career mode is almost finished from a technical point of view and it is being filled with data. The main guy who works on it is Victor =FB=ViKs Sechnoy, he has a vast experience and we're sure you'll like the result. At the moment, Victor is working on mission contents - we'll try to keep all the best things you may have enjoyed in BoS and BoM dynamic campaign and Rise of Flight career while adding new things that will improve the diversity of tactical situations and mission tasks. Jason and his team of enthusiasts have nearly finished the work on the career texts while our old friend Dmitry =choybolsan= Kulikov finished drawing the squadron emblems and banners. We still have a lot to do before the end of the year, but the momentum we gained as a team makes us sure we will be successful.

Update 2.012
Today is a real milestone for the project - we just released the 2.012 update, one of the biggest ones ever. We already told you in Dev Blogs what it will bring, but here's the quick overview.
1. New Hs 129 B-2 Collector Plane with many unique features and very varied weaponry.
2. Kuban map available in three seasons (Spring, Summer and Autumn). 120 thousands of square kilometers large (400 x 300 km), the biggest map in the new generation of IL-2 to date. Please note that the work on improving the AI is underway and it is not very proficient in mountain flying, we will work on it this Autumn. The map is huge, so we'll be fixing the issues that may be found in Early Access.
3. Updated FM for all aircraft. The total list of FM changes is very long, you can check it out below.
4. Together with the Kuban map, we're releasing many AI controlled ships: G-5, G-5 project 213 and S-38 torpedo boats, Type A landing barge, Type Щ (Shch) series X and Type IIB submarines, Soviet Type 7 destroyer, 7000 tons cargo ship and 14000 tons armed tanker.
5. Completely new shadow tech that allowed us to increase the shadows resolution in the cockpit, render outside shadows several times further, show the own plane shadow on the ground and make tree shadows more realistic.
Dev blog #169
We approach the next milestone. Tomorrow we plan to begin testing if the release candidate version 2.012, which, as we said earlier, will include very significant innovations like:
  • German twin-engined attack aircraft Hs 129 B-2,
  • Kuban map;
  • New technology of shadows with extended range, clarity and detail in the cabin and flexible settings;
  • The updated flight model of all the aircraft of the IL-2 project, the planes will be more stable in the airflow, more properly respond to glide and a huge number of other changes in the flight physics;
  • Improved morning / evening mist visualization;
  • Improved visualization of armored glass on all aircraft of the project;
  • Updated set of official aircraft colors Bf 109 F-4 and Ju 87 D-3.
Dev blog #168

While we're making Battle of Kuban, community enthusiasts III/JG2_Gustav05 and I./ZG1_Panzerbar were also busy making the Bf 109 F-4 and Ju 87 D-3 skins even more historically accurate and adding minor details and peculiarities. In addition, I./ZG1_Panzerbar updated the Fw 190 A-5 default skin. You can see the result of their work on the screenshots below. Most of them were taken in the skies over Kuban so you could see how diverse it is. And all this is just Spring textures, while Summer and Autumn versions of the map will be included too.

Dev blog #167
Today we present you a small report on the progress of our Battle of Kuban project. At the moment, work is almost completed on the improved flight models and work on the map of Kuban is also in the final stage. The Hs -29 B-2 ground attack plane will be finished in a couple of weeks. Its flight model and cockpit textures are being finalized and we will be able to present it to you soon. Work on the new shadow technology has been completed and settings for the increased quality has been added to the GUI. We’ve added an even sharper setting recently that allows the cockpit shadows to be even more detailed than what we showed you earlier. Also, the visibility distance of the shadows has been increased to twice as far. Depending on the FOV, the shadow rendering range at the highest setting will exceed the existing one by several times. Of course, this setting is quite demanding on the hardware and is not recommended for VR rendering where performance is paramount, but on high-end video cards and regular screens the FPS is high enough. For less powerful video cards there will be 4 more levels to adjust the shadow quality. You can choose the balance of image quality and performance that’s best for you.