Dev Blog #21
Dear friends,

Today our dev blog is dedicated to the god of war — artillery. Since the 16th century, it has played a key role in major military conflicts, and it is still relevant today. Of course, during the Korean War, artillery was used heavily by both sides.

In our Korea project, artillery has received a new development in terms of detailed visual models, animations, and functionality. Howitzers will be able to shoot indirectly at short distances with a smaller charge. Guns will receive a qualitatively new damage model, including the ability to disable any member of their crew. Both the gun itself and its crew will be rendered with a much higher level of detail, and the process of loading shells will be fully animated. Continuing and developing the Great Battles approach, each projectile from each gun will have ballistic and armor-piercing characteristics as close to historical data as possible.

The Korean Army and Chinese volunteers will use three types of guns in our simulation: the 76 mm ZIS-3 divisional gun, the 122 mm M-30 divisional howitzer, and the 152 mm ML-20 howitzer.
The US Army will have four types of guns: the M2A1 105 mm howitzer (as divisional artillery), the M1A1 155 mm howitzer, and two high-caliber guns — the 203 mm M1 8-inch howitzer and the M2 Long Tom 155 mm field gun.
All of them are modeled in two versions — a gun used in a combat position and a gun in a towable position, mounted on a truck or special tractor. The Soviet 76 mm and 122 mm guns will be towed by GAZ-63 trucks and the 152 mm by Studebaker US6 trucks. The American M2A1 and M1A1 guns are towed by GMC CCKW trucks, and the M1 and M2 high-caliber guns are towed by M6 High-Speed Tractors.
All ground vehicles in the Korea sim will have many improvements and increased variety. It is important for the simulator that everything the virtual pilot interacts within the game world has the correct model and high visual quality. The open world principle means that the immersion effect for the player is created by the fact that all important entities in the game are not just abstract objects, but full-fledged and detailed models that correspond to their prototypes both visually and in terms of characteristics.

Later we will tell you about other types of objects, so stay tuned for more news!