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Posted (edited)
25 минут назад, Nerpo сказал:

Если бы не финны, я полагаю, и этой бы карты не было чтоли? 

Абсолютно верно полагаете.

Все пожелания по флоту, новым самолетам для Финских ВВС, более 1000 уникальных исторических памятников архитектуры (которые так или иначе могут попадать на территорию этой карты) можете писать в личку автору проекта "Карта Финского залива" LLv44_Kanttori  

А направления взлета и мешающие взлету деревья мы исправим в будущих патчах.

Собственно,  как и другие вещи, которые мы обещали сделать по этой карте и о которых написано в на странице в магазине, рассказывлось в новостных видео и сообщениях на форуме. 

Edited by zeus--
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Posted

Читаю тут про лёд, сквозь который проваливаются ИИ-машины, и на память приходят "жидкие" причалы и набережные, на которые невозможно посадить самолёт игрока.

И "жидкие"палубы корабликов, на которых невозможно разместить управляемую наземку. Жаль...

Такие идеи были....

  • Like 1
Posted
25 минут назад, zeus-- сказал:

можете писать в личку автору проекта "Карта Финского залива" LLv44_Kanttori  

Так точно! Я обратил внимание, он внимательно просматривает все сообщения касательно этой карты!
Спасибо за ответ! 🙂

Posted
6 hours ago, AndreiTomescu said:

Trivia: he really did that, made it back with a fried engine, was praised and such, but never did anything worth mentioning in the war afterwards.

[...]

His name is Horia Agarici.

He got some more kills and became an ace. He first commanded a squadron and then later commanded a fighter group and became chief of the operations' bureau. So I don't think it is fair to say that he didn't do anything worth mentioning later on.

AndreiTomescu
Posted
1 minute ago, Aapje said:

He got some more kills and became an ace. He first commanded a squadron and then later commanded a fighter group and became chief of the operations' bureau. So I don't think it is fair to say that he didn't do anything worth mentioning later on.

i know, i have all about him, including his memoires, his reports to the investigators (Securitate)= romanian secret police, everthing. This statement is his. I like him alot, that is why i mentioned him. But he stated that.

Posted (edited)
10 часов назад, Sayan сказал:

Читаю тут про лёд, сквозь который проваливаются ИИ-машины, и на память приходят "жидкие" причалы и набережные, на которые невозможно посадить самолёт игрока.

И "жидкие"палубы корабликов, на которых невозможно разместить управляемую наземку. Жаль...

Такие идеи были....

В общем вспомнил кампанию "Зимняя сказка" про Лагг-3, где они со льда взлетают.
Сделал фейк филд на льду. И где у грузовика значит путь лежит на другую сторону залива, там прямёхонько создал ВПП.
Хрен там - все равно ныряет под лед, собака! А далее запускаюсь и съезжаю на лёд на У-2 -- ваще без поблем!
Езжу по льду (даже не по ВПП) взлетаю и сажусь.
А машинки все тонут!
КТО ЗНАТОКИ В ТЕМЕ??? КАК ПОБЕДИТЬ "ЖИДКИЙ ЛЁД"? Дорогу жизни как то надо делать же!
Да.. объекты разные без проблем тоже на льду стоят. "blocks" которые.
 

ВИДЕО-ШМИДЕО прилагаю https://youtu.be/Rsb5VOLZsJE

Edited by Nerpo
Posted
41 минуту назад, Nerpo сказал:

КТО ЗНАТОКИ В ТЕМЕ??? КАК ПОБЕДИТЬ "ЖИДКИЙ ЛЁД"? Дорогу жизни как то надо делать же!

НИКАКЪ!

Тов. Зевс выше сказал, что для ДЖ нужно делать отмель искуственную.

  • Sad 1
Posted
12 hours ago, AndreiTomescu said:

what I know is that both the Finns and maybe the Russian Navy had submarines there. I knew that the lake Ladoga was indeed populated with smaller sized submarines, like the Saukko, and maybe there were some Sch class ones?

I don't know much about naval activity on Ladoga, but Saukko, despite indeed being originally intended to serve on the lake, ended up serving in the Baltic instead, alongside Finland's four other submarines. Its only act of war was in July 1941, launching one torpedo with near catastrophic results for the submarine itself with the crew only narrowly escaping the situation.

  • Like 1
MajorMagee
Posted
Quote
To make AI vehicles stay on top of ice (i.e., prevent them from falling through, which happens when the game fails to detect the water/ice surface collision correctly) in the IL-2 Sturmovik: Great Battles (BoX) series, you must use the Mission Editor to set the vehicle's altitude properly and set the map season to winter.
Here is how to ensure AI vehicles navigate ice surfaces:
  • Set Map to Winter: In the Mission Editor, go to Mission Properties and ensure the season is set to Winter. This ensures the game recognizes the water as a solid icy surface rather than a water body that vehicles cannot navigate.
  • Set Initial Position Correctly: Place the AI vehicles directly on the ice surface. If the vehicle is slightly below the water/ice level in the editor, it may fall through the map upon spawn.
  • Adjust "Altitude" in Waypoints: If vehicles are falling through while moving, check the waypoint properties. Ensure the altitude is set to 0m or slightly above to stay on the surface.
  • Use Ground Attack Commands: When directing vehicles across ice, ensure they are using "Follow Waypoints" rather than engaging in complex, steep pathfinding, as that can trigger the bug where vehicles fall through the ice.
  • Avoid Steep Slopes: While ice is generally flat, if you are working on a map with sharp transitions from land to ice, ensure the AI is not trying to navigate a "steep slope" while transitioning, as this has been known to cause AI vehicle issues. 
Note: If the issue persists, ensure your map, such as in the "Ice Ring" campaign, is properly configured, as ice maps are designed with specific collision models for frozen surfaces. 

 

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Posted (edited)

All mission parameters met! Altitude above sea level +0.4 (tried different options with a higher value).
Season: Winter. Map: Winter. Ambient temperature: -15°C. still dives under water!
Fellow developers! Do something about the parameters for vehicles weighing up to 2 tons!!!

ВИДЕО-ШМИДЕО прилагаю. https://youtu.be/m8lOeaF4fUg

Edited by Nerpo
AEthelraedUnraed
Posted
2 hours ago, Nerpo said:

All mission parameters met! Altitude above sea level +0.4 (tried different options with a higher value).
Season: Winter. Map: Winter. Ambient temperature: -15°C. still dives under water!
Fellow developers! Do something about the parameters for vehicles weighing up to 2 tons!!!

ВИДЕО-ШМИДЕО прилагаю. https://youtu.be/m8lOeaF4fUg

Can confirm. Note that the weight is not the problem; it's whether or not they use the advanced physics model for playable vehicles.

They are working on it though; not by changing the physics but by adding artificial shallows. Probably something to do with optimisation.

 

11 hours ago, MajorMagee said:
Quote
To make AI vehicles stay on top of ice (i.e., prevent them from falling through, which happens when the game fails to detect the water/ice surface collision correctly) in the IL-2 Sturmovik: Great Battles (BoX) series, you must use the Mission Editor to set the vehicle's altitude properly and set the map season to winter.
Here is how to ensure AI vehicles navigate ice surfaces:
  • Set Map to Winter: In the Mission Editor, go to Mission Properties and ensure the season is set to Winter. This ensures the game recognizes the water as a solid icy surface rather than a water body that vehicles cannot navigate.
  • Set Initial Position Correctly: Place the AI vehicles directly on the ice surface. If the vehicle is slightly below the water/ice level in the editor, it may fall through the map upon spawn.
  • Adjust "Altitude" in Waypoints: If vehicles are falling through while moving, check the waypoint properties. Ensure the altitude is set to 0m or slightly above to stay on the surface.
  • Use Ground Attack Commands: When directing vehicles across ice, ensure they are using "Follow Waypoints" rather than engaging in complex, steep pathfinding, as that can trigger the bug where vehicles fall through the ice.
  • Avoid Steep Slopes: While ice is generally flat, if you are working on a map with sharp transitions from land to ice, ensure the AI is not trying to navigate a "steep slope" while transitioning, as this has been known to cause AI vehicle issues. 
Note: If the issue persists, ensure your map, such as in the "Ice Ring" campaign, is properly configured, as ice maps are designed with specific collision models for frozen surfaces. 

 

Can you indicate your source please? This seems to be a load of bovine fecal matter.

MajorMagee
Posted

That was Gemini...

Not sure if it means anything, but the user playable vehicles all have a Worldobjects LuaScript entry that the AI vehicles don't have.

RiverDrops=false    // Àðãóìåíòû âëàæíîñòè è êàïåëü ñòåêîë íå ðàáîòàþò íàä ðåêîé ïðè =false

AEthelraedUnraed
Posted
2 hours ago, MajorMagee said:

That was Gemini...

Yeah, generative AI tends to come up with stuff that sounds good, rather than that's true. One thing you can do to mitigate the problem is to ask it to verify using online sources. That makes it a little bit better, but even still, AI remains a completely untrustworthy source.

3 hours ago, MajorMagee said:

Not sure if it means anything, but the user playable vehicles all have a Worldobjects LuaScript entry that the AI vehicles don't have.

RiverDrops=false    // Àðãóìåíòû âëàæíîñòè è êàïåëü ñòåêîë íå ðàáîòàþò íàä ðåêîé ïðè =false

Well spotted. I recall doing some tests a year or so ago to see if I could get AI vehicles to drive on the ice. I think I already tested this and that it didn't work, but I'm not 100% certain anymore. Might be worth testing again.

Otherwise, just wait a bit until the team has adjusted the map as indicated by zeus 🙂

JG4_Moltke1871
Posted

A question to the Yak-1 ser.23

 

Where is the rocket salvo panel located? 

  • 1C Game Studios
Posted
2 hours ago, JG4_Moltke1871 said:

A question to the Yak-1 ser.23

 

Where is the rocket salvo panel located? 

It doesn't have one; you either have to use technochat or just remember which firing mode you were last in. In other words, each button on the stick corresponds to a given firing mode (Fire One, Fire Pair, Fire Salvo). Works the same way as other planes but without the dedicated control panel.

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Posted

Will Odessa and Leningrad map be updated with quick mission generator options like other big maps?

MajorMagee
Posted (edited)
On 2/13/2026 at 9:23 AM, AEthelraedUnraed said:

Yeah, generative AI tends to come up with stuff that sounds good, rather than that's true. One thing you can do to mitigate the problem is to ask it to verify using online sources. That makes it a little bit better, but even still, AI remains a completely untrustworthy source.

Well spotted. I recall doing some tests a year or so ago to see if I could get AI vehicles to drive on the ice. I think I already tested this and that it didn't work, but I'm not 100% certain anymore. Might be worth testing again.

Otherwise, just wait a bit until the team has adjusted the map as indicated by zeus 🙂

Adding the RiverDrops parameter didn't do anything.

Changing these existing parameters to much higher values let them drive across the bottom and emerge on the other side unharmed. Not particularly useful for what we had in mind for the Ice Road.

CriticalWaterLevel = 15 // The height of the water level
CriticalHeigthLevel = 30 // The height of the water level

Letting AI vehicles drive over the ice is probably something the developer could fix with a minute or two of work...

Edited by MajorMagee
  • Like 1
Posted

Hello, dear friends!

I imagined how the Church of the  Aassumption  of the Virgin Mary on Sennaya Square and the Trinity Cathedral (Izmailovsky) might look on the map. These buildings were in the city during the war and served as landmarks for German artillery and aviation. I think the map would be better with them included. There are empty spaces on the map of Leningrad for these buildings. Perhaps the developers could take this into consideration?

 

ChurchoftheAssumption.jpg.496b4382aeef25a3f9008951649ad5d2.jpgTrinityCathedral.jpg.6f966d0194fd4ddfd3ea4e6db12ffc26.jpg

Trinity Cathedral on Map.jpg

Trinity Cathedral 4.jpg

Church of the Assumption on Map.jpg

Church of the Assumption Photo.jpg

Trinity Cathedral Plan.jpg

Church of the Assumption Plan.jpg

A German map with artillery targets..jpg

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Posted

 Is there any updated awarding and medals for this front/career? Like for example: Defence of Leningrad and Defence of Odessa for the Soviets and Eastern front Medal for the Germans etc and the Crimea shield etc...

 

Also, the Bf-109 G10 for the Germans during the late war Leningrad fronts.

  • 1C Game Studios
Posted
37 minutes ago, Jojy47 said:

Is there any updated awarding and medals for this front/career? Like for example: Defence of Leningrad and Defence of Odessa for the Soviets and Eastern front Medal for the Germans etc and the Crimea shield etc...

They are planned, yes. 

37 minutes ago, Jojy47 said:

Also, the Bf-109 G10 for the Germans during the late war Leningrad fronts.

The front had moved far to the west beyond Leningrad when the G-10 was first flown in the East. 

CzechTexan
Posted

About the churches in Leningrad... they're probably just waiting for the models to be made.  The map is far from finished.

They are working on the Ice Roads too.  Patience is required for this Sim in development.  But I hope the ice roads get finished quickly 😁

 

  • Like 2
Posted (edited)
3 hours ago, LukeFF said:

 

The front had moved far to the west beyond Leningrad when the G-10 was first flown in the East. 

But, the G-10 was by that time, used both on the eastern and the western fronts, either way, hope to see the G-10 added or something else from axis side and this can also be seen if added on the late states of the new Leningrad front and the western fronts.

Edited by Jojy47
Bert_Foster
Posted

LA7 Attitude Indicator.

Seen the discussion so far. Seems strange the LA7 doesnt have the "option" available ... it has a suction venturi visible on the 3D model underside between the gear flipper doors 🙂

Be nice to have as a Mod option.

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Posted
2 часа назад, Bert_Foster сказал:

LA7 Attitude Indicator.

Seen the discussion so far. Seems strange the LA7 doesnt have the "option" available ... it has a suction venturi visible on the 3D model underside between the gear flipper doors 🙂

Be nice to have as a Mod option.

Not mentioned even as a possible equipment in 1945 (unlike RPK), let alone 1944. 

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