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  1. Today
  2. Denisik joined the community
  3. Outstanding. Looking forward to seeing what you guys do.
  4. Yes. We are planning to. In 2026.
  5. Hey. Good to see things growing here on Front Line. Looking forward to flying with and against you guys. Do have a question are you going to look at incorporating the new maps that are yet to be released and expanding to the Western Front in the future?
  6. -DED-Zlodey replied to Traffic's topic in Help
    Fixed it. Check it out.
  7. -DED-Zlodey replied to Traffic's topic in Help
    Исправлено. Проверяйте.
  8. -DED-Zlodey replied to Traffic's topic in Help
    To invite a player to a group, you need to click the "Invite" button in the lobby. If you do not have a "Lobby", write me the exact nickname, I will correct it. This can happen when you open a website in multiple tabs and switch between them frequently.
  9. Traffic posted a topic in Help
    Just a quick question, and I don't know if you have control of it or not, but there no longer seems to be a way to send out an invite to another registered user. I can delete the group, distribute profits, but under the envelope tab, in the upper right hand corner, there's no place to add, or in my case, re add a member. Am I missing something? I may be over looking it. Any guidance on that? Apologies if thee's a tab I'm missing. I could be blind.
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  22. The world of virtual air combat on the FRONT LINE server has long transcended being a simple arcade game about military vehicles. It is a proving ground for genuine strategic operations, where not only the combatants in the sky and on the ground play a decisive role, but also the skillful management of the rear and logistics. One of the key elements of this system is the railway station—an objective that not only brings the map to life but also influences the outcome of the war. Railway Stations.Railway stations are dynamic objectives that appear on the map only when resources need to be transferred between factories. They don't always appear, and not at predetermined points, but in random locations. This eliminates predictability and makes each mission unique. On the interactive map, these stations are marked with a steam locomotive icon, making them easily recognizable. They are hard to miss—especially for those who understand their strategic value. Railway station on an interactive map. What is the purpose of Railway Stations.Railway stations are logistical hubs that link factories together. Their primary function is to move resources—ammunition, fuel, and provisions—between factories. Essentially, they balance the resource levels among the factories. Factories actively consume their resource stockpiles, especially during periods of high-intensity combat on the server. Since there are three types of resources and they are not always consumed at an even rate, situations often arise where one factory runs low on a particular resource while another has a surplus. This creates the need to transport resources from one factory to another. Railway stations carry out these transfers. A single railway station can transfer up to three resource types at once, each in a single direction—that is, from one specific factory to another. This defines a number of properties for a railway station: A station transfers one resource type in only one direction per operation (e.g., you cannot send ammunition from one factory to two different recipients at the same time); A station serves a maximum of three transfer operations at once; All three resource transfers can be directed to a single factory (this can happen when a side controls more than three factories). Alternatively, two resources can go to one factory and the third to another, and so on; The amount of resources in a railway station does not depend on the composition of its game objects or their total "health."; A railway station transports 100,000 kg or more. Never less!; The station's capacity is limited only by the total maximum resource capacity of the factories. In other words, the station itself has no upper limit on the amount of resources it can transfer.; One of the railway stations in the Krasnodar region on the Kuban map. Route Formation and Decision-Making.First, a list of all factories available to one side (for which logistics are being managed) is compiled, and each resource is analyzed separately. After this, a search for a "donor" is performed; this is done simply by selecting the factory with the maximum amount of a specific resource. Next, a "recipient" is found using a similarly simple method: the factory with the lowest amount of that resource automatically becomes the recipient. Then, the amount of the resource planned for transfer is calculated. This process is repeated for each resource type. After identifying the donors, recipients, and the tonnage of resources, the total mass of all three resource types is summed up. If the total is less than 100,000 kg, the decision to transfer is canceled, and the railway station does not appear in the mission. If the total is 100,000 kg or more, the transfer is approved, and the station is added to the mission. When you click on the railway station icon, a dialog box opens, and the transfer routes appear on the map. The colors of the routes correspond to the colors of the resources in the dialog box. Dotted lines indicate the routes from the donor factories to the station, while solid lines show the routes from the station to the recipient factories. Displaying information about the Railway Station. The dialog box provides information about the amount of resources the station is currently transporting and its condition. The "XP" value at the bottom indicates the health of the objects that constitute the target. Destroying a Railway Station.Destroying a railway station can be considered a high-priority objective. This is because the very appearance of the railway icon on the interactive map indicates that the enemy is running low on one or more resources in a particular sector. Allowing these supplies to get through is, at best, negligent, and at worst, a critical mistake. Unlike other targets on the "FL" server, the objects of a railway station do not have a predetermined health pool. Instead, their health is tied to the resources being transported, and each "hit point" of the station's objects represents a fraction of all three resource types. Therefore, by destroying 50% of the station's health, players destroy 50% of all the resources it carries. A railway station is considered destroyed when 70% of its total objects are eliminated. If the station is not completely destroyed by the end of the mission, any remaining resources on its balance are delivered to the recipients. This means that even if you don't fully destroy the station, you can still harm the enemy by ensuring their recipient factories receive fewer resources. Security and Defense.Stations are not left unguarded. Each is protected by anti-aircraft artillery: Four rapid-fire installations; Two long-range guns. This means that attacking a station without preparation is a risky task, even for an experienced pilot. However, the defenses are not impenetrable—a coordinated attack by a flight of ground-attack aircraft can be successful. Teams on the server often coordinate such raids, knowing how crucial a single railway station can be. The loss of a fuel convoy can prevent an air force from carrying out combat sorties. The loss of ammunition can halt the preparation of a garrison for an offensive. But most importantly, destroying the station or the resources within it represents a real loss to the enemy's economy. This isn't "just a point on the map"; it's a vital artery. Losing logistics means a setback in production, a shortage of vehicles, and, consequently, lost air and ground battles. Thus, an attack on a station is not just for points on the scoreboard; it's a strike against the enemy's entire supply chain. All of this adds not just spectacle to the game, but a depth of strategy previously absent in aviation simulators. Conclusion.The railway stations on FRONT LINE are a unique mechanic that masterfully combines air, ground, and logistical elements. They make each mission not just a venue for air combat, but an arena for a strategic struggle over resources and influence on the map. Players who understand the significance of this objective begin to act not only as pilots and tankers but also as strategists. This elevates player interaction and teamwork to a new level. If you haven't been paying attention to the "little train engine" icon, now is the time to start. The success of your entire side could depend on it. Pe-2 bombers strike at Railway station.
  23. The FRONT LINE Game Server Concept.The project is positioned by its developers as a virtual war consisting of a sequence of Theaters of Operations (TOs)—separate game maps—that follow one after another. A TO can conclude either by capturing territory or by reaching its time limit. Each TO, in turn, is composed of a series of missions featuring a dynamic front line, diverse weather conditions, resource consumption, and the influence of previous mission outcomes on the current one, the overall TO, and the entire campaign. The server utilizes the highest difficulty settings currently available and features its own statistics, a personal hangar system, and a ranking system. A number of complex and engaging mechanics, as well as useful tools for players, are implemented on the server. The project is designed for and encourages team play, stimulating coordination and interaction between squads and the unification of efforts from lone players with other participants in the virtual conflict. Not only virtual pilots but also player-controlled ground forces take part in the virtual war, which undoubtedly adds flexibility and variety to team actions. Throughout the campaign, the server rewards or imposes restrictions on the player based on their actions, making the project highly challenging and engaging, as there is always room for growth and something to lose. This undoubtedly fosters a more responsible attitude towards virtual combat operations. The system for determining the campaign winner allows sides to compete with interest until the very end of the virtual war. In each mission, teams earn Team Points based on the success of their actions. These Team Points accumulate, and at the campaign's conclusion, the winner is determined by the total score. Team Points Table Description For destroying 30 or more factory buildings - 5 points (can be earned once per mission for each individual factory). For the complete destruction of a crossing - 3 points; For reducing a city's defense capability to 30% - 2 points; For the complete destruction of a city's supply convoy - 2 points; For the complete destruction of an airfield's supply convoy - 5 points; For the complete destruction of a railway station - 8 points; For the complete destruction of a main objective (when 30% or less of its initial strength remains) - 3 points; For eliminating a "pocket" (encirclement) - 2.5 points; For the complete destruction of provisions depots at an enemy airfield - 15 points; For the complete destruction of ammunition depots at an enemy airfield - 10 points; For the complete destruction of fuel depots at an enemy airfield - 10 points; For capturing territory - 15 points (per captured settlement; each is counted); For capturing a factory - 10 points (per captured factory; each is counted); For capturing an airfield - 7.5 points (per captured airfield; each is counted); The project is still in an active development phase. The developers have a whole range of exciting ideas they are eager to implement, so we encourage you to share information about the project with your friends on social media. Also, please point out any inaccuracies or clear errors you find in the comments. Garrisons.Garrisons are abstract forces stationed in settlements, marked on the interactive map with red and blue icons . Garrisons are the foundation for front line movement, offensive actions, logistics, and the economy. All garrisons form a connected graph. Each settlement that houses a garrison has several important functions and conditions: Attacking an opposing garrison. A mandatory condition is a connection to an opposing garrison (i.e., the garrison must be directly on the front line) and an actual strength of 60% or more of its maximum strength; Defending its section of the front; Providing operational support with reserves to garrisons located directly on the front line, mandatory conditions are a connection to an allied garrison on the front line and a mandatory lack of connection to an opposing garrison; Про связи и поддержку резервами читайте в описании мостов: Attention! Not all settlements contain a garrison! Only those marked on the interactive map do! Furthermore, a settlement not marked on the interactive map does not belong to any coalition, and the destruction of its buildings is not counted in the statistics. Garrison Strength.All garrisons have individual values for maximum strength, actual strength, a damage indicator (each point of destruction equates to one point of strength), and the amount of strength participating in an attack or defense. Besides supporting allied front-line forces, strength is used for offensives and repelling enemy attacks. Each side can set up to two attacks per mission. Without sufficient strength, a garrison cannot attack, and the ability to attack in a specific location can be of critical importance. Garrison strength is determined by the number of game objects within the settlement. Each game object consists of an array of sub-objects, each having one "life" (which is accounted for when it is destroyed in-game). Thus, when a building in a settlement is destroyed, the garrison's strength is reduced along with it. Each "life" = 1 point of strength. [ { "keyLog": "static_pass", "model": "graphics\\blocks\\static_pass.mgm", "script": "LuaScripts\\WorldObjects\\Blocks\\static_pass.txt", "lives": 1, "typeRes": "Prov", "capacity": 3000, "price": 46, "points": 10, "nameRu": "Пассажирский вагон", "nameEn": "Passenger wagon", "classObject": "vehicle_static", "baseClass": "block" }, { "keyLog": "town_eu_med_block_02_03", "model": "graphics\\blocks\\town_eu_med_block_02_03.mgm", "script": "LuaScripts\\WorldObjects\\Blocks\\town_eu_med_block_02_03.txt", "lives": 45, "typeRes": "Prov", "capacity": 100, "price": 30, "points": 3, "nameRu": "Среднее строение", "nameEn": "Medium building", "classObject": "building", "baseClass": "" } ]Above, we see that the static_pass object has only one "life" (the lives parameter), while the town_eu_med_block_02_03 object has 45 "lives." Expenditure of Garrison Strength.Garrison strength can be expended as a result of combat clashes, air raids on the garrison, supporting allied forces with reserves, encirclement, and an enemy breakthrough of the front line. Supporting Allied Forces.The support of allied forces is described in detail in the article about bridges and is called the "transfers" mechanic: Air Raids on the Garrison.The concept of air raids is straightforward. Each object in a settlement contains a certain number of "lives," and each life equals 1 point of strength. By destroying objects in the settlement, you also damage the garrison. In this simple way, the garrison's strength is depleted. Combat Clashes.When an attack or defense is established, forces (garrison strength) are deployed from the settlement to engage in battle. After the battle concludes, these forces return to the settlement, but with losses factored in. Attackers deploy 60% of their strength from the settlement, while defenders deploy 30%. The interactive map's "In Combat" column records the amount of garrison strength participating in the local clash. After the mission ends, the forces return to their respective garrisons. If an attack or defense takes damage, the number of forces involved decreases. In this case, after the mission ends, the forces return with their losses accounted for, thus depleting the garrison's strength in the battle for that front sector. If an attack or defense remains undamaged by the end of the mission, the forces deployed return to their garrison at full strength. Encirclement ("Pocket").When a garrison is encircled, its strength depletes over time on its own, even if the opposing team takes no action against it. For every mission spent encircled, the garrison loses 30% of its maximum strength until its actual strength drops to 30% of its maximum. A garrison with 30% or less of its maximum strength ceases to effectively resist, and the settlement it occupies falls under the control of the opposing team. If more than one garrison is in a pocket, the first one to lose strength in the manner described above is selected. This is typically the weakest garrison among all those encircled. Then, once one surrenders, the next is chosen, and so on, until the pocket is completely eliminated or the encirclement is broken. Attention! A garrison is considered encircled (in a pocket) if it is completely isolated from allied forces. If a garrison has a connection to allies outside the TO (located on the edge of the map), it is not considered encircled and is not subject to the rules of strength loss without player intervention. Front Line Breakthrough.A front line breakthrough occurs when, as a result of a mission, a settlement falls under the control of the attacking side. When this happens, all defending garrisons connected to the one that just lost the battle are forced to urgently plug the gap. Since these are emergency measures, they are considered less effective and are accompanied by high losses. Thus, the connected garrisons lose 40% of their actual strength simply for being adjacent to the breakthrough. An exception is made for garrisons that already have an attack or defense order established; such garrisons are not subject to this rule. After a front line breakthrough, and after all losses from these emergency measures are calculated, a check is performed for each garrison adjacent to the breakthrough (excluding those with an active attack or defense). If a garrison has less than 30% of its maximum strength remaining, the settlement it occupies falls under the control of the attacking side. This mechanic is called a "collapse of the front." As an example, consider the configuration in the image: Let's imagine the blue attack from square 2018 is successful. As a result, all red garrisons connected to the defending one (with the exception of 1816, as it has its own defense order) will automatically have their actual strength reduced by 40%. After that, a check will be performed to see how much strength remains in each of them. If it's less than 30%, the reds lose control; if more, they retain it. This means that in the image, we see a potential capture of up to four settlements by the blue side. Furthermore, the aforementioned garrison in 1816 ("Generalovsky"), even if it withstands its own attack, will become completely encircled. The Front Line.For the first mission of a TO (the first mission on a new map), a front line is generated that assumes both sides will have equal starting conditions. The front line on the FRONT LINE server is dynamic. Its configuration changes between missions based on the results of the previous one, unless, of course, it is the first mission of a TO. There can be multiple front lines within a single TO, including "pockets" (the complete encirclement of one or more garrisons). This short video demonstrates various possible front line configurations: Attacks and Defense.Attacks.Each side has the opportunity to set up to two attacks per mission. The ability to set attacks depends on the strength of the garrisons located on the front line. If a side has no garrisons on the front line with sufficient strength to attack, no attacks are set, and the mission is played without them. Attack Strength.Attack strength is not dependent on garrison strength. The actual value of an attack's strength is calculated based on the number of "lives" of the objects that make up the target. These can be tanks and other game objects. Attack strength is expressed as a relative value—the ratio of its actual strength (in real terms) to its maximum strength. In the attack dialog box on the interactive map, this value is shown in the bottom-left corner of the window. In this case, it is 100% strength. Setting Attacks.Currently, attacks are set by the mission generator. In the future, we plan to implement a tool for players to set attacks via the interactive map. But for now, an advanced algorithm is used to set attacks. The algorithm is as follows: Garrison Selection. All garrisons located on the front line that are capable of attacking are selected. This means they must have at least one connection to an opposing garrison and at least 60% actual strength.; Attack Options. The program then iterates through each selected garrison, establishes a virtual attack (considers a specific attack option), and assigns it effectiveness points. Effectiveness is evaluated based on several criteria: The presence of an airfield within the settlement's territory grants **+20 effectiveness points; Evaluation of the distance to the nearest enemy factory. The closer the attacked garrison is to a factory, the more effective the attack is considered. First, the distance is calculated, and an inversely proportional value is derived. For example: At a distance of 100,000 meters to a factory, 1 effectiveness point is assigned; At a distance of 64,000 meters, 1.64 effectiveness points are assigned; At a distance of 38,000 meters, 2.63 effectiveness points are assigned; At a distance of 10,000 meters, 10 effectiveness points are assigned; Evaluation of the condition of units adjacent to the attacked garrison. Each neighboring garrison is evaluated separately, but the scores are ultimately summed up and added to the previous effectiveness points. The evaluation is based on the ratio of actual strength to maximum strength. The weaker the neighboring garrison, the more effectiveness points are assigned. The formula is simple: points = 1 + (max_strength - actual_strength) / max_strength. After summing the points for all neighbors, the total is doubled. For example, if an attacked target has three neighbors (actual_strength / max_strength), the sum would be 4.97, and the result 9.94: (193 / 373) result: 1.48 effectiveness points; (25 / 100) result: 1.75 effectiveness points; (133 / 520) result: 1.74 effectiveness points; Evaluation of the effectiveness of a simulated capture of the attacked settlement. During the simulation, the number of connected components of the graph is tracked. If the number of connected components changes after the capture, the attack is assigned the highest number of effectiveness points: 100. This means that if capturing a settlement leads to the formation of an encirclement (a "Pocket") or, conversely, breaks a previously established encirclement, such an attack is considered the highest priority.; Attack Prioritization. Based on the results, all attacks are sorted into three lists—high, medium, and low priority—depending on the points scored in the previous stage (any attack with over 100 points goes into the high-priority list and is sorted in descending order; the rest are split in half, sorted, etc.).; Final Selection. Finally, if there are attacks in the high-priority list, random ones are chosen from it. For example, if there is only one attack in the high-priority list, it will be chosen. If there are two or more, two high-priority attacks will be chosen, and the lower-priority lists will not be considered. The process continues down the priority lists. Most often, of course, medium-priority attacks are chosen when there are no high-priority ones. It is rare for the process to reach the low-priority list. Attention! You cannot attack a garrison that already has an active attack or defense! This rule can be critically important in some cases, as whoever sets an attack first claims the spot. And that spot might be essential for one of the sides, for example, to break an encirclement or to create one. To ensure fairness, on even-numbered game dates, one side gets the right to set the first attack, and on odd-numbered dates, the other side does. Sides set their attacks in turns. First one side, then the opposing side, then the first side again, and so on. Attack Success.The success of an attack is evaluated after the mission ends. The success criterion is very simple: at the moment the mission concludes, the attack's strength must be at least 30% greater than the defense's strength. The ratio is considered relative to the defense's strength in percentage points. That is, if an attack has 100% strength and the defense has 100% strength, the ratio is equal, and the battle is considered a draw. The front line does not change. Below are several scenarios to fully illustrate the mechanic: Attack 100%, Defense 71% - Result: The front line does not change. The attack is considered unsuccessful; Attack 100%, Defense 69% - Result: The front line changes; the attacked settlement falls under the control of the attackers. The attack is considered successful; Attack 65%, Defense 45% - Result: The front line does not change. The attack is considered unsuccessful; Attack 30%, Defense 0% - Result: The front line changes; the attacked settlement falls under the control of the attackers. The attack is considered successful; Attack 29%, Defense 0% - Result: The front line does not change. The attack is considered unsuccessful; Thus, reducing an attack's strength below 30% automatically renders it unsuccessful! Tank Strength Cost.Ground vehicle spawns are placed near attacks. The appearance of any ground vehicle unit results in a deduction of a certain amount of strength from the attack. The exact amount of strength deducted depends on the mass of the ground vehicle, which can be found on the gameset page. The calculation is done using a simple formula: strength_cost = vehicle_mass / 10000. If the resulting value is less than 1, it is set to 1. For example: The "Churchill IV" tank has a mass of 40,500 kg. 40,500 / 10,000 = 4.05. Rounded to 4. This will be the amount of strength the attack loses when this tank spawns; The "GAZ-MM 72K" mobile anti-aircraft artillery has a mass of 2,880 kg. 2,880 / 10,000 = 0.28. Rounded up to 1. This will be the amount of strength the attack loses when this vehicle spawns; You cannot spawn at an attack that does not have sufficient strength for it! Restoring Tank Strength Cost.The strength cost from tanks can be returned to the attack! When a player exits the session (returns to briefing), if the exit occurs on allied territory, all tank-related strength is returned to the attack from which it was deducted upon spawning. If all objects comprising the attack have been destroyed, the strength is not returned. Defenses.A defense is always established in the territory of a settlement being attacked by the enemy. A defense is not established without an attack. The defense does not depend on the garrison's strength. A garrison will always mount a defense against an attack, even if it has insufficient actual strength (e.g., strength is 0). Defense Strength.Like attack strength, defense strength does not depend on garrison strength. In real terms, defense strength is calculated based on the number of "lives" of the objects that make up the target. Defense strength is expressed as the ratio of its actual strength to its maximum strength. In the defense dialog box on the interactive map, this value is shown in the bottom-left corner of the window. In this case, it is 65% strength. Defense Success.The success of a defense is evaluated after the mission ends. The evaluation criterion is very simple: the defense must not be weaker than the attack by more than 30%. The success of a defense is entirely dependent on the success of the attack. If the attack is evaluated as successful, it means the defense has failed. For examples of various battle outcomes, see the "Attack Success" section above. Tank Strength Cost for Defenses.The tank strength cost for defenses is completely analogous to the strength cost for attacks. We wish you successful flights and a clear six!
  24. In the FRONT LINE campaign, where the outcome of each mission depends on precise calculation, strong coordination, and continuous logistics, supplying airfields becomes not just an auxiliary function, but one of the key survival mechanics on the FRONT LINE multiplayer server. The supply system here is not merely a background part of the game, but a whole complex of procedures on which success in combat, the ability for aircraft to fly, and the readiness of pilots to support ground troops depend. Naval supply convoy Methods of Airfield Supply.There are three main mechanics for supplying airfields: Supply by transport convoys, etc. (ground vehicles). Supply by transport aircraft. Supply by non-transport aircraft (Replenishment only. Repairing damage is impossible!). The mechanics of resource replenishment and damage repair at airfields, as well as airfield resources, are described in detail in the article "Airfields - Gates to the Sky" under the section "Restoration and Resupply of Airfields" and therefore will not be covered here. Instead, this article will describe the conditions for supply, reconnaissance and detection, the process of loading resources onto trucks and other objects, the mechanics of transport aviation supply, and more. Types of Ground Supply for Airfields.There are three main ways to deliver resources to airfields by ground transport, which can be conditionally divided into types: Truck Convoy — The most common form of supply. These are used to deliver ammunition, fuel, and provisions. Truck convoys include up to three mobile anti-aircraft units and transport vehicles. A truck convoy can carry up to 50 tons of resources (in total). Railway Supply — Delivers all three types of resources in larger quantities compared to truck convoys. Trains move from factories to airfields that have railway infrastructure in close proximity. They are heavily protected—large and small-caliber guns are installed in special caponiers, providing moderate defense against air raids. The maximum amount of resources transportable by rail is 75 tons (in total). Sea Convoys — Deliver the maximum possible amount of resources and can operate at any distance from the coast, but they only deliver supplies to airfields along the coastline. They are protected by medium anti-aircraft artillery and are primarily used on maps with sea routes. The weight of transported cargo is up to 100 tons (in total). A supply convoy on the march. Conditions for Airfield Supply.Airfields are like living organisms; they continuously consume resources, which undoubtedly requires prompt resupply. The primary method of supplying airfields is ground resource transportation (supply by transport convoys, etc.). To this end, when creating the next mission, the mission generator assesses the resource levels at airfields and, if necessary, adds up to two airfield convoys tasked with delivering resources to specific airfields for that mission. Since supply requests can come from many airfields, the generator selects up to two (per side) of the most needy airfields (it only has two attempts to place supply convoys in the mission). The "most needy" airfields are considered those that, at the time of mission creation, have the largest gap in relative (percentage) terms between their total actual resources and their total maximum resources. That is, an airfield at 20% capacity will be prioritized over one at 80%. Attention! Airfields that are encircled cannot be supplied by ground. Players will have to deliver resources to such airfields by air themselves! As an example: var fieldKalininSumMax = 21120 + 155038 + 21600; // 197758 var fieldKalininSum = 10560 + 31008 + 8640 // 50208 var koef = fieldKalininSum / fieldKalininSumMax // 0.25 var fieldGzhatskSumMax = 11520 + 9000 + 102246; // 122766 var fieldGzhatskSum = 5760 + 34082 + 8521 // 48363 var koef = fieldGzhatskSum / fieldGzhatskSumMax // 0.39Here we see that Gzhatsk has a lower total amount of actual resources (48,363) than Kalinin (50,208). However, Kalinin will still be prioritized because its fill ratio koef is lower. Because airfield convoys do not spawn right next to the airfield, it may happen that all available spawn points are on the enemy's side, and therefore the convoy cannot be dispatched (supply routes are too dangerous). If the generator selects an airfield and a spawn point, but that point is in enemy territory, the attempt is considered used, and the generator tries to place the next convoy (the second of two). Thus, with a very specific front line, there may be no supply convoys at all, even if airfields require resupply. Summary of Conditions: Selection Criterion: Supply is directed to the "most needy" airfields. Defining the "Most Needy": Priority is given to the airfield with the lowest percentage ratio of current resources to maximum resources (total actual resources / total maximum resources). The absolute amount of resources is not the decisive factor. An airfield at 20% capacity will be prioritized over an airfield at 80%, even if the latter has fewer resources in absolute numbers. Exclusion from Selection: Encircled airfields cannot be supplied by ground and are not considered as candidates. Maximum Number of Convoys: Up to two supply convoys per side, per mission. Number of Attempts: The generator has only two attempts to place these convoys for one side. Each attempt corresponds to one potential convoy, but an attempt can fail. Condition for Placement Failure: An attempt to place a convoy is considered failed if all possible spawn points for it are located in enemy territory. Consequences of Failur: If placing a convoy is impossible, the attempt is considered used up. The generator moves on to the next (second) attempt for the next-highest priority airfield. Railway supply train Detecting Airfield Supply Convoys.Reconnaissance marks an approximate area on the interactive map where the airfield supply is located. This area is indicated by a "small" circle. In the first screenshot, in square 1214, a circle symbolizes the search area for airfield supply. The second image shows the (Supply) icon indicating the convoy's exact location on the map. The circle changes to an icon in real-time without reloading the page. In-game, it works exactly like on the interactive map—the circle changes to an icon after reconnaissance activities. To establish the exact location of the airfield supply, a player simply needs to enter the area of the circle. After further reconnaissance, it becomes possible to learn the exact amount of resources being transported by the convoy. Clicking on the icon will open a dialog box with the name of the destination airfield and the quantity of those resources. Airfield supply can transport all three resource types, some of which can be used for damage repair. Resource Loading.Resources for supply convoys come from factories, and the amount loaded directly depends on the integrity of the factory. The easiest way to explain this is with the example of a standard transport convoy. A convoy is formed from three game objects (not counting AA defense):: Flatbed truck - transports provisions. Canvas-covered truck - transports ammunition. Fuel tanker - transports fuel and lubricants. Trucks for the airfield supply convoy Each vehicle or other object can be seen as a container holding a certain amount of a particular resource. The composition of a target can vary; for example, a truck convoy for an airfield might consist of thirty vehicles, while a train might have a different number of various objects, but they can all be considered as vessels. They can each be filled to 100%, or only to 50% for a specific resource, etc. As mentioned above, the amount loaded depends on the damage to the factory. If the factory is 100% intact, each vessel is filled to 100%. If the factory is 50% damaged, the vessels are only filled to 50%. In other words, the truck convoy will move at full strength (30 vehicles), but each one will carry only as much cargo as corresponds to the factory's damage level. This is why it is important to conduct reconnaissance to know exactly how many resources are in a supply convoy and how critical it is for the enemy in the current situation. It is also useful for planning future operations. Attention! There are no individual rewards, such as points, for reconnaissance. Reconnaissance is conducted purely for situational awareness. If a factory loading a certain type of supply does not have enough of a specific resource (loading is done for one of the three resources), that resource is not shipped. The prohibition threshold is 31 tons. That is, if the amount of a resource drops below this value, the supply of this resource type from that factory is interrupted. This system makes the consequences of warfare feel more realistic—if a resource is depleted or a factory is destroyed, a supply convoy will be unable to deliver anything. Thus, players begin to appreciate the strategic value of factories and protect them as much as they do frontline objectives. IL-2 during a strike on a naval supply convoy Unloading at the Delivery Point.An important feature is the delayed arrival of resources. Even if a convoy sets out at the beginning of a mission, the resources arrive at the airfield only after the mission ends. If the convoy is destroyed, nothing will be delivered. If only two or three vehicles in the convoy are destroyed, all the remaining resources will be delivered to their original destination. Ju-88 during an attack on airfield resource storage facilities Air Supply for Airfields.In case of an acute resource shortage, players have access to the transport aviation mechanic. It allows for the transfer of resources from one airfield to another. This method is suitable for emergency situations, such as when resources are urgently needed for combat sorties, or if an airfield has been encircled. You can read more about this mechanic in the corresponding article. Strategic Importance of Airfield Supply.The airfield supply system has deep strategic significance within the gameplay. It encourages players not only to take active measures on the battlefield but also to think strategically—protecting factories, guarding supply routes, planning the defense of airfields, and also: Players are incentivized to organize reconnaissance sorties, not just to find the enemy, but also to hunt for resources. Discovered convoys can be protected (if they are friendly logistics) or destroyed (if they belong to the enemy), which directly affects the outcome of the current mission and preparations for the next. If a convoy is destroyed by enemy forces, the resources will not be delivered to the airfield, which can hinder pilot operations in that combat area. A Reminder Every lost convoy is a lost opportunity for recovery and preparation for the next mission. And every successfully delivered one is a chance to strengthen positions, repair buildings, refuel vehicles, and ensure aircraft can fly in the next battle. Thus, logistics becomes a vital part of the campaign, and those who realize this gain an advantage. Conclusion.The airfield supply mechanic adds realism, depth, and responsibility to the game. It integrates economy, combat operations, and teamwork into a single system. Players must consider not only their own actions on the battlefield but also maintain their infrastructure to ensure their airfields do not run out of fuel, ammunition, and provisions. After all, without supply, there is no victory. Build the Il-2 that took off on a mission Learn more about factories:
  25. On our "FRONT LINE" server for the game "IL-2 Sturmovik," airfields play a much more significant role than simply being a place to start or end a flight. They are transformed into fully-fledged strategic hubs that impact the effectiveness of the entire war effort. Through interaction with these airfields, players do more than just fly - they become part of a complex logistical and economic network. What are active airfields?Active airfields are the points on the map from which combat and transport aircraft can take off. Takeoff is only permitted from designated spots, marked by a bonfire at the end of the runway, landing searchlights, or a landing "T". This is a safety measure: a takeoff run in the wrong direction can lead to collisions, damage, or other emergencies. A pair of I-16s takes off Airfield Air Defenses.Each airfield in the game has its own air defense system, including long- and short-range anti-aircraft guns, searchlight crews, and landing light systems. Naturally, the larger the airfield, the more defensive structures it has, making it more resilient to enemy attacks. No airfield is an easy target. It is crucial to consider the size of the airfield when planning an attack and to gather a sufficient number of experienced pilots. A lack of pilots in the group, combined with powerful enemy AA, can prevent you from accomplishing your mission. Calculation of air defense at the airfield Airfield Resources.All airfields have a maximum resource storage capacity. All resources are consumed to some extent when taking off from an airfield. This means that when a player selects an aircraft and spawns at an airfield, they draw a portion of its resources. The exact amount depends on the aircraft's dry weight, the selected amount of fuel, and the ammunition loadout. You can see the specific resource cost of an aircraft in the game-set. Airfield resources are displayed on the interactive map and are measured in kilograms. By clicking on an airfield icon on the interactive map, you will see its resource status and other information. The resource quantities update in real-time without needing to reload the page. Displaying information about the airfield on an interactive map Display of airfield information on the interactive map: Fuel - Petroleum, Oil, and Lubricants, represented by a black status bar. Ammo - Ammunition (bullets, bombs, rockets), represented by a red status bar. Prov. - Provisions (aircraft, upgrades, engines), represented by a blue status bar. Actual - The current amount of a resource at the airfield. Max. - The maximum amount of a resource the airfield can hold. H - The airfield's altitude above sea level. Returning Resources to an Airfield. When a pilot returns to an airfield, they also return the resources on board their aircraft, minus some deductions. Fuel is calculated based on the average per-minute consumption rate of each specific aircraft type and depends on the initial amount and the flight duration. Ammunition is calculated and returned based on its actual expenditure during the sortie. Every bomb, rocket, bullet, and shell has its own weight and is accounted for! Provisions are returned based on the flight duration and the damage the player's aircraft sustained during the sortie. If an airfield has insufficient resources, the player is notified in the in-game chat (in two languages) upon spawning, and a takeoff restriction is imposed. If this notification is ignored and the player takes off, they will be forcibly kicked from the server. In this case, no resources are deducted from the airfield. Each airfield consists of taxiways, a runway, and various types of airfield structures. Each structure holds one of the resources listed below: N – amount of Provisions (Spare parts, consumables, maintenance tools, and the aircraft themselves); N – amount of Fuel (POL - Petroleum, Oil, and Lubricants); N – amount of Ammunition (Bombs, rockets, bullets, shells); The total capacity of an airfield is calculated based on the capacity and number of its structures. The larger the airfield, the more resources it can hold. Damaged Il-2 after combat flight Attacking Airfields.Airfields can (and should) be attacked and disabled to hinder the enemy's ability to counter your plans. Each airfield structure is destroyed along with the resources it contains. By destroying barrels, camouflaged jerrycans, and metal tanks, you will deplete the airfield's fuel based on the capacity of the destroyed structure. By destroying hangars, utility buildings, revetments, and the aircraft within them, you will eliminate provisions. Attacking ammunition stacks under awnings or camouflage nets will destroy ammunition. Restoration and Resupply of Airfields.Since damage to airfield structures carries over between missions (with the exception of AA defenses, which are reset each mission), airfields require repair and replenishment. The FRONT LINE server features three mechanics for this: Supply by transport convoys, etc. (ground vehicles). Supply by transport aircraft. Supply by non-transport aircraft (Replenishment only. Repair of damage is not possible!). Supplying Airfields with Transport Convoys.Each mission, if one or more airfields require supplies, the mission generator selects a maximum of two of the most needed airfields per side and assigns supply convoys to them (taking resources from the nearest factory). At the end of the mission, the commander analyzes these convoys for their remaining resources. If the convoy still contains resources, the restoration and replenishment process begins as follows: First, each resource is split in half. One half is allocated for repairing damage. Repairing each structure requires 50% of its capacity in resources. The system goes through each destroyed structure and repairs it until the repair resources run out or all structures are restored. If the half of the resource allocated for repairs is fully used, the second half is simply unloaded into the available storage of the airfield's structures, thus replenishing it. If there is no damage to repair and there are still resources left in the repair half, they are combined with the replenishment half, and the airfield is replenished. If the airfield is already at its maximum resource capacity and not all supply resources have been used, the remainder is sent directly back to the factory from which it was taken at the start of the mission. Supplying Airfields with Transport and Non-Transport Aircraft.Since pilots take resources from an airfield with them on a flight, these resources can easily be transferred to another airfield (even an enemy one, if the enemy and its AA defenses permit) with the deductions described earlier. However, you must always be mindful of the airfield's maximum storage capacity. If a player lands an aircraft at an airfield that is completely full of resources, those resources will be lost. There is simply nowhere to store them. Supply by transport aircraft works in the same way as supply by ground convoys and trains, with the key difference being that only the resources carried as cargo contribute to the repair and replenishment of the airfield. The aircraft itself, if you exit at the supplied airfield, can only replenish resources (fuel, provisions, and ammunition) as if it were a standard resource transfer from one airfield to another. Given that airfields are captured along with their remaining resources, this mechanic is useful for an "airfield evacuation" when a side is about to lose an airfield at the end of a mission. This can prevent the enemy from immediately operating from their newly acquired airfield until it is resupplied. Read about airfield supplies: Why It's Important to Land Your Aircraft Before the Mission Ends.If you fail to land your aircraft at an airfield before the mission ends, all resources on board are considered lost. This is especially critical if you flew a heavy aircraft with a large payload of rockets and bombs. The loss of such resources can weaken the defense or offense of your entire team. The game rewards attentive and disciplined pilots who return their aircraft to base. At the end of a sortie, the in-game chat will report how many and what kind of resources were returned, allowing you to track each player's effectiveness not just by targets destroyed, but also by their contribution to the overall logistics. Conclusion On the FRONT LINE server, an airfield is not just a starting point. It is a living part of the strategic game—a logistics center, an economic hub, and a combat asset. Skillful interaction with this mechanic unlocks a whole new level of immersion and team play. Understanding how airfields work, what affects their efficiency, and how to optimize your sorties turns a regular player into a true commander whose actions can change the course of the entire campaign.
  26. On the FRONT LINE server, where battles unfold not only in the sky but also on the ground, the concept of "Factories" is more than just scenery or decoration. They are true economic and strategic centers that directly determine the outcome of the battle in the current theater of operations. In this article, we will explore what factories are on the game server, how they influence the course of the war, and why they become the number one target for true strategists and commanders. Factories on the FRONT LINE Server.Each factory is a key supply unit. Imagine a massive industrial complex where machines operate around the clock, tanks are assembled, aviation fuel is produced, and ammunition is stamped out. It is these virtual enterprises that supply your side's army with everything it needs. A total of up to three factories can be located in each theater of operations. Any of these factories can be captured as a result of combat. If one side loses two or more factories, the confrontation in the theater of operations ceases, the map changes, or a new campaign is launched. To put it simply, factories produce everything necessary for virtual combat, supporting the front line by supplying it with fuel, ammunition, and equipment. They are the central link in the entire logistics chain. Without these supplies, even the bravest pilots and tankers won't last long. The factory on the interactive map is marked with a corresponding icon that opens a dialog box with detailed information about the factory. Resource Consumption on the FRONT LINE Server.Resources are required for absolutely every action. Dependence on resources is a fundamental feature of the server. Every aircraft takeoff, every tank or anti-aircraft gun deployment, every bridge or garrison, every attack or defense—all are sustained by resources. Airfields lacking even one type of resource lose their combat effectiveness, and aircraft lose the ability to operate from such an airfield. A front line without a supply of resources loses its ability to attack, advance, and is forced to exclusively defend; it often cannot contain deep enemy breakthroughs, which accelerates the loss of control over the territory. Due to a lack of reinforcements, rear units do not transfer reserves to the front line. Bridges without resources cannot replenish reserves on the second line of engagement. When any object in a mission is destroyed—be it a player-controlled aircraft, a player-controlled tank, a defensive dugout, or an ordinary shed in a settlement (only those marked on the interactive map)—a certain type of resource is consumed, and it must be replenished. Therefore, resources should be managed carefully. Factory The Influence of Factories on the Course of Battle.Every item produced at a factory is sent to the conflict zone—to airfields, ground troops, and settlements. Tanks receive spare parts and fuel; aircraft get bombs, rockets, and shells; and infantry supply depots are restocked not only with ammunition but also with provisions and medical supplies. When a factory is attacked, its productivity drops sharply, and the supply chain for the sector it supports begins to falter. Instead of a full volume of ammunition, an airfield might receive only half of what it needs. Instead of five tons of fuel, it might get one, or perhaps none at all, and so on. This has a direct impact on gameplay: The side whose factory has been attacked has fewer resources. Aviation capabilities are reduced due to resource starvation at airfields. The pace of the offensive on the front line slows down. Mechanics of Resource Production and Factory Restoration.Each mission, factories can repair damage and replenish resources from their side's reserves, allowing players to continue the fight, albeit with some limitations. However, this process is not fast, and keeping factories in a state of devastation is quite achievable. To do this, it is enough to conduct regular strikes on one or two factories so they don't have time to recover. To place any objective in a mission, resources are required, and these resources are always drawn from the factory closest to the objective. Therefore, it is important to prevent the total destruction of allied factories and, conversely, to strive for the maximum destruction of the opposing side's factories. Each factory attempts to replenish its resources every mission. The maximum amount of resources one factory can restock is: Fuel - up to 20 tons; Ammunition - up to 50 tons; Provisions - up to 60 tons; Replenishment only occurs in buildings that are not completely destroyed. Therefore, the specified amount of replenished resources may not be fully reached in any given mission of the campaign. "Factories": { "Fuel": 20000, "Ammo": 50000, "Prov": 60000, "RecoveryBuildings": 5 }All damage sustained by factories carries over between missions. Therefore, repairs and restoration are necessary. The repair of destroyed buildings at a factory only occurs on odd-numbered game dates. That is, every other mission. Each factory can repair up to five destroyed buildings at a time. This is why only regular raids can paralyze a factory's operations. A factory during an aerial bomb attack. Air Defense or the Defensive Belt.The task of destroying factories requires coordinated action. Bombers enter the bombing area escorted by fighters to reach the target and inflict maximum damage. In addition to air cover from allied fighters, factories are defended by powerful anti-aircraft artillery. The factory's air defense includes both large-caliber AA and rapid-fire medium-caliber guns. Surrounding it is a dense ring of guns, ready to open fire at any moment. The moment an enemy aircraft appears on the horizon, the sky erupts with flak bursts, tracers cut through the air, and every meter of approach to the target becomes a deadly trial. Only the most determined can break through such a defense. A group of bombers is approaching the target. Attack Options and Team Play.An effective attack on factories is impossible without coordination. A lone bomber is unlikely to inflict serious damage on the buildings, especially if dense air defenses are established on the approach to the factory. Therefore, players form groups: fighters cover the bombers, reconnaissance identifies weak spots in the defense and draws anti-aircraft fire. High-Altitude Bombing is a classic and the most obvious method. Heavy bombers, such as the Pe-2, Ju-88, or He-111, approach the target from high altitude and drop tens of tons of bombs on the main buildings, warehouses, and hangars. Advantages: High damage in a single raid; Possibility of attacking without entering the air defense zone, with a skilled approach; Disadvantages: High risk of being shot down on approach; Requires precise navigation and fighter cover; Low-Altitude Ground Attack is the most spectacular and dangerous option—an attack by ground-attack aircraft (e.g., Il-2, Hs-129, Bf-110, Ju-87) in a low-level run. Rockets and bombs are dropped from a minimal distance directly into the heart of the production facilities. Advantages: Pinpoint destruction of key objects (fuel depots, ammunition production nodes); Possibility of multiple attack runs on the target; Disadvantages: Dense anti-aircraft fire and short reaction time; High strain on the pilot and aircraft; Artillery and Tank Bombardment from the Ground - if the front line has advanced close to the factory, a ground assault is possible. Tanks and self-propelled guns, supported by artillery, can fire on the production buildings from a relatively safe position. Advantages: Anti-aircraft guns are focused on the sky, making a ground attack unexpected; Effective against warehouses and exposed objects; Disadvantages: Requires well-thought-out logistics and cover; Slow advance to the target; Coordinated Combined Attack - the most effective and complex form of attack is a combined arms operation involving several types of forces simultaneously: bombers work on the hangars, ground-attack aircraft destroy the air defenses, tanks approach from the flank, and reconnaissance directs fire and monitors the effectiveness of the strikes. Advantages: Maximum damage and a high chance of completely disabling the factory; Fewer losses due to the distribution of threats; Disadvantages: Requires coordination among players; Vulnerable to communication breakdowns; The A-20 formation under cover during the bombing. Players who understand the importance of factories are always one step ahead. They see beyond the visible front line and understand that a war is won not only through accurate shots and skill in dogfights, but also through the ability to disrupt supply chains, depriving the enemy of their foundation. Make factories a priority target—and you will see how, slowly but surely, the front line begins to move in your favor..
  27. In the world of the flight simulator "IL-2 Sturmovik," on the FRONT LINE server, every element of the map, every target, has its own tactical and strategic significance. Among the many targets, bridges hold a special place—seemingly simple engineering structures that are, in fact, vital arteries of the war machine. On the FRONT LINE server, these objects become true strategic nodes, and the outcome of entire operations can depend on their control. The Logistical Foundation of Military Operations.Bridges and river crossings are critically important logistical assets, ensuring the continuous delivery of military cargo and resources from the second line of defense to front-line positions. In real war, as in the game simulation, these structures serve as the connecting links between production centers in the rear and combat units on the front. Each bridge in the game is responsible for supplying a specific frontline settlement where garrisons and combat units are located. It facilitates an effective attack or defense depending on the current situation on the server. Force Transfers: The Mechanic of Redeploying Reserves to the front line.Before explaining force transfers (the redeployment of forces and assets), we need to cover the topic of settlement connections. A connection is a line on the interactive map, represented by a blue or red segment drawn between two settlements (garrisons). One connection cannot cross another. A connection is colored according to the coalition that owns the garrison it leads into. If you select a garrison, you will see outgoing segments leading to the garrisons they connect to. If a connection originates from a red garrison but enters a blue one, it will be colored blue. If a connection enters an allied garrison, it will take on the color of the allied coalition. Force transfers, or the redeployment of forces and assets, occur exclusively along these connections. A force transfer can only happen once and only along a single connection—that is, only one step. Important! It is impossible to transfer forces through a garrison from the third or fourth line of defense to the first! Force transfers, or the redeployment of fresh forces to the front line, is the movement of strength from one garrison to another along their connections. The necessary conditions for a force transfer are as follows: The destination settlement must be located on the front line, have at least one connection to an allied settlement, and at least one connection to an enemy garrison. The origin settlement must have all its connections only with its own coalition and must have a direct connection to the destination garrison. The source garrison must not be left with less than 60% of its maximum strength after the operation. The maximum amount of force that can be transferred at one time is no more than 10% of the maximum force of the origin garrison. Force transfers are carried out in a single step only — that is, only along one connection. After each mission, during the preparation for the next one, the generator gets five "moves". It searches for the garrisons on the front line most in need of reinforcement and, if necessary, transfers forces according to the conditions. If the conditions are not met, no transfer occurs. This operation counts as one move. If the conditions are not met, the move is still considered used and is expended. Target Placement and Detection.The bridge generation system in the game does not simulate real principles of military logistics; crossings appear in random locations on the map, creating a dynamic game environment where each mission offers new tactical challenges. Bridges are displayed on the interactive map with bridge icons. However, there is an important feature: if a team controls too little territory, the system may not place a bridge at all. This reflects a real military situation where retreating forces lose control over strategically important objects. A bridge highlighted by a red rectangle on the map The Tactical Value of Destroying Bridges.Destroying a bridge is not just about demolishing a structure but a targeted disruption of the enemy's supply system. Each destroyed bridge cuts off supplies to one of the five frontline settlements. Within a single mission, players can destroy up to three bridges, leaving three of the five frontline garrisons without supply. Supply is carried out through the "force transfer" subsystem described above. Destroying a bridge means one less force transfer. The consequences of such an action become noticeable rather quickly. The garrisons of the weakened settlements begin to experience shortages of ammunition and other critical resources. Their combat effectiveness decreases, and their reserve attrition rate accelerates. This creates favorable conditions for offensive operations by the opposing side. Attention! Since bridges facilitate the movement of resources directly to the front line and thereby help restore enemy forces on the front, it is advisable to first destroy the bridges closest to your main (strategic, chosen at the start of a new Theater of Operations) direction of attack. Bridges that are outside this main axis can be ignored. It is important to understand that completely cutting off supplies is impossible — the server mechanics ensure that two of the five settlements will continue to receive necessary resources regardless. This maintains game balance and prevents a complete collapse of the defense. A destroyed bridge Conditions for Destroying Crossings.Attacking a bridge requires careful planning and skillful execution. Each crossing is protected by anti-aircraft defenses (AA), although its effectiveness is limited by a relatively small engagement radius and the caliber of its artillery. This means that skilled pilots can find approaches to the target while avoiding damage from the AA. To completely destroy the target, seventy percent of all objects within the bridge zone must be destroyed. Besides the bridge itself, this includes adjacent structures: access areas, warehouses, control points, and other auxiliary buildings. This approach makes the task more realistic and challenging, requiring players to think strategically when selecting targets for attack. The bridges themselves are not mandatory targets for destruction. After a bridge is successfully destroyed, its icon disappears from both the in-game map and the interactive interface, visually confirming the completion of the combat task. Economic Aspects of Combat Operations.The bridge system is closely integrated with the game's economic model. When each crossing is generated, military factories allocate a certain amount of resources for its operation. These resources are essentially "frozen" for the duration of the bridge's existence and are temporarily removed from the factory's general reserve. However, there is an interesting feature: at the end of each mission, an undestroyed bridge returns all its unused resources to the factory from which they originally came. In the case of destruction, however, each building is destroyed along with its allocated resources, which are not returned to the factory from which they were taken at the beginning of the mission. Strategic Planning of Operations.Bridges are much more than just static elements on the game map. They are dynamic supply nodes, and the stability of the entire defense system depends on their effective functioning. Understanding this role allows players to develop more complex and effective strategies. Skillful planning of attacks on bridges can radically change the course of a battle. Destroying strategically important crossings undermines the enemy's logistics system, depletes their material reserves, and creates windows of opportunity for decisive offensive actions. Settlements weakened by a lack of supply become more vulnerable to capture. Utilizing the Bridge System. Mastery of the bridge system as a game mechanic lies in understanding its complex nature. These are not just targets for bombing, but elements of a complex system, the manipulation of which requires strategic thinking and tactical flexibility. Players who master these principles gain a significant advantage in multiplayer battles and can significantly influence the outcome of major operations. Learn more about factories:
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  31. Pilots and tank crews! We are proud to present a massive update that will change your approach to combat. Introducing new strategic and tactical opportunities that will make every battle deeper and more intense! The team has been working hard not just to fix bugs, but to significantly expand the gameplay by adding mechanics that will make you think like true commanders. Let's take a look at the key new features! New Tactical Depth: Vehicles as Part of the Main Objective's GarrisonThe key change that fundamentally alters battle tactics is a new mechanic where player-controlled ground forces are now counted as part of the objective's garrison from which they spawn. Now, when you spawn in a tank, or anti-aircraft artilery, the friendly main objective tied to that spawn point temporarily weakens itself, "investing" a portion of its strength into your combat vehicle. The amount of strength deducted directly depends on the vehicle's mass: the heavier the tank, the more vulnerable the objective from which it was deployed becomes. To return this strength to the garrison, you must successfully complete the battle and leave the session while in friendly territory. Your vehicle must "return home." This innovation creates new tactical depth: a mass deployment of heavy vehicles will make a friendly objective vulnerable to a counter-attack, and the loss of each vehicle in battle will become an irreplaceable loss not only of the vehicle itself but also of the main objective's strength. Protect your tanks! Keep an eye on the indicators on the interactive map—it now displays what portion of the objective's integrity has been allocated to active vehicles. We have also revised the mechanic for weakening the garrisons of neighboring settlements during a capture. Now, a captured objective will drain 40% of the garrison strength from its neighbors, up from the previous 30%, making each breakthrough more significant and dynamic. Logistics have also been taken to the next level:Supply trains for large settlements and ports for coastal cities now deliver significantly more resources than regular supply columns. These objectives require reconnaissance. The Stalingrad map now features unique supply routes: Volga river crossings for the Red Army and city depots for the Wehrmacht. Additionally, supply columns now return unused resources to the factory, making resource consumption more precise. Lagg-3 4-series Expansion of the Theater of War: New Map and VehiclesWe are proud to introduce a new game map — Velikiye Luki! Prepare for fierce battles in a new region that will open up fresh tactical opportunities for both air and ground forces. The aircraft roster has been expanded with two legendary machines: the maneuverable I-153 "Chaika" biplane and the LaGG-3 (Series 4) fighter. The templates for attacking and defensive positions have also been updated, which will add more variety to battles. At the same time, we have adjusted the balance: the effectiveness of aircraft forward-firing armament against tanks has been reduced, making ground attack runs more realistic. I- 153 Chaika Important FixesWe have paid great attention to fixing bugs and improving the player experience: The interactive map is now more accurate: The integrity value of objectives is now displayed without rounding, which will eliminate confusion when assessing damage. Additionally, all objects have been "grounded" and now show their actual altitude. Critical bugs have been fixed: Issues with the simultaneous calculation of supply and destruction of a settlement have been resolved, as well as incorrect masses for some vehicles (for example, the Tiger now weighs its proper 54 tons). Front Line Gap Protection: A mechanism has been implemented that automatically corrects errors in the map graph, preventing "holes" from appearing in the front line Community Infrastructure UpdatesOur website has also been revamped! New sections have been added: "News," "Articles," and "Server Information," where we will share important updates. For easier content management, a visual editor has been added, and for you, a full-text search feature. The administrative side has also been improved: rule-breakers can now be banned directly from the website, and your account security has been enhanced. This update is a major step towards creating an even deeper, more stable, and more engaging project. We thank you for your support, feedback, and participation in the life of our server See you in the skies and on the ground! To battle! The full list of changes### Change log - Improved the security of user accounts. - All API responses are standardized - Fixed an issue where the interactive map displayed a whole, rounded value of the integrity of the main target (attack/defense) and it seemed that the target was damaged enough to prevent a breakthrough or a defensive breakthrough. Now, the value will be indicated without a fractional part and will not mislead the players. - Fixed an error when the simultaneous destruction of the buildings of us. point and the supply of the same us. point was calculated with an error (Supply did not work) - Fixed date and time recording of fines. - Fixed the maximum mass of an entity from a plainset/tankset (for example, the Tiger tank had the maximum possible mass, but it was 32,000 kg instead of 54,000 kg) - The mass of tanks and other pieces of equipment has been changed, for which it was not correct. - The percentage of debiting garrison forces from neighboring US has been changed. points with the newly captured ones. Previously, 30% of the actual garrison force was written off, now 40% will be written off.% - Added a mechanism for automatic correction of graph errors to prevent the appearance of front line breaks - Added the ability to change the settings of the number of supply columns on the fly - Added the ability to change resource recovery settings in factories on the fly, as well as restore the number of buildings. - The sections `News` `Articles` `Server information` have been added to the site with articles. - Added a visual editor for website articles. - Added an admin panel with the necessary functionality. Now, you can send money directly from the site to the ban. - Full-text search is organized by sections with articles - Added the return of unspent resources by supply columns to the original plant - Added the mechanic of writing off power from the main targets when ground vehicles under player control appear on them. The amount of decommissioned force depends on the mass of the equipment (the minimum decommissioned force cannot be less than one). The amount of decommissioned force is calculated as follows: the mass of the equipment is kg / 10000, the result is rounded up. - Added the return of the force that was previously written off from the main target by ground vehicles under player control back to this target. A necessary condition for return is exit to the Union territory. - The main target dialog box on the interactive map displays the amount of force taken by ground vehicles under player control. The displayed percentage of target integrity includes decommissioned ground forces. At the end of the mission, the decommissioned force participates in determining the capture of the territory! - New I-153 and LaGG-3 ser.4 aircraft have been added to plainset - The height of targets on the interactive map has been updated: All targets, zones (eras) and settlements have been "grounded" — now the interactive map displays the current height of the targets, which improves the accuracy of attack planning and navigation. - Improvements in factories: The floors of factory facilities have been updated, and fortifications have been added to anti-aircraft artillery positions, which enhances their protection from air raids. - Supply trains for large NP: For large settlements with railway branches, supply trains have been added, including platforms with weapons. They deliver twice as many resources as standard columns. They are indicated by a large circle that requires exploration — similar to the mechanics of supply columns. - Ports in coastal towns of the Black Sea: New targets have been introduced — ports that supply coastal garrisons with significantly more resources than conventional convoys and convoys. They are also indicated by a large circle with a reconnaissance requirement, similar to other supply facilities. - Stalingrad: new supply options: Volga crossings have been added for the red side, and "urban warehouses" for the blue side as a new type of supply. They require reconnaissance and are marked in large circles, similar to other important rear facilities. - Erias have been added to all localities: All localities now have their own erias for future amphibious operations. - The Velikiye Luki map has been added: The new game map expands combat capabilities and opens up new scenarios for air and ground battles. - Updated patterns of attacking positions: New patterns for the deployment of attacking forces have been introduced. In addition, the effectiveness of course weapons against tanks is reduced, which makes attacks more realistic and balanced. - New defense patterns: New options for building defensive positions have been added, which increases the tactical diversity in battles.
  32. Registration on the game portal is the first step to fully immerse yourself in the world of aerial battles on the IL-2 Sturmovik server. This process is simple, but it requires care and careful execution of several simple steps. Let's take a step-by-step look at the entire registration procedure and the subsequent connection of the gaming account. Attention! If you have registered with us on the portal, then you do not need to do this all the time when starting a new war! Step 1: Go to the websiteTo get started, open the official website of the project: il2-fl.ru . Please note that it is best to use modern browsers such as Chrome, Firefox or Edge to avoid technical problems. In the upper–right corner of the website page, you will see the "Login" icon - click on it. Step 2: Start RegistrationAfter clicking on the "Login" icon, an authorization window will open. Find and click the "Register" button here. Step 3: Filling out the formAfter filling out the form, check the entered data and click the "Register" button. You will see a registration form that you need to fill out. Here you need to specify a valid email address, come up with a strong password, and possibly fill in other necessary fields. Be sure to carefully read the conditions and hints next to each field to avoid mistakes and repetitions. After clicking on the "Register" button, you will receive an alert about the successful registration. Step 4: Confirm RegistrationAfter submitting the form, the website will show you a message about successful registration. However, this is not the end of the process.: You will need to confirm your email address. Open the email address specified during registration and find the email from the project. IL2-FL.ru (Soft.SHOW.Services) and click on the confirmation link inside the email. Why is this necessary? ✅This ensures that you can restore access to your account if you suddenly forget your password. ✅We will make sure that you really own the specified email address. ✅Verified accounts help us keep the database clean and speed up the site by making search more efficient. If the email has not arrived within a few minutes, check the Spam or Promotions folder. Step 5: Account ActivationAfter clicking on the link from the email, you will see a message on the website stating that your mail has been confirmed and your account has been successfully activated. Your account is now ready to log in. Step 6: Log in to the websiteGo back to the main page of the website, click on the "Login" icon again, enter the email address and password specified during registration, then click "Log in". Step 7: Linking the game accountNow you need to link the game account to the account on the website. To do this, find and click the "Change sides" button. Here, carefully read the hints and instructions that appear under each line. Step 8: Getting the verification codeLaunch the IL-2 Attack Aircraft game, log in to the server and select the aircraft to appear at the airfield. Open the game chat (usually with the Enter key or a special chat key) and carefully read the message from the server. A special verification code will be indicated there, which must be copied and entered into the appropriate field on the website. Enter your game nickname and verification code in the appropriate fields of the form and click submit. Step 9: Completing the bundle of accountsAfter entering the code and confirming it on the website, your gaming account will be successfully linked to the profile on the portal. Now you can choose the side you will play for in the current campaign. By choosing a star, you become a fighter of the red team, and a cross becomes a fighter of the blue team. Step 10: Start the gameAfter choosing a side, log back into the game, appear at the airfield or tankodrome, and the server will automatically notify you that you are ready to start a virtual battle. Congratulations! Now you are a full-fledged participant in the virtual war on the IL-2 Stormtrooper server! Have a nice game and successful battles in the sky and on the ground! New war / campaign After the end of the current campaign, the selected side is automatically reset, and all players must re-log in to the site and select a side again in order to continue participating in the next stage of the game.

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