Battle of Moscow

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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Mi 10 Aug 2016, 05:50

\nDear Pilots!\n \nJason coming to you live from the Moscow 1CGS offices! We are very happy to announce that we have just released Battle of Moscow and our two latest Collector Planes (P-40E-1 and MC.202) on Steam. Battle of Moscow can be purchased as a standalone product from our website, but on Steam it is available as DLC for Battle of Stalingrad. \n \nThis completes our latest development goal and Battle of Moscow is fully released and available to all! Of course, small updates, bug fixes and other improvements will continue to come as we move into our next development cycle.\n \nIn addition to the BOM Steam release, we have made changes to content availability in the game and on our website. We have also made some changes to the official Sturmovik store such as adding a shopping cart. More positive changes to our website will be coming in the weeks and months ahead. Please note the changes we have made below.\n \n1. You can buy any Collector Plane while having any edition of the game. For example, you can buy the P-40E-1 and fly it over the Battle of Stalingrad.\n2. Collector Planes come with all their modifications and skins available from the start, regardless of how they were purchased, separately or in a Premium Edition.\n3. Collector Planes’ modifications and skins will be automatically unlocked for existing owners as well (this process is underway and will finish in several hours).\n4. If you own both Battle of Stalingrad and Battle of Moscow, you can use all the planes in any campaign where they were available historically.\n5. BOS players who don't own BOM yet can login to multiplayer servers hosting the Moscow map and vice versa for the Stalingrad map and BOM only owners. However, you must own the planes offered in the mission to fly them.\n6. If you bought Battle of Moscow on our website earlier and wish to convert it to the Steam version, you will be able to do so on next Monday, August 15. Please note that since Battle of Moscow on Steam is a DLC and not an independent game you'll need to have Battle of Stalingrad activated on your Steam account to play it. You'll receive a Steam key for Battle of Moscow DLC.\n7. Standard Edition owners now can unlock all weapon modifications through our website without playing the campaign (previously this ability was available in Premium Edition only).\n8. In the future, when you choose to Activate Unlocks through our website we will include the skins as well as the modifications for either edition of the game. The earning of unlocks as a concept will be completely optional at that point.\n \nAnd as you know, we are also considering our future steps with the IL-2 Sturmovik franchise. Much discussion within the team is taking place this week, the result of which we think will be welcomed by all of you. More information will be released in the coming weeks along with the opening of pre-orders for the flyable Ju-52 and Yak-1b. Two very cool planes that will further expand our plane-set on the Eastern Front.\n\n \nAnd finally, the game has been updated to version 2.003. The full list of changes follows:\n \nFeatures:\n \n1. BoM planes added to BOS campaign (those which saw action there historically):\n- I-16 type 24\n- MiG-3 series 24\n- P-40E-1\n- Bf-109 E-7\n- Bf-110 E-2\n- MC.202 series VIII\n- Ju-88 A-4\n2. BoM planes added to BOS campaign part 2 (those which saw action there historically):\n- P-40E-1\n- Bf-109 E-7\n- Bf-110 E-2\n- MC.202 series VIII\n- Ju-88 A-4\n3. BOS planes added to BoM campaign (those which saw action there historically):\n- Bf-109 F-4\n- He-111 H-6\n4. Players who don't own BOM yet can login to multiplayer servers hosting the Moscow region map and vice versa.\n5. Smoke generators can be attached to every plane.\n6. New gunfire sounds added.\n7. Added ability to switch to enemy radio frequency (LAlt+C).\n8. FFB effects improved on all planes.\n9. Plane selection dialog in QMB changed.\n10. Ground support missions made more diverse (possible targets are big artillery battery and tanks, small battery and tanks, tanks only, battery only).\n11. Targets in bridge and warehouse bombing missions are easier to identify from other bridges and warehouses).\n12. Alarm sirens added to airfields in QMB and campaign.\n13. AT gun positions added to front line in campaign.\n14. HE damage calculations made more accurate for aircraft and tank crews.\n15. IL-2 armored cockpit now protects from explosion fragments even when opened.\n16. Pneumatic or electric gun re-loaders are used on aircraft equipped with them (backup mechanical reload used when there is no power).\n17. Grass area border made less visible.\n18. 'Distant grass' option added that triples its drawing distance (it may come with a severe performance hit).\n19. 122 mm Soviet howitzer М-30 added.\n \nOther changes:\n \n20. An error in automatic bombsight mode that caused He 111 and Ju-88 to drop bombs a bit later that needed has been fixed.\n21. 'Inverted' canopy opening sound corrected on LaGG-3, La-5 and IL-2.\n22. Radiator control buttons corrected on Ju-87, both Pe-2 and MC.202.\n23. Cabin camera shake effect corrected, it is influenced by engine RPM.\n24. Ju-87 engine RPM won't 'stutter' at maximum throttle.\n25. A glitch that caused Pe-2 to move with retracted landing gear removed.\n26. FFB effects corrected for MiG-3.\n27. Armored pilot seats now protect from explosion fragments in addition to projectiles.\n28. P-40 engine assistant fixed (it won't break the engine at high altitudes).\n29. P-40 engine assistant changed, now it allows to reach the maximum allowed power.\n30. Turret guns won't glitch in certain positions and angles.\n31. F4 camera won't stutter when using joystick.\n32. AI planes in multiplayer will attack human pilots more aggressively.\n33. Different flight speed won't affect FFB gunfire effects power on P-40.\n34. Airfield Izocha on Velikie Luki map flattened for easier taxiing.\n35. Forest cut around airfields Ilyinskoye, Zenino and Borki on Moscow map.\n36. A bug that could cause the game to hang while loading a mission and Alt-Tabbing from it has been fixed.\n37. Interface optimized to minimize performance hit when switching mini-map scale.\n38. Interface map optimized to display many object symbols without affecting performance.\n39. Stutters from loading landscape textures removed.\n40. Significant power difference during the twin engine start which could cause an aircraft to turn removed.\n41. AI wingmen correctly retract flaps after takeoff.\n42. Fw-190 and He-111 pilot head position now is visible in external view.\n \nWe hope you enjoy Battle of Moscow and these latest changes and improvements.\n\n \nSincerely,\n\nJason and the entire IL-2 Sturmovik Team
OLt. Zimmermann
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Fr 19 Aug 2016, 17:06

http://forum.il2sturmovik.com/topic/168 ... quote]Dear Pilots,\n \nToday we announce that next week we will unlock all modifications (weapons, equipment, skins) for all planes if you own either the Standard Edition or Premium Edition of BOS or BOM. The Starter Edition, primarily sold in Russia, will not be changed. Unlocking all modifications is the first step in a new direction (or old direction depending on your point of view) for our beloved IL-2 Sturmovik series. More interesting details will follow soon after we finalize our development plan. We value our customers and we have listened closely to your wishes and dreams since the initial release of BOS. We hope to make flying Sturmovik an even more enjoyable experience for you in the coming months and years! The team is as dedicated as ever to this genre and we pray you will continue to support our efforts moving forward as you have in the past.\n\n\nOn a different note, sadly, today we are also forced to take action with regards to players using cheat tools. It is unfortunate, but necessary we take action. As we have previously warned, if we detect any player using such cheating tools, we will ban them from IL-2. We have been carefully monitoring usage of such tools since June 10th and some continue to cheat. The overall number of cheaters is very small in relation to our total players, but some violations have still occurred after our previous warning. So, we are banning these players from accessing IL-2 for a period of two (2) weeks beginning today. We have a zero tolerance policy on cheating. If these users continue to cheat, the bans will become more severe and possible permanent bans will be implemented.\n \nWe are committed to Fair Play for all and cheating has no place in IL-2. Only practice and daring can make you a true ace in the virtual skies!\n \nOne final note, we will now be encrypting all un-activated key-codes, including Gift codes, for BOS and BOM sold through the official Store. You can still send Gifts to your friends, but they must go to a valid user account where they can be activated safely and securely. \n\nWe must also reiterate that BOS/BOM key-codes or user accounts sold on any other website OUSTIDE of the official IL-2 website, Steam, Gamersgate.com, Muve.Softclub.ru or Softclub.ru have likely been acquired by using stolen credit card data. Such stolen keys will eventually be discovered by us and de-activated. Like cheaters, we do not tolerate fraud and theft and we will not re-activate accounts using stolen key-codes even if that user believes he or she bought a key from a legit retailer. If you are uncertain about a specific retailer, please ask us to verify their legitimacy. And Steam keys found on any discount website for BOS and BOM are also likely fraud connected keys. Do not buy them no matter what the price may be. Credit card fraud hurts everyone in the genre by robbing developers of needed funds to continue working. Please only buy keys from official, legitimate sources.\n\n\nSo enough with the serious news! Here are some pics of the WIP Odessa map, Ju-52 and Yak-1b coming soon to Sturmovik! Looking very good!\n\n\nYak-1b\n\n [/quote]
OLt. Zimmermann
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Fr 02 Sep 2016, 18:55

\nAt this moment the Battle of Moscow project is finished and the Yak-1b and Ju-52 are in the works. Thanks to our community we have plenty of skins to choose nine (9) official ones from. We have also started a preliminary work on the next project and its theatre of war - we're systematically collecting historical and engineering data on new aircraft, ground vehicles and the landscape. We'll be able to tell you about the new project soon.\n \nBut today we'd like to summarize for you what work has been done during this very summer. In the beginning of 2016, in January, we published a list of physics model changes and improvements we wanted to complete during this year. The list was long, but most of it is already done and many additional improvements were introduced. Take a look. We think the list is impressive and worthy to note that we continue to strive to make a great simulation product.\n \nPhysical Model and systems fine Tuning\n \n1. MC.202 series VIII flaps are now forced back by air stream at high speeds, which should prevent their damage;\n2. Engines with glow plugs stop faster when turned off;\n3. Pe-2 brakes effectiveness corrected (reduced), this should make landings easier;\n4. Bf 109 F-2 radiator functioning in manual mode was corrected: it opens fully, but slower.\n5. Engine thermal model and thermostat corrected for all Bf-109 planes. Engine temperature maintained by thermostat and radiator effectiveness in relation to a degree of its opening and air conditions correspond to reference data better.\n6. MiG-3 cooling system has been corrected: now it requires opening its radiator to degrees similar to other Soviet aircraft, but at higher altitudes (since its power output maxes out at higher altitudes);\n7. Flaps release kinematic link calculations corrected on Yak-1, both IL-2 variants and MiG-3 (they are more stable when fully retracted);\n8. Yak-1 tail wheel rotation limited to +- 90 degrees when unlocked;\n9. Fw-190 A-3 aerodynamic characteristics corrected to meet the now available data (in short, its fineness ratio was reduced a little while its climb rate at high altitudes increased somewhat);\n10. Fineness ratios of all planes were re-checked with their flaps extended. Fineness ratio was decreased for LaGG-3 series 29, La-5 series 8, Yak-1 series 69, IL-2 (both) and P-40E-1. Other planes fineness ratios were found to be correct;\n11. Critical speed (when rudder and ailerons start to shake) decreased for all Bf-109 modifications (based on German test report and several pilot memoirs);\n12. Additional armor plates and armored windshield mass is correctly added to Bf 109 E-7;\n13. MG FF mass is correctly added to He-111 H-6;\n14. Air drag caused by MC.202 bombs corrected (decreased);\n15. Air drag caused by Bf 110 E-2 bomb holder corrected (increased);\n16. He-111 H-6 elevator trimmer handle now stops at the same time when techno chat shows 100%;\n17. He-111 H-6 elevator trimmer handle animation corrected (it was inverted);\n18. Ju-87 engine RPM won't 'stutter' at maximum throttle;\n19. A glitch that caused Pe-2 to move with retracted landing gear removed;\n \nAircraft Effects Changes\n \n20. Smoke, tracers and exhausts are now affected by wind;\n21. Cockpit camera shake effect corrected, it is influenced by engine RPM;\n22. FFB effects corrected for MiG-3;\n23. Different flight speed won't affect FFB gunfire effects power on P-40;\n24. Missing left wheel brake sound added to Pe-2 and He-111 planes.\n25. Impact sound can be heard during emergency landing;\n26. You won't hear the wheels rolling sound during emergency landing on water or ground anymore;\n27. An issue of asynchronous power during engine start fixed for twin engine aircraft;\n \nAircraft Equipment Changes\n \n28. IL-2 sight can be moved back and forth using LAlt-F command;\n29. Rocket launch button added to both Pe-2 planes;\n30. He-111 bombsight has gyroscopic stabilization effective at small roll angles as it should.\n31. You can turn the bombsight left and right in View mode;\n32. Bomb sight mode won't reset after leaving and re-enabling it anymore;\n33. Back view angle increased for Pe-2 bomb sight in View mode;\n34. Bomb sight view won't 'wave' while passing the zero mark;\n35. I-16 PAK-1 gunsight corrected (outer ring changed to 0.140 of distance);\n36. MC.202 gunsight corrected (dots position);\n37. MC.202 gunsight damage corrected;\n38. AN-4 compass on Pe-2 bombers is now illuminated;\n39. Breathing systems corrected on all Soviet aircraft (altitude indicator);\n40. Coolant indicator 3D model corrected for all Bf 109 planes;\n41. Fuel switches animation corrected;\n42. 'Inverted' canopy opening sound corrected on LaGG-3, La-5 and IL-2;\n43. Radiator control buttons corrected on Ju-87, both Pe-2 and MC.202;\n \nAircraft Armament Changes\n \n44. It is impossible to fire guns when powered off on aircraft equipped with electric triggers;\n45. All non-blowback action turret weapons can be reloaded even if there is no misfire and magazine isn't empty;\n46. Twin turret machine guns are now reloaded one after another (not simultaneously);\n47. German bomb detonators now function correctly when dropped from extremely low (5-10 m) altitudes;\n48. Tracer rounds removed from ShVAK autocannons for Battle of Moscow timeframe planes because they were produced later in 1942;\n49. Turret weapons cooling rate during flight corrected;\n50. Armor penetration of German 7,92 rounds corrected (slightly reduced at closer distances);\n51. Chance of ricochet of aircraft HE rounds removed;\n52. An error in automatic bombsight mode that caused He-111 and Ju-88 to drop bombs a bit later that needed has been fixed;\n \nDamage Model Changes\n \n53. Chance of ammo detonation after ammo racks hit increased for all aircraft;\n54. Instrument light can be damaged;\n55. Broken instruments in a cockpit show the last value instead of 0;\n56. Armored pilot seats now protect from explosion fragments in addition to projectiles;\n57. Drifting on rough ground is likely to break the landing gear;\n58. Cockpit canopy moves according to physics laws (it can close during dive on IL-2 or La-5 and LaGG-3, it may be impossible to open it at high speeds, etc.);\n59. Fuel tank rear armor increased by 1.5 mm for both IL-2;\n60. La-5 engine damage time at high temperature corrected;\n61. Flaps can be jammed at high speeds on Fw-190;\n62. Armor protection on Fw-190 is removed correctly after ditching the canopy;\n63. A lost canopy won't erroneously block the ability to bail out;\n64. Bf-109 E-7, He 111 H-6, Pе-2 ser.35 and ser.87 damage models corrected (wrong parts were flying off when damaged);\n65. MiG-3 elevator trimmer won't work if the right side of the elevator is lost (where trim tab is located).\n66. AI pilots will be more careful not to break their engines;\n \nFlight Assist Changes\n \n67. RPM limiter (helper) on MiG-3 won't wrongly set the throttle to low values at low air temperature anymore;\n68. RPM limiter assist corrected; it reduces RPM if engine can be damaged by a high temperature;\n69. Overheat warning message appearance corrected for all aircraft;\n70. You don't need to issue manual radiator mode command twice for automatic radiators (radiator assist turns off simultaneously with turning manual radiators mode on);\n71. P-40 engine assistant fixed (it won't break the engine at high altitudes);\n72. P-40 engine assistant changed, now it allows to reach the maximum allowed power;\n73. Pe-2 engine throttle levers won't shake when engine assist is engaged;\n74. Engine start procedure updated - control axes remain in correct position after it;\n \nOther changes and additions\n \n75. Rudder/pedals reset command added (key D by default);\n76. Cockpit canopy moves according to physics laws (it can close during dive on IL-2 or La-5 and LaGG-3, it may be impossible to open it at high speeds, etc.);\n77. A rare problem that caused the plane to be invisible in multiplayer fixed;\n78. A rare problem that caused the bombs or turrets to float next to their aircraft fixed;\n79. A turret won't be left in the air after aircraft explosion in multiplayer (a rare issue);\n \nChanges we're testing now (they are likely to be included in 2.004 update)\n \n80. REVI-12 display reticle corrected (its angular size increased by 12%);\n81. Lift force loss and drag increase of a remaining wing after fragmentation of a wing corrected;\n82. First optimization task completed: AI controlled aircraft on the ground can be doubled;\n83. 'Jumpy landing gear' issue fixed thanks to improved shock strut model;\n84. Bumpiness of concrete runways and taxiways reduced;\n85. He-111 won't rotate after an emergency landing;\n86. Powered temperature gauges won't work when engine is off;\n87. Engine heat model corrected for Ju-87;\n88. Oxygen deprivation model corrected (its effects are felt at higher altitudes than before);\n89. German breathing devices are engaged at higher altitudes (by German flight manuals);\n90. Pe-2 fuel gauge is backlit now;\n91. La-5 cylinder head temperature gauge is backlit as well;\n92. Pe-2 trimmer neutral position indicators work now;\n93. Bf 109 E-7 mass correctly decreases with ammo spending;\n94. New technochat message added telling pilot that an engine is deselected.\n \nIn the meantime, the work continues. One of our main goals at this stage of development is a significant increase in an amount of AI controlled aircraft acting simultaneously without a noticeable decrease in modeling quality, keeping realistic aircraft characteristics. The idea is to keep the physics modeling accuracy of an AI controlled plane the same as player controlled plane has and optimize only those modules which impact is only noticeable when you pilot a plane yourself. A significant chunk of time of our lead flight physics specialist and the author of our flight model, Andrey Solomykin, is dedicated to this task. We're optimistic since the early results are good.\n \nIt is known that one of the physics bottlenecks in terms of the required CPU power was an aircraft behavior on the ground so this was a natural first stop of Andrey's journey to improved performance. And he passed it with flying colors - at this moment we're able to double the amount of AI planes on the ground keeping the same level of performance - simply staying on the ground, taxiing, performing a takeoff or landing. This change will be included in 2.004 update. In addition, as it always happens with a large scale research, this task yielded unforeseen results. By completing it we were able to solve the 'jumpy landing gear' issue.\n \nEarlier we stated that implementing additional landing gear dampening is not possible within the confines of the current landing gear model which was already at its computational stability limit. Increasing the sampling rate even more to raise this limit made the performance impact in the 'aircraft on the ground' case unacceptable. But now, with this optimization completed, the landing gear modeling was improved and it gives more accurate results which are comparable to real landing gear testbed data even at a reduced sampling rate compared to the old one. So the 'jumpy planes' issue will be addressed in 2.004 as well. Aircraft behavior on the ground, which was already the most accurate among ALL existing flight simulators, will become even more true to life. It should be noted that thorough research of documentation revealed that Soviet shock struts were designed for much greater load. This is why Soviet aircraft were much more 'jumpy' than German ones in reality. We even found an interesting phrase in Soviet documentation from 1948 mentioning that some pre-war and war landing gear designs, in which shock struts of a stationary aircraft should have been completely extended, were wrong. You'll be able to feel the difference between Soviet and German landing gear designs in the 2.004 update. Some of the effects are visible in this short video:
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Do 29 Sep 2016, 11:03

\nHello Pilots!\n \nIn parallel to Battle of Kuban development, we continue our work on new Collector Planes - Yak-1b (series 127) and Ju-52 3mg4e. Their 3D models will be finished in the next few weeks and work on their physics models is already underway.\nThe Ju-52 controls are somewhat unusual, for example, its wheel brakes are engaged by pulling back the engine control levers while the flaps are operated using the same handle as the adjustable stabilizer. However, it is possible to unlink these controls and adjust the stabilizer without touching the flaps. Other unique features are a tail wheel brake, corrugated fuselage and wing plating, hanging rudders and flaps, fixed-pitch propellers and non-parallel thrust vectors of the wing engines. Its design represents the transitional period between the wars (1920-1930’s) where new designs and increasing technology led to experimentation with some odd results. The Ju-52 was an iconic plane from this period in aviation history and its usefulness kept it flying all throughout WWII.\n \nAlthough from the famous Yak family of fighters, the Yak-1b (series 127) required almost a complete overhaul of the existing Yak-1 (series 69) 3D model. From the development point of view this is almost a completely new aircraft. There are several subtle differences that influence its physics model – a different propeller, automatic tail wheel lock similar to the MiG-3, simplified trimmers (just bendable fins instead of separate trimmer surfaces), improved seals for openings, additional engine exhaust covers, a different engine intake, and, of course, a lowered fuselage spine with a teardrop canopy. All of these changes led to better aerodynamics and performance than previous Yak models. The Yak-1b also had more armor in the front section of the fuselage and it had a different armament package. Armament consisted of a 20 mm ShVAK with 140 rounds and a 12.7mm UBS machinegun with 220 rounds. Designers also removed the underwing rocket rails.\n \nHere are some WIP screenshots for more visual impression:
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OLt. Zimmermann
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Do 13 Okt 2016, 17:03

Hello Everybody!\n \nToday I want to tell you about the new features we will add to multiplayer mode in Battle of Kuban. Development of these features is planned for the next year, but we already know what we want to get in the end. The most important feature is the Cooperative (CO-OP) mode. Let’s go into the details about it right away.\n \nThe current Deathmatch multiplayer mode is a potentially infinite play session (usually its time is limited in the server options, but it can be infinite). A player can log into such server at any minute, choose an airfield and jump into the cockpit of any plane available there. The mission designer can set any goals and targets that can respawn infinitely. Therefore, the player’s plane can’t be a mission target since it is unknown if and when it would take off. Targets in this mode are always static objects or they are controlled by AI. On one hand, this mode gives the maximum freedom to the players, but in scenario missions, where each player has a certain role and task such freedom can be counter-productive.\n \nCO-OP multiplayer mode includes the player’s plane in the mission script, various triggers are associated with it and player actions influence how the mission unfolds. Players have their own mission routes, targets and tasks and they can be unique for each player or group of players. The number of players, their starting places, aircraft, mission routes, armament and fuel reserve are defined in the mission (however the aircraft preferences can be changed by players if server rules allow this). Therefore, CO-OP mode gameplay is much closer to single-player campaign missions, but a CO-OP mission contains a different mission for each of the players which they complete together in one multiplayer session.\n \nUnlike in Deathmatch mode, in CO-OP mode all players begin a mission simultaneously at a time set by the mission designer and there is no way to restart in the same mission. The mission ends either by meeting certain conditions set by the mission designer or if all players are shot down. There is also a possibility of making missions where players are divided into two opposing teams – one team must complete a certain task and another team tries to not let them do it or both teams must complete their own tasks and attempt to not let the enemy team complete their task at the same time (the so called PvP with AI). It is also possible to have missions where all the players are in the same team and pursue a common goal (PvE).\n \nIn addition, we plan to make the existing Deathmatch mode deeper for Battle of Kuban. Player actions will become more coordinated thanks to a new major feature – the Marshal mode. At the moment, we have a basic vision how this mode will function and what features it will include. Here’s a rough idea of how it would look from a player point of view:\n- If Marshal mode is enabled on the server, one of the players can become a Marshall. We haven’t determined the exact criteria of how a Marshal will be chosen, perhaps it would be a player with most achievements earned or a player from the list created by the server owner as he sees fit.\n- A Marshal can’t fly himself, his job is directing others. Each team has their own Marshall.\n- A Marshal (and only he) can see objects near friendly spotters, airfields and recon units (recon planes and tanks), therefore he (and only he) can have a complete understanding of the battle situation or as close to it as certain fog of war limitations allow.\n- Moreover, the Marshal will have a limited ability of directing the ground forces using special command markers. He will be able to give orders to certain ground unit groups and set their basic reaction to danger (‘fire at will’, ‘return fire’, ‘don’t fire’).\n- We are also considering other features to add to this mode assuming development and testing goes well.\n \nBeyond that, there will be an interesting event in our project soon, which is not directly related to our work, but it is the result of work and efforts of a team from the community. This team decided to make a multiplayer game mode with unique add-ons over the standard multiplayer design functionality. Team 72AG-DED have made a server with an online campaign in Deathmatch mode using the processing logs of =FB=Vaal, =FB=Isay and tools that we have provided them. This development is notable for its simplicity and originality. They took all the best we offer servers operators and added something new, which is something we have been hoping for.\nThe project "Random Expert +" uses a flexible mechanism based on the reference points scattered around the map, transitions between them are given under certain conditions, and thus the players on the server directly affect the movement of the front line in different parts of the map. The control program created by 72AG-DED, which is using this mechanism, is automatically creating the mission and sending it to the game server.\nAccording to the results of each mission derived from server logs, progress achieved by players is counts towards and becomes stored on server. Achieved status is displayed on the site of the server in the form of a schematic map with symbols. Of course in the spirit of cooperation we are receiving their questions and inquiries periodically, which are about additional features and things in development, some of them have already been implemented in the game. Server capabilities are limited only by the imagination of its developers and at this stage the 72AG-DED team has big plans for the development. Now the server is at the stage of closed testing, but very soon it will be available to everyone. From our side we wish the team 72AG-DED much success in this endeavor.\n \nIn the end I would like to highlight that since the CO-OP mode is intended for short missions, we plan to restore the ability to launch a multiplayer server directly form the game and allow a host player to become one of the players on this server. There will be a way to host a multiplayer server either using the dedicated server utility, as it happens now, or directly from the game. Basically this will be like it is now in Rise of Flight.\nIn the meantime, we continue our work on the project and we’re hoping to give you an important update on game version 2.004 next week. Today we can show you several 3D model WIP screenshots of Bf 109 G-4, He 111 H-16 and Bf 110 G-2.\n
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Do 20 Okt 2016, 11:56

\nello Everybody,\n \nSeveral important things happened this week. First of all, we released the new update 2.004 yesterday with many changes and improvements which are listed in detail here:\n2.004 update news\n \nIn addition, work on the 3D models of the Yak-1b Series 127 and Ju-52 3mg4e is finished and we are working on their physics models and the new mission types for the Ju-52. We plan to finish Yak-1b Series 127 physics and begin its beta test next week.\n \nMoreover, we will begin the tests of the DirectX 11 renderer as soon as this week. This will be an alpha test and if it goes well, we'll add it to beta together with the new Yak. We'll tell you about the new renderer and the possibilities it brings a bit later on. We would like to remind you that switching to DirectX 11 opens the way to full support of VR devices such as HTC VIVE, Oculus Rift and others that will be supported by Valve OpenVR API. Even in its current basic state, the HTC VIVE support in our sim sparked much interest in various people, no matter what age or occupation at a recent public army exhibit in Russia:\n\n \nWe also begun work on the 3D models of the Douglas A-20B Boston and Supermarine Spitfire Mk.Vb. Perhaps you would ask why don't we use the Spitfire model from 1C's previous project Cliffs of Dover. It turned out that would be near impossible because the old Spitfire model had many inconsistencies in its basic fuselage form, we can't leave it as is and keep the current quality standard of our IL-2 project. All in all it was a good 3D model built many years ago, but its quality level in terms of being accurate to the original plane is obsolete. Therefore, the Supermarine Spitfire Mk.Vb that we create will be 95% new.\n\n \nAlso, we had an interesting event occur last weekend. Three of us (Han, An.Petrovich and Gavrik) were invited by community members (ROSS_Wespe, Kirill, =MG=Dooplet11, ZloyPetrushkO) to visit Staritsa airfield in Tver region (actually we have this airfield in Battle of Moscow, it is in the middle between Rzhev and Kalinin). There, ROSS_Wespe gave us a ride on a SOCATA Rallye to check how closely several phenomena and effects correspond between IL-2 aircraft and this plane. In spite of difference in planes design, this experience was very helpful and interesting. During the course of several test flights we did the following comparisons between the real aircraft and planes modeled in the sim:\n \n1. Aircraft pitch behavior while extending flaps with fixed and released flight stick (it turns out this plane behaves just like aircraft in the sim do);\n2. Aircraft reaction to fully pushed rudder pedal with fixed flight stick (the resulting roll on this plane and in the game are the same). Plane behavior while keeping the plane horizontal by ailerons with pressed pedal is the same on some planes in the game and different on others;\n3. A delay between sharp flight stick movement and aircraft movement (there is no noticeable delay both on real plane and in the sim);\n4. Tree size (average trees in this region and trees in the game have the same height, trees in the game are a bit wider).\n \nDuring the event, we also discussed other questions with our hosts, for example, flap operating procedures on MiG-3, win criteria in game statistics, transmission band of pitch and roll periodic effects on flight stick on light and heavy aircraft, Bf-110 pancaking (straight stall descent) at high AoA, Bf-109 power reserve at low speeds, alternative methods of limiting engine work time at critical modes and navigational lights visibility during a day at far distances. This discussion was quite helpful and productive - sure, we did not agree on everything, but our mutual understanding improved somewhat. Here are several photos from this event:\n\n \nWe should also mention the event that will take place in November. AiRussia is a virtual pilots competition, where you can prove you're one of the best. To win, you need to push your skills to the limit. We suggest you to participate!\nSpoiler\nYou may to visit http://airussiaopen.ru to register and get more information.\n \nIn the end of this Dev Diary we would like to show you a set of skins for Ju-52 3mg4e we made for this Collector Plane:\n
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Mi 26 Okt 2016, 10:45

Endlich ist diese Instabilität bei negativen Manövern weg :D
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Do 27 Okt 2016, 11:30

http://forum.il2sturmovik.com/topic/168 ... uote]Hello Everyone!\n \nLet's start the today’s diary with a screenshot. This time you see the WIP model of a German Fallschirmjäger (paratrooper) in summer clothing for the new Ju-52 Collector plane which is now in the final development stage.\n \nParatrooper.jpg\n \nLast Friday we began alpha-testing of a new version which includes DirectX 11. First results are promising; FPS has increased significantly even in cases when not all optimizations were included. Of course, some issues have presented themselves, but we have no doubts that debug will go smooth and release will not be too long. At the moment, work on transferring to DirectX 11 has included:\n \n- 90 shaders were transferred to DX11 format\n- Forest rendering was optimized thanks to using of constant buffers;\n- Buildings rendering was optimized thanks to using of constant buffers;\n- Complex 3D models rendering was optimized\n- Complex 3D models export to game format was optimized, it has reduced model separation during export, in final it provides additional performance in scenes with complex combat;\n- SSAO was replaced by TSSAO, this has shrunk expenses for this effect calculation;\n- Grass rendering was optimized due to implementation of occlusion check;\n- Water reflections were optimized;\n- Lighting model was optimized due to using of 5th shader's model, also shadows from point lights (like flare rocket) were added;\n- Lighting algorithm evolution to TiledShading 2.5D was performed, it's also due to using of 5th shader's model\n- Memory usage on landscape rendering was reduced thanks to new possibilities of DX11, in perspective this allows to increase landscape poly-count by 4 times;\n- HDR visual was improved on lower graphics presets.\n \nOur work on using and implementation of new abilities provided by DirectX 11 is underway, in closest schedule there is adaptation of several technics to Compute Shaders, realization of Open VR API and other "yummy" things :)\n \nSo, our transferring to DirectX 11 is going as planned. We plan to finish this work by the end of this year; and Open VR API support should be completed by the end of the January.\n \nBeside DirectX 11 news, I would like to talk with you about a part of flight-simulation realism which affects the most important part of the sim – the role of a virtual pilot.\n \nTo provide a maximum realistic virtual flight at your home on your PC, the developer should create the most plausible, natural and balanced visual picture of the world, airplane and cockpit on the player's monitor as possible. After that, the developer should provide a realistic control system for the airplane and the airplane should respond to this control system on the player’s PC as realistically as possible (this is what everyone calls the Flight Model). Also, the developer should create a realistic sound environment with all the small touches and accents which will make player to believe that he or she is in the airplane. After all this, the developer should create scenarios where the player will perform the role of a virtual pilot. Plus, there is a big bunch of other items which are related to air combat, but they require a separate and a big talk. The assembly of all these factors presents the aviation simulator to the player - a tool, a virtual reality instrument to be plunged into where the player becomes a pilot.\n \nBut, as in any kind of game, after plunging in the virtual atmosphere of the game world, it is also very important how seriously the player treats his role. Young boys who play war in a courtyard in torn trousers with wooden sticks instead of rifles in their hands may feel a much greater degree of immersion than an adult man playing airsoft in full authentic NATO gear with an authentic copy of an M-16 rifle in his hands. It may feel false because there is talk about work and family around him or jokes or maybe alcohol is being consumed. This does not feel like real combat even if he has authentic equipment and a gun. The intention was to play “army man” right? The same thing may happen in a multiplayer match in a flight-sim. When a player plays the single-player game than he completely determines the atmosphere and the mood which he has when he enters the game. If he has sat down to play the flight-simulator to simply “kid around and play some tricks" than it does not matter how realistic this simulator is - the player will not come close to reality. If he has sat down to play the role seriously - to perform some kind of combat task, to make a transfer flight from one airfield to another, to do some aerobatics, or maybe to perform a training flight in the same manner as performed by real pilots than his level of immersion will be high. But even in this case of a simple, but realistic objective - to perform a simple training mission close to reality - it contains a great challenge for virtual pilot because to perform it he has to find out how it is performed in reality. The question becomes - how to manage plane controls correctly to perform it by himself? To be successful the player has to do it many times before he will start to have success. Maybe after practicing for 1, 2 or 3 evenings he will be able to perform this training flight like it was performed by real pilots.\n \nI do not know how many of you I have captured by this long introduction, but if I did, then I'm offering you to try to perform a training circling flight flying the MiG-3 fighter plane. A mission kit, with flight records of the circling pattern in calm winds and takeoffs and landings in strong winds are attached. Also here is a small video-lesson with my comments (I apologize for my English even before you have started to watch it :) ) and a video-example of takeoffs and landings in heavy wind conditions. I invite you to try these training scenarios. The necessary technique of these training flights are explained below.\n \nAttached File MiG3_Flight_Practice_extract_to_parent_game _folder.zip 21.25MB 1 downloads\n \n \n \nStart at parking area, full fuel and ammo load. Winds calm, weather is clear.\nPart 1: Start and Taxi to the runway\n- Set altimeter pressure equal to airfield pressure\n- set Throttle to Idle, execute engine start procedure\n- Engine started: set engine revolutions to 100%, mixture to 50%, radiators to 50%\n- Set flaps limiter to 20%, extend landing flaps\n- Look around for taxi clearance, set throttle to 50%, start to roll\n- Rolling started: hold wheel brakes to check them, release brakes to continue taxiing\n- Set throttle to 35...40% to continue taxiing\n- Use wheel brakes for sharp turns and to stop\n- Do not exceed speed 20 km/h and brake down to 5 km/h before sharp turns\n- Taxi with opened canopy, move your head left and right to look forward beyond the nose\n- Look around for obstacles and other planes, especially when taxiing to runway\n \nPart 2: Takeoff\n- Set Throttle to Idle\n- Look around for takeoff clearance, close canopy, move view point to the left side of cockpit to have better visibility forward\n- Hold Wheel Brakes, push Left Rudder pedal to 2/3 (rotate joystick twist to left to 2/3)\n- Hold Rudder at 2/3 to left, hold Stick in center, set Throttle to 80%\n- Release brakes, set Throttle to 100%\n- Keep take off direction by Rudder adjustments - a little bit more and less than 2/3 to the left\n- To keep the takeoff direction: keep your eye on an object far ahead (a tree, a building, a cloud and so on), check runway left/right borders only sometimes\n- Continue to speed up with stick in center, keep direction by rudder pedals, plane’s tail will rise by itself\n- When speed is more than 180 km/h: smoothly pull the airplane nose up, plane will take off, keep the nose slightly above the horizon, altitude and speed should continue to increase\n- To bank use the control stick, smoothly the return rudder pedals neutral position\n- When altitude is 20 m: raise the landing gear, keep the nose pointed a few degrees above the horizon\n- When speed is 200 km/h: retract the flaps, keep the nose pointed a few degrees above the horizon\n- When altitude is 100m: start 90° left turn to course 228°, bank angle should be 30°\n- When altitude is 400m: push the nose down to just a little bit above the horizon, keep vertical speed =0 m/s and altitude =400 m\n- When speed is 300 km/h: set throttle to 55% and maintain it\n- Start second 90° left turn to course 138°, bank angle is 30°\n \nPart 3: Circular flight\n- When left turn to course 138° is completed: continue in a straight-line maintaining 400 m altitude and speed 300 km/h\n- Maintain required speed by keeping the throttle near 55%, speed corrections should be performed by slight throttle deviations from 55%\n- Maintain required altitude by controlling plane nose position over the horizon. Keep the nose a bit higher than the horizon, remember it's position which is providing zero vertical speed\n- When flying straight constantly check the airspace around you, control landmarks to start 3rd turn in the right place\n- To control oil temperature (from 40°С to 80°С) and water temperature (from 80°С to 110°С), adjust the radiator shutters angle if it is necessary\n- When range to the airfield is 4...5 kilometers: start a 180° turn to the left for course 318° which will line you up for landing, bank angle is 30°\n- During the turn control the airplane’s nose position over the horizon, vertical speed =0 m/s, altitude =400m, speed =300 km/h, landing course =318° approaching\n \nPart 4: Final approach and landing\n- When 3rd turn is finished: set Throttle to 0%\n- When speed is less than 300 km/h: extend landing gear\n- Pay attention to vertical speed =0 m/s, altitude =400 m\n- When speed is less than 250 km/h: extend flaps to maximum\n- When speed is 220 km/h: push the throttle to 80% to maintain this speed\n- When runway distance is 2.5 km: set Throttle to Idle, push nose down a little lower than the runway threshold\n- Descend to the runway beginning at 210...200 km/h, in best case the throttle should be at idle during descent\n- When altitude is 30...50m: start to slightly pull up the nose to reduce speed while the plane slowly sinks towards the runway\n- Move your view point to the left, keep your eye on the ground to the left of the nose, feel the altitude slowly decrease\n- When altitude is almost zero: keep flying while losing speed and pulling the nose up, but don't allow the plane to climb\n- Touchdown: keep rolling straight forward, keep your eye on a point or object far ahead (a tree, a building, a cloud and so on)\n- When speed is 100 km/h: pull the stick fully backward, hold your brakes, keep rolling straight forward\n- When the plane has stopped: retract the flaps, open the canopy, taxi to taxiway at 20...40 km/h\n- Move out from the runway by the closest taxiway, perform taxi to parking area at 20 km/h, turn off the engine\n \nSpecific flying notes in the case of head wind:\n- In case of head wind there is no difference in case of calm winds on take-off\n- In case of head wind you got to start descending to the runway a bit later and keep descend aiming point a bit further\n- No difference in touchdown and braking in case of calm winds\n \nSpecific flying notes in the case of wind from the left:\n- Take off requires less left pedal pushing in the case of wind blowing from the left, in the case of 12 m/s it's becomes unnecessary to use the pedals to stay straight\n- Airfield should be seen to the right from the airplane nose all the way of approach\n- There are slower winds at lower altitudes, so wind-compensation nose side-angle to airfield should decrease when airplane is descending\n- Airplane should perform a smooth touchdown to prevent circling\n- Rudder should be a bit pressed to the right before touchdown to decrease skidding\n- If airplane have touched down smoothly than maximum attention should be put on keeping the direction using far-away landmarks\n- It's not recommended to land the airplane in conditions of cross-wind more than 5 m/s\n \nSpecific flying notes in the case of wind from the right:\n- Take-off becomes harder in case of wind blowing from the right and requires more left rudder deflection\n- It's not recommended to takeoff in right wind more than 5 m/s conditions\n- Airfield should be seen to the left from the airplane nose all the way of approach\n- There are slower winds at lower altitudes, so wind-compensation nose side-angle to airfield should decrease when airplane is descending\n- Airplane should to perform a smooth touchdown to prevent circling\n- Rudder should be a bit pressed to the left right before the touchdown to decrease skidding\n- If airplane have touched down smoothly than maximum attention should be put on keeping the direction using far-away landmarks\n- It's not recommended to land the airplane in conditions of cross-wind more than 5 m/s\n \n\nYou can discuss the news in this thread[/quote]
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Do 08 Dez 2016, 13:08

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https://forum.il2sturmovik.com/topic/16 ... /?p=417432
Hello Everybody,

Last week was an important one for the project - it was the first week of the new beta version test that includes all the major optimizations tied to the DirectX 11 transition. Our expectations turned out to be true: while FPS in simple scenes (i.e. you're flying alone and there are no other objects around) hasn't changed much, FPS in complex scenes, which were the most problematic from the performance point of view, increased by 2 - 2.5 times. Such complex scenes include dogfights with many planes, taxiing and taking off from crowded airfields with many aircraft and other objects in the scene. This news is really good for us, because now we're confident that the huge resources and effort spent for implementing the newer version of DirectX has paid off in full and brought good results. As Jason said in the TeamSpeak event, we are hopeful the increased performance can allow us to also further improve the visuals over time without a large impact on performance.

Now we are finishing the implementation with the help of our beta testers who confirm the results we're seeing. Next, we plan to spend 1-2 months creating new technologies required for the Kuban map - 3D sea, mountain slopes and other features tied to its landscape. After this, but before the end of winter, we plan to release the update with better VR support for Oculus Rift and HTC Vive.

This week we also opened pre-orders for our first scripted historical campaign called Ten Days of Autumn. This campaign brings the classic gameplay valued by genre veterans – a historical campaign made of scripted scenarios. The significant improvement from a similar mode presented in our earlier Rise of Flight is that anyone familiar with Mission Editor can create and distribute Campaigns and it will include the ability to use media such as images and videos to tell the story. If anyone wants to create a Campaign and distribute it freely, he or she can do this without our assistance. However, if you have the talent to create a really good, complex and engaging campaign then you can earn money from selling it using the same protection system we use for official campaigns.

Our first official scripted campaign Ten Days of Autumn is made by the famous Alexander =BlackSix= Timoshkov, who made similar campaigns that were distributed via discs for IL-2: 1946. Ten Days of Autumn tells the story of a German pilot from 3./JG 52 squadron during the Battle of Moscow and consists of 15 historical scenarios flown with the Bf-109 F-2.

The first new plane from Battle of Kuban, the Bf-109 G-4, is almost ready for release. It is also in beta-testing at the moment. We're also finishing the Ju-52 3mg4e as well. The special technologies required for it are being finalized. The air-dropped supply containers are ready. We're creating three additional mission types for the current Campaign mode that will be available to Ju-52 owners - special squad parachute drop behind enemy lines, cargo container air-drop and cargo delivery to an airfield. There is a popular question in the community about whether it would be possible to remove the defense turret from the plane or not? The answer is yes, it is possible to get a civilian Ju-52 by removing the turret modification.

Developing Ju-52 required us to improve the special mission object Translator Complex Trigger. It is now fully functional and opens up new possibilities for mission designers. It can track new events like cargo unloading at an airfield and squad or cargo air-drops. This allows for more interesting multiplayer missions. For example, capture of an airfield may be scripted when enough paratroopers are dropped near it. Or a mission designer can unlock new loadouts for aircraft at an airfield after successful cargo delivery by Ju-52’s or activate AAA batteries or mechanized columns after successful cargo drops in their areas (like vital supplies were delivered). Because of these additions, old track recordings will stop working and to load user made missions you need to delete their binary files (*.msnbin) and re-save them in the new Mission Editor. If you used the Complex Trigger in your missions, you'll also need to replace all CheckEntities entries with CheckPlanes in the .mission file.

The Ju-52 3mg4e turned out to be an interesting plane. Its design represents the transitional period between the wars (1920-1930’s) where new designs and increasing technology led to experimentation with some odd results. For instance, the main landing gear wheel brakes are engaged by moving left or right engine throttles back behind low throttle limiters. So, to brake the left wheel you'll need to move the left engine throttle all the way back. Moving the central engine throttle all the way back will engage brakes for both wheels. The plane is also equipped with a tail wheel parking brake.

The second interesting feature of this aircraft is that the flaps are operated using the same handle as the adjustable stabilizer. However, it is possible to unlink these controls and adjust the stabilizer without touching the flaps. There is a stabilizer control flywheel in the pilot’s cabin that is always linked mechanically to the stabilizer and the additional flaps link handle that connects the flaps to the same flywheel. Therefore, pilot can either use this flywheel to control only the stabilizer or the stabilizer and the flaps simultaneously.

Before taking off, the pilot sets the stabilizer to flight position, engages the link and then moves the flaps to take-off position, simultaneously setting the stabilizer to take-off position as well. When airborne, pilot retracts the flaps, unlinks these controls and adjusts the stabilizer only, finding a balanced position to minimize the control column force. Before landing, the pilot engages the link again and sets both the flaps and the stabilizer to the landing position. It is important to note that it is possible to render the system inoperable by deviating from this order so it won't be able to control either the stabilizer or the flaps. For example, if pilot the pitches the stabilizer all the way up with flaps retracted and then engages the link, the flywheel will be blocked because the fully turned down stabilizer and fully retracted flaps won't allow it to turn either way.

The third interesting feature is an unusual manual oil temperature control that works differently than in later aircraft, where the pilot controls the oil radiator shutters hence adjusting the cooling effect of the rushing air. On the Ju-52, the airflow in the oil radiator can't be controlled. The oil temperature is controlled by turning a valve that regulates the ratio between oil going through the radiator and oil that goes through a bypass pipe. This is somewhat similar to water heat regulation designs in modern car engines, but the ratio on the Ju-52 is controlled manually, not automatically.

The fourth interesting feature is the cute, but archaic looking design of some of its instruments and controls. Some examples being the engine cowl shutters and oil valves that look like handles for water faucets and the mechanical fuel and oil float level gauges that also look out of place in “high-tech” WWII.

By the way, don't miss out on the 25% Off pre-order special for the Ju-52 which expires upon release! The pre-order offer also includes a special skin. If you are interested in purchasing it don't hold until last minute or you may miss out!

We hope that this unique workhorse of WWII will reward you with hours of fun while you learn its peculiarities flying new and challenging mission types.
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Mi 14 Dez 2016, 06:55

https://forum.il2sturmovik.com/topic/26 ... date-2006/
Everyone,

We are in the final stages of preparing our version 2.006 update. This particular update has been a very tough one for our small team. It includes several big ticket features and content. We're talking about DirectX 11, Scripted Campaign, Ju-52 and Bf-109 G-4 plus lots of other small enhancements and new technology like German Paratroopers to support all this wonderful new stuff. We had planned to release it on the 15th, but it may get pushed back a few days. Regardless, please understand that THERE WILL BE BUGS in this release. They are simply inevitable with an update this size. We are already planning for a Hotfix afterwards so don't panic. So, if you see a bug, report it in a civil polite manner. The team has been putting in long hours and weekends to get this update ready for you so please be kind.

This update is one of the most important this entire development cycle so we need your patience and understanding as we work out the kinks. We hope you enjoy the new features and content over the Holidays.

Now is a great time to pre-order Battle of Kuban because the first of it's planes are starting to roll off the assembly line as part of our Early Access program!

GERONIMO!!!
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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Mi 14 Dez 2016, 18:43

Das Update wird doch erst frühestens am 19. Dezember kommen.
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Re: Battle of Moscow

Beitrag von I/JG27_Rollo » Do 15 Dez 2016, 18:44


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Re: Battle of Moscow

Beitrag von I/JG27_Degalus » So 18 Dez 2016, 13:29

Mir ist klar, dass auf der Hahnweide die Ju's dort nicht mehr die jüngsten sind und Materialschnonend geflogen werden aber solche Manöver mit der Kiste?
Macht auf mich den Eindruck wie ne Bf109 in groß.
Spielt das Spiel überhaupt noch jemand? Meine Flugleistung war dieses Jahr vieleicht 2 Stunden. Mehr auch leider nicht. BOB ist halt wieder aufgrund der Videos vom JG4 Karaya für mich interessant geworden.
Aber auch da fehlt die Zeit und das Teamwork von euch.

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Re: Battle of Moscow

Beitrag von I/JG27_Rollo » So 18 Dez 2016, 14:23

Dacht ich mir auch. Selbst komplett leer sieht das immer noch seehr agil aus.

Jedes neue Flugzeug wird von mir mal bewegt bzw. abgeschossen aber darüber hinaus mach ich eigentlich auch nix mehr.

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Re: Battle of Moscow

Beitrag von I/JG27_Zimmi » Mo 19 Dez 2016, 04:38

Ihr habt ja keine ahnung :mh:
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