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Full Steam announcements and update articles for this title.
Greetings, Pilots!
Update 5.049 is out!
This one is not that massive, but it places a great focus on spawn points in multiplayer, as per your request.
New option to set initial heading for airspawns in Multiplayer.
FMB's settings reorganized
In the Server Briefing a disabled spawnpoint is now clearly indicated as such
In the Server Briefing the selected spawnpoint shows max number of planes to spawn with
In the Server Briefing the selected spawnpoint shows formation and flights creation only when actually possible.
FMB now uses "1" as default for "Max Planes"; On "0" (=spawn disabled) a hint is given
When all flights are set to 0 planes, the Create button will be disabled
See you in the cockpits!
Greetings, Pilots!
Update 5.048 is out!
It’s mostly focused on Full Mission Builder. bringing up the experience of working with it to a good standard. Although we still touched up a couple of other things.
For the full changelog, take a look below.
Waypoint altitude can now be set in meters or feet, speed can be set in km/h, mph, or knots.
True Airspeed (TAS) and Indicated Airspeed (IAS) is now displayed below the waypoint's speed setting which is Ground Speed.
The file dialogs (open, save as, ...) now remember their size/division across sessions.
Inserted waypoints between two others now initially have interpolated speed/altitude
"Circle Back To" has replaced the waypoint option "Loiter". Legacy Loiter is still supported and automatically converted.
You can now define formations at waypoints instead only for the whole flight path as before
Now all all target/object names are correctly displayed for waypoint target actions
The option Radio Silence is now only applied to the selected waypoint. Not all waypoints in the path, as before.
The height configured for waypoints is now "above sea level". Before, it was taken as 'above ground' in game. This led to funny behaviour (high alt flights following land contours) and confusion (height in game was not what you configured, IAS was wrong, etc.). Backward compatibility with earlier missions is maintained.
Ingame map waypoints for the player now show altitude and speed (IAS) annotations and more info on mouseover.
Multiplayer spawn's flight path adjusted for scripting.
When you have checked "Spawn parked", the aircraft will taxi to the runway, will always take off in Line Abreast and will assume the desired formation when having assumed enough speed and heightю The AI is simply not 'intelligent' enough to taxi into any other formation without creating a unresolvable traffic jam.
The AI pilots had a bug that made them use the waypoint's Ground Speed value as Indicated Airspeed after the first waypoint. E.g.with 300 km/h GS for both 1st and 2nd waypoint at 9000m, the AI would spawn correctly with 185 km/h IAS but would then wrongly accelerate towards 300 km/h IAS, which is 474 km/H GS. That was finally fixed! Earlier missions are adapted automatically on load, preserving their original behaviour.
See you in the cockpits!
Greetings, Pilots!
Earlier today, we released a new patch for you to enjoy! It contains a plethora of small, but important to the experience, fixes and improvements that we’ve accumulated over this year.
For the full changelog, take a look below.
Fixed an issue where the in-game map briefing remained stuck on the previous mission if the map was left open when exiting and loading into the next mission.
Fixed the Zero weathering bug.
Fixed a Tiger Moth DH82A-1 spawning incorrectly in the Tiger Moth.
Fixed a mission loading failure caused by skinless characters on ships.
Fixed incorrect aircraft/squadron assignments in “Stuka Intercept - Ships.”
Fixed an error that caused a reduction in overall external aircraft volume.
Fixed an issue causing the Bren Mk II to get stuck in a minute-long loop.
Fixed an issue with BF 109 engine load effects not being heard properly.
Fixed an issue where some BF 110 variants' engines would cut out when the throttle was reduced to idle.
Adjusted Merlin engine load effects to better sit in the mix and reduce distortion.
Increased the audible range of internal hit sounds from 20 to 40 metres.
Increased the audible range of air, building, ground, and water explosions.
Improved how the sound engine processes sound events.
Replaced all legacy FMOD4 Designer filters (EQs, etc.) with updated FMOD5 Studio equivalents.
Static camera viewpoints can now be configured in FMB to remember and display their position in-game.
The in-game (“Navigation”) map now supports different sizes and allows labels to be adjusted or switched off.
Added a new master volume control option, allowing effects, music, and radio dialogue to be controlled independently or globally.
Updated AI settings across several missions.
We hope you will enjoy those changes as much as we do, and if you have anything you would love to see addressed in the future, tell us in the comments!
See you in the cockpits!
Soldiers! Victory Day is upon us.
And to celebrate this occasion, we, along with dozens of game developers, have banded together to create the World War II Game Sale.
Do not miss your chance to get IL-2 Sturmovik: Cliffs of Dover Blitz Edition at a great discount of 75%!
If you wish to dive even deeper into the history of this conflict while saving a lot of money in the process, be sure to check out the full sale. There are many games for you to explore, including the newest entries in the Commandos: Origins and Sudden Strike series.
And there is, as always, one more thing. Join us in the open playtest for the Rearmed version of
the legendary Theatre of War series, which starts today!
Hello pilots! We are happy to announce that the official Steam page for Korea. IL-2 Series is now live. This page will be a place on Steam where you can follow development news, see new screenshots and videos, and learn more about the upcoming next-generation flight simulator set during the Korean War. Feel free to use the Community Hub to ask questions, discuss the project, and share your thoughts with other pilots. Our team will also be following the discussions there. If you are interested in the project, don’t forget to add the game to your wishlist and follow the page to stay updated on future announcements. Wishlists help Steam recommend the game to more players and support the project ahead of release. We’re excited to have you with us at the very beginning of this journey. Join our community and follow official channels Follow IL-2 Series on our official platforms and stay connected with the community:
Website: https://il2-series.com/en/
Forum: https://forum.il2-series.com
Discord: https://discord.gg/il2series
Telegram: https://t.me/il2gb
Reddit: https://www.reddit.com/r/il2series
Facebook: https://www.facebook.com/il2sturmovik
YouTube:
About
This page aggregates Steam news feeds, patch notes, and developer announcements for IL-2 Sturmovik: Cliffs of Dover Blitz Edition, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main IL-2 Sturmovik: Cliffs of Dover Blitz Edition statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.