LuftManu Posted March 6 Posted March 6 Hello guys and team! With the release window for IL-2 Series: Korea approaching, we’ve been seeing more and more details through the developer diaries. The more information appears, the more interesting the picture becomes IMO. After following the updates closely, I felt like sharing a few thoughts about what this new chapter could mean for the series and why, based on what we’ve seen so far, it looks like a very promising step forward. Again, this is my personal view 🙂 From the direction shown in the developer diaries, the project clearly feels like it’s aiming to become the next step for the saga. That approach makes a lot of sense. IL-2 Great Battles has been around for more than a decade, and its core formula has proven itself over time. Sure, there is always room for improvement and new things to discover... but I like Il-2 already. I honestly, want more. And I want it even better if I could ask! A better Il-2 that takes advantage of modern technology and refines the experience we already enjoy. From my perspective, there are three key pillars that could allow IL-2 Series: Korea to continue the legacy of the franchise and become a real success. 1. Evolving the simulator: deeper systems and greater immersion The first pillar is that idea of “more and better Il-2.” Not simply repeating the same formula, but refining and deepening it. The goal isn’t to reinvent something that has worked well for more than twelve years. Instead, it’s about improving what already exists and fixing the small details that previously felt limited, pushing realism, immersion and detail even further. Remember the engine limitations? Several of the features shown in the developer diaries seem to point exactly in that direction, improving the base and also getting rid of those limitations. To just name a few... A much more detailed damage model, with dozens of individual components modeled within each aircraft. External fuel tanks and more detailed weapon management, including customizable ammunition belts for each weapon (API appearing, yay!) The ability to issue commands to your flight or squad in flight. Aircraft performance data integrated directly into the simulator, no need to search in the web or forums. Improvements to sound, visuals, and the overall activity in the air, with more aircraft present in missions or being able to see mass formations. All of this suggests a clear philosophy: not to reinvent the wheel, but to refine it with precision. And judging by what we’ve seen so far, the direction looks very promising. Also another important point is contet creation. Enigma said in the video that now scripting will appear on the editor and this is great! This will help communities, content creators and others to develop more complex scenarios. Also, as an extra, Steam has this great feature called Workshop where people could upload and directlyt download files. Something like that for missions and campaigns would be great! 2. Accessibility for new players and information within the game The second pillar is accessibility, something that IL-2 Great Battles has historically struggled with IMO. For many new players, the simulator could sometimes feel like being thrown straight into the deep end. Documentation was limited, official guides were scarce, and manuals arrived quite late often without answering the most practical questions players had, such as what exactly a particular control or system does in a specific aircraft. From what we’ve seen so far, IL-2 Series: Korea appears to be addressing this in several ways: A Museum Mode, where players can explore aircraft with detailed information. Remember when we did not have Wikipedia? Technical data and cockpit diagrams integrated directly into the simulator. This is great, all inside the game. An “Exam” option, which will likely add another layer of learning or interaction. I am eager to know what! A new contextual interaction menu, allowing players to operate aircraft systems even if those functions are not mapped to a physical control. This might sound strange, but I am sure people will learn how to use it. Also I love that it's an option for those who can map everything. All in all, feels like Improvements aimed at VR users and players flying with controllers. These kinds of features can make a big difference for new players. The audience for flight simulators continues to grow, and making the experience easier to approach without sacrificing depth is increasingly important. I believe this could be great. There is also something pleasantly nostalgic about the Museum Mode. Older simulators often took the time to teach players about the aircraft and their systems, something that feels especially valuable today. Again, as I was saying above... remember reading the data or texts we had on those old sims? Great to see a comeback. Ideally, I would love a physical version or collectors version, but seems it won't happen. 3. The importance of AI The third pillar is something that is sometimes overlooked but remains extremely important: AI planes. The behavior of non-player aircraft is fundamental to the entire experience. Even players who mainly enjoy multiplayer rely on a solid AI foundation for missions, scenarios and the overall ecosystem of the simulator. In reality, a large portion of the player base spends most of their time flying solo, or that was the case a few years ago, and a capable AI allows those players to fully enjoy the simulator. Over time, that experience often becomes the gateway that encourages them to explore multiplayer environments such as Tactical Air War or Combat Box, Finnish... tons of servers. If a player’s first contact with the simulator is jumping straight into a competitive multiplayer server, the experience can easily be overwhelming. A strong AI environment allows players to learn, experiment and gain confidence before moving into multiplayer. And don't forget singeplayer or coop players! AI has improved over the years but everything new and improved combined with a great AI could make the experience great. The developer diaries have also hinted at improvements in this area, including work on AI behavior and gunner performance. I’m particularly curious to see how this feels in practice, because it could become the final piece of the puzzle. To sum up... If these three elements: deeper systems, improved accessibility and stronger AI come together as they seem to be suggesting in the developer diaries, IL-2 Series: Korea could represent a very important step forward for the series. Of course, there is always room for improvement. But sometimes a careful, reliable evolution is far more valuable than taking unnecessary risks. If the team succeeds in refining the existing formula with the level of detail they have been showing, this release could easily become the foundation for another decade of Il-2. It is also worth highlighting something important: Il-2 has its own formula, and honestly, I believe it should continue that way. There are other great flight simulators in the genre, each offering their own unique approach and experience. Direct comparisons are not really the point. What matters is that Il-2 continues to build on the experience it already offers. By strengthening that identity and I truly believe IL-2 Series: Korea can push that experience even further. And as a long-time fan of the series, I have to say it: I’m genuinely excited to take off in this new chapter. What the team has shown so far is great so great work! So guys... what do you think? It's early but things are becoming better and better IMO as time pases. Kind regards! 5 3 Rig: RTX 5090 Astral 32 GB / Ryzen 9850 X3D /Gigabyte X870E Pro X3D Motherboard / 48 GB DDR5 Teamgroup 8000 MT/s / MSI 321 URX QD-OLED 32" 4K
Sashka13 Posted March 6 Posted March 6 (edited) Всё это хорошо, что многое будет дорабатываться и улучшаться в новой версии игры "Корея". Но хотелось бы напомнить и главное чтобы разработчики обратили на это внимание, проведя работу над ошибками в нынешней версии игры "Великие сражения". Уж очень много осталось неисправленными замеченных игроками ошибок, практически во всех сферах моделирования самолётов, от визуальных до лётной модели, и не только самолётов, а также в поведении ИИ и т.д. и т.п.. О чём я? Ну достаточно взглянуть на темы старого форума: Обсуждение технических вопросов и сбор сообщений об ошибках - Ил-2 Штурмовик Форум Или, да даже будет правильней сказать и: Technical Issues and Bug Reports - IL-2 Sturmovik Forum И хотелось бы добавить, что для исправления большинства замечаний не требуются "новый движок", со всеми его достоинствами и возможными недостатками, который так часто упоминается здесь на новом форуме и в частности в теме по "Корее". С уважением!!! Edited March 6 by Sashka13
BlitzPig_EL Posted March 6 Posted March 6 One thing I would like to stress is my hope that the developers keep the fun in the sim. That has been a hallmark of the IL2 series from the very beginning of the original IL2. I know that I want an enjoyable experience, and that has what's kept me flying IL2 since the release of the original. I don't want the sim to become a second job, I already have one, and that's enough. 1 2
tikijoetots37 Posted March 6 Posted March 6 (edited) AI is my biggest one, as someone who has over 3k hours In IL2 GB the current AI implementation is stale, it was after 500 hours in to be honest. But it is hard to fault as it is the hardest thing to do in a flight sim. I play them all, and they all fall short in that regards. I was really really hopeful for this to be a top priority for IL2 Korea, and it well may be but the lack of communication on the new AI has dampened my expectations. I've watched all the videos and read the dev diaries and from what I could tell the only real mention to AI upgrades is better gunnery and better targeting priorities which isn't enough IMO. My fear is it is just going to be GB AI with a few more player controlled options in the commands. But I could be wrong, and I'd love that. But the lack of information or showcase on this seems like it is not on the top of the list of priorities, or it just wasn't doable. It just feels wrong shooting down 5-6 planes a sortie in SP, or just wiping the floor clean in FC GB having shot down 25 planes in 4 missions in career. Then you go over to MP, where the experience is better but you lose that realism feeling since the majority of everyone is just flying around solo. Edited March 6 by tikijoetots37 1
Dash,Polder Posted March 6 Posted March 6 (edited) Yeah, seems the more you pour into the current game far as volts and raw processing power the less gains you get. I generally have to dial things back to get best results on the late hardware. Time for a tune up or all new engine under the hood is long overdue. The base game and it's concept is just fine, not that hard to learn with a little effort, and a $%^t ton of fun for all who can appreciate the finer thing of grandpa's war in an air combat simulation. Edited March 6 by Dash,Polder 1
AndreiTomescu Posted March 6 Posted March 6 4 hours ago, Dash,Polder said: I generally have to dial things back to get best results on the late hardware Colonel, sir, Hawkeye here! 🙂 Could you please explain this? I really don't get it.
Dash,Polder Posted March 7 Posted March 7 For instance the resolution in my Pimax Crystal, I can run it full blower at a full 100% on the slider with 90 fps no sweat, but it is no match for the quality at or below the 95% spot. It's a solid point of decline in returns, and it's the program, not the headset.
YoYo Posted March 7 Posted March 7 (edited) What about VR? Someone tested it in beta? Edited March 7 by YoYo Webmaster of yoyosims.pl. VR flying only.
LuftManu Posted March 7 Author Posted March 7 7 hours ago, YoYo said: What about VR? Someone tested it in beta? So far the team said VR will be in release of course! It's very important 2 Rig: RTX 5090 Astral 32 GB / Ryzen 9850 X3D /Gigabyte X870E Pro X3D Motherboard / 48 GB DDR5 Teamgroup 8000 MT/s / MSI 321 URX QD-OLED 32" 4K
Avimimus Posted March 7 Posted March 7 11 hours ago, YoYo said: What about VR? Someone tested it in beta? It was also demoed to the public an the Igromir exhibition - so it is likely the first time members of the general public or journalists were able to try a version - it was in VR.
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