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value1

IL-2 Sturmovik: Battle of Stalingrad plugin 2.0.0.5

SimTools game plugin for IL -2 Sturmovik "Battle of Stalingrad"

  1. polybasss

    polybasss Member Gold Contributor

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    I have inserted the port line by hand without success, to see if @value1 can help us with it
  2. Piotr Janta

    Piotr Janta New Member

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    2 applications listening on the same UDP port most likely will conflict

    Simtools plugin for DOF montion is using : 4321 and wigs software 29373

    And both devs plugins suggest to add in startup.cfg file lines:


    [KEY = motiondevice]

    addr = "127.0.0.1"

    decimation = 2

    enable = true

    port = 4321

    [END]

    29373 should be for Wings s
    @value1
    Last edited: May 6, 2019
  3. thad the eternal

    thad the eternal Beginning stages. Gold Contributor

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    I cant get the game to Patch I keep getting not a valid path
  4. thad the eternal

    thad the eternal Beginning stages. Gold Contributor

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    i cant get the game to patch i keep getting not a valid path i moved the game back to my C drive thinking that might be it but still not a valid path
  5. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    Just bought IL-2 BoS on sale (under $20 USD!) and I'm super happy to see this plugin! Thanks for making it, I hope to try it out in the coming weeks. Still got a bit of work to finish on the mods to my sim first which I'll post about when they are done.
    • Like Like x 1
  6. BrassEm

    BrassEm G-Seat + SFX100 Builder

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    My Motion Simulator:
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    Works for me too! Many thanks @value1!
    Steam version of BOS with Thanos' AMC-AASD15A and SFX-100 actuators.
    Other modules tested working were BOM, BOK and Tank Crew <- (That will be interesting!)
    • Like Like x 1
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    IL2 BOS just got a massive update with 3 new aircraft and 2 new maps, plus many improvements in all areas of the sim - graphics, physics, audio, controls, armament, and instruments.: https://forum.il2sturmovik.com/topic/12826-game-updates/page/2/?tab=comments#comment-824612

    Here is the 3.201 changelist:



    New aircraft and other objects



    1. Tempest Mk.V Series 2 fighter is available to all Bodenplatte owners;
    2. P-51D-15 fighter is available to all Bodenplatte owners;
    3. Collectors Plane P-38J-25 is available to all Bodenplatte Premium Edition owners;
    4. The new map Rheinland Summer 1944 (including the Low Countries) is available to all Bodenplatte owners in QMB mode;
    5. The new map Arras Spring 1918 is available to all Flying Circus Vol.1 owners in QMB mode;
    6. B-25D bomber added (not player controllable);
    7. GMC CCKW truck added;
    8. Willys MB off-road vehicle added;
    9. M16 Half-track self-propelled AAA gun added;
    10. Sd Kfz 7 Flakvierling 38 self-propelled AAA gun added;
    11. Flakvierling 38 AAA gun added;
    12. М1A1 90 mm AAA gun added;
    13. US searchlights and landing lights added;
    14. M5 3-inch AT gun added;
    15. M1 155mm howitzer added;
    16. JagdPz IV L70 tank destroyer added;
    17. Infantry and AA .50 MG added;
    18. New types of road and railroad bridges added;
    19. New Western European town and village blocks added;
    20. New industry blocks added;
    21. Many new unique buildings for Rheinland and Arras added;

    22. Static versions of many airplanes models were added to the game for better scenery in missions;
    23. New countries that participated in WWI and WWII added to the mission logic;

    24. Bf 109 G-2 has 4K exterior texturing made by Francisco =BlackHellHound1= Bindraban;

    25. IL-2 mod.1942 has 4K exterior texturing made by Martin =ICDP= Catney;



    Visual improvements



    26. Aircraft and ships are visible much farther than before - theoretically, they can be spotted as far as 100 km away if there are fire, contrails or a ship wake;
    27. New 'Distant buildings' option added;
    28. Object markers can be blocked by landscape and objects, including own aircraft or vehicle;
    29. Static objects rendering has been optimized to increase performance;
    30. Sun glare from distant aircraft is visible better;
    31. Fire can be visible inside the cockpit on single and triple engine planes;
    32. It's possible to display a customizable photo in all aircraft cockpits and tank cabins;
    33. Collimator sight reticle has been improved for all planes;



    Aircraft improvements



    34. DB-601 and DB-605 engine sounds improved for all Bf-109 and Bf-110 planes;
    35. Realistic pilot's physiology model is now active, which takes into account the duration of the G-load and rate the G-load was applied;
    36. After prolonged exposure to high-G load the load factor tolerance of the crew decreases and they require some time of steady flight to rest and recover;
    37. Oxygen deficit affects the human tolerance to high G-load more accurately;
    38. Visual and audible high-G effects made more realistic;
    39. The sound of the player breathing during a significant positive G load improved, that sound is no longer played during a negative G load;
    40. G-suits increase the load factor tolerance of the crew;
    41. The crew can become motion sick from alternating G loads;
    42. High-G loads, powerful impacts and pain shock can render the crew unconscious resulting in a loss of control;
    43. New 'Simple physiology' option added to the difficulty settings disables the load factor tolerance decrease, loss of consciousness and motion sickness;
    44. Damage inflicted to the crew from powerful impacts and falls have been corrected;
    45. The player can't get painful shock anymore if the invulnerability difficulty option is checked;
    46. The ability of the crew to bail out is now limited by the G-load (including its direction), airspeed and crew health (wounds);
    47. Crew bails out differently depending on the G load direction - down if the load is positive and up if the load is negative;
    48. The movements of the visible model of the flight stick and pedals in the cockpit are no longer filtered so there is less delay between the movement of real flight stick and pedals and the virtual ones. However, the flight stick movement speed is still limited at high flight speeds or if the pilot is wounded;
    49. It is now possible to assign a trim axis if it was controlled by an axis on a real aircraft (control wheel or lever). The speed of the trim axis is still limited and depends on the aircraft, similar to the adjustable stabilizer. If you use joystick buttons or keyboard for controlling such trimmers, please assign these keys not only to electric trimmers but also to this trim axis;
    50. All Pe-2 and Hs-129 have their electric trimmers disabled if the power is turned off. Turning them on and off can be heard and the sound of trim has been replaced with an electric motor sound;
    51. The adjustable stabilizer axis is no longer inverted (its direction is changed according to DirectX standard);
    52. New commands for retraction and extension of the landing gear added;
    53. It's possible to repair in aircraft when it is near an object with the service parameter set to On in the mission file. Repairs start automatically when the engines shutdown procedure is complete;
    54. It's possible to refuel in aircraft when it is near an object with the service parameter set to On in the mission file. The refueling process can be started and stopped using the new commands and only possible if the engines are shut down;
    55. It's possible to rearm in aircraft when it is near an object with the service parameter set to On in the mission file. The rearming process can be started and stopped using the new command and only possible if the engines are shut down;
    56. Spitfire stall behavior with released landing flaps has been corrected;
    57. British and American voiceovers added for Bodenplatte pilots;
    58. 150 Octane fuel is available for Spitfire IXe that enables +25 lbs. With it enabled, switching supercharger gears becomes manual;
    59. La-5FN skins should work on an MP server now, but this change requires reassigning its skins in the missions created earlier;
    60. Bodenplatte pilots got Summer uniform;
    61. Windmilling effect works on U-2VS;
    62. British gyro gunsight G.G.S. Mk.IId (Spitfire Mk.IXe) now accounts for gravitational bullet drop when calculating the deflection;
    63. Spitfire Mk.IXe electric fuel pump won't continuously switch on and off at low throttle on the ground;
    64. Some instruments and switches sounds corrected on Spitfire Mk.IXe;
    65. Me 262 A behavior at beyond-stall angles of attack corrected;
    66. The physical behavior of I-16 fragments has been corrected;
    67. Smoke clouds after a plane crash in multiplayer disappear correctly;



    AI improvements



    68. AI better aims at distant steadily flying targets;
    69. AI better distribute enemy targets among themselves;
    70. If an AI has a speed advantage over a target it is attacking, it tries to keep this advantage;
    71. Combat turns, spirals and banking maneuvers in a dogfight are performed more aggressively;
    72. AI won't switch maneuvers too frequently, distorting its planned tactics;
    73. Criteria for choosing maneuvers in a dogfight were updated;
    74. AI keeps the formation better;



    Tank improvements



    75. Offroad shaking has been made more natural;
    76. All the tanks now use the M4A2 aiming method;
    77. The engine startup sequence is now animated (master switch, excess pressure valve, manual fuel pump, wobble pump, caution signal);
    78. Inner visual effects are not affected by tank movements;
    79. Engine exhaust effect improved;
    80. Driver gauges, turret instruments, MG elements are now animated in multiplayer;
    81. Direction controllability improved;
    82. APHE rounds cause more damage to inner components after the armor penetration;
    83. The visual effect of the turret traverse motor exhaust added to Pz.Kpfw. IV Ausf. G and M4A2;
    84. KV-1s and Pz.Kpfw.III Ausf. M commanders can fire the signal rockets through a small hatch in the roof when the commander hatch is closed;
    85. The engine startup sound on KV-1s and Т-34-76 UVZ (1943) depends on the starter type used (main electric or reserve pneumatic one);
    86. KV-1s, Т-34-76 UVZ (1943) and M4A2 have functioning klaxon (LAlt+S);
    87. Inner details and texturing improved on KV-1s and Pz.Kpfw.VI Ausf.H1;
    88. Pz.Kpfw. III Ausf. M, Pz.Kpfw. IV Ausf. G and Pz.Kpfw. VI Ausf. H1 bow MGs use the M4A2 aiming method;
    89. There is an alternate DT MG gunner aiming mode on KV-1s - through the periscope (in addition to the regular one through the gunsight);
    90. KV-1s commander and radioman have an alternate aiming mode - through a visor;
    91. M4A2 turret traverse can be powered by the motor-generator;
    92. M4A2 first-person view height corrected for a driver and MG gunner in unbuttoned positions;
    93. Visible (from the driver seat) rotation of the steering drive shaft has been corrected on Pz.Kpfw.IV Ausf. G;
    94. Pz.Kpfw.III Ausf. M fuel or oil fire effect has been corrected;
    95. A firing port in the panoramic gunsight armor added on KV-1s;
    96. Air inlets of the engine compartment added on KV-1s;
    97. Slits in the driver visor on KV-1s decreased in the visor open position;



    Other improvements



    98. The sound subsystem uses newer FMOD API - sound loss after long play sessions should be fixed;
    99. Runway floodlights work now;
    100. Coalition sorting functionality added to QMB mode;
    101. An automatic chat message in the multiplayer reports if there is no UDP traffic coming from one of the players;
    102. A workaround added for VR HMDs without hardware IPD adjustment - LShift-NumPad+ and LShift-NumpadEnter directly move the images on the VR screen farther or closer.
    103. Radio chatter volume is affected if the player is concussed, lost consciousness or wounded.
    • Informative Informative x 2
    • Like Like x 1
  8. Michael Jeffries

    Michael Jeffries Member Gold Contributor

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    Hi Guys!

    I just tried to turn on IL-2 sturmovik with motion and SimTools Patched it succesfully, and it sees that the game turns on, but the motion doesnt start when i got into a quick mission to test it out.

    Can anyone tell me what I'm doing wrong? I tried the code for startup.cfg mentioned earlier also, and it didnt help.

    @noorbeast do you know what it could be or @yobuddy ?

    Im on the SteamVR version using the Valve Index. PT-Actuators 4-dof+TL platform AASD15a with the AMC Controller. Amc controller shows that it's receiving data also, but nothings happening with the actuators themselves. Strange... It just sits in Standby but no motion happening
    Last edited: Feb 21, 2020
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Is game data present in the top row of the Tuning Center when the game is running?

    If so then you may need to refine your motion profile: https://www.xsimulator.net/community/faq/steps-to-create-a-motion-profile.228/

    If not then there may be an issue with the plugin, or communication with it.
  10. Michael Jeffries

    Michael Jeffries Member Gold Contributor

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  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    I had just downloaded BOS again the other night so just patched it, tested it and it works, so it looks like it is something specific to your machine.

    Do all other games work OK?

    Try temporarily try disabling your firewall and anti-virus, un-patch and then re-patch BOS and try it again.
    • Informative Informative x 1
    Last edited: Feb 21, 2020
  12. Michael Jeffries

    Michael Jeffries Member Gold Contributor

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    iracing worked fine. Ill try again with the firewall but i dont have any antivirus software on.
    I did unpatch/repatch and nothing worked.
  13. Michael Jeffries

    Michael Jeffries Member Gold Contributor

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    I think i found the issue. I turned off firewall, turned on BoS and then turned on firewall again, and then the popups to allow BoS through the firewall came up. Its a new computer so I never added an exception for it, and I think it was being blocked.

    It works now - thanks @noorbeast
    • Winner Winner x 2
    • Informative Informative x 1
  14. Michael Jeffries

    Michael Jeffries Member Gold Contributor

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    Hey @noorbeast i tried using it earlier today, and again it wasnt getting the data. It may be another app conflicting with it also, but i have to do more testing to make sure of this. The only way i got it to work today was by making sure everything was shut down in the taskbar and then it started to work. So it may be something else also.

    on a side note, i have a 3-DOF/4 Actuator rig with a 5th actuator i use for traction loss for my racing titles. I put Yaw as the DOF for the 5th axis, but when i roll the plan too hard or hit the rudder too far, it snapped back wards which caused my whole rig to jolt. Is there something i can do to avoid that from happening?

    also, what happens during crashes or if im hit in flight? Does it register as really hard jolts? Im just worried if i land wrong and crash or get hit, the whole rig/platform might go flying lol


    EDIT: I FOUND THE CULPRIT! The SimRacingStudio Fans app conflicts directly with SimTools it seems and IL-2 BoS. If anyone knows a workaround, please let me know. I changed the startup config file with changing 1 to 2, but that didn't help
    Last edited: Feb 23, 2020
  15. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
  16. Michael Jeffries

    Michael Jeffries Member Gold Contributor

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    This is what they told me from SRS just now:
    Yes. Il2 uses udp. So only 1 app can connect to it. Have you tried to port forward from simtools to SRS.
    Please check their forum as we can't provide detail instructions on their software

    What can I do to fix it? I'm unsure where I would do port forwarding.
  17. dennis johnson

    dennis johnson Member

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    My Motion Simulator:
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    Has anyone figured out how to fix the “ not a valid path” error.
    I have the steam version and it is on my E drive. Just cannot get it to patch.
    I selected the IL2 folder, the folder above it nothing seems to work.
  18. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Can you please be more specific about the issue and patch path you are using, as I have BOS installed on my D drive and have no issues: D:\SteamLibrary\SteamApps\common\IL-2 Sturmovik Battle of Stalingrad\bin\game
  19. dennis johnson

    dennis johnson Member

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    My Motion Simulator:
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    I think you might have answered my question when you showed your path. I was stopping at the IL2 folder and getting the invalid path error. It appears you are going two levels deeper \bin\game.
    I will try that tomorrow.
    Thanks
    • Like Like x 1
  20. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

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