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Showing content with the highest reputation since 02/25/26 in all areas

  1. If you are a pilot, they always tell you in the chat if takeoff is allowed? The tank immediately kicks, this is because the tank does not have a take-off event and it can immediately engage in battle (for example, repel an attack from another tank with respawn).
  2. I have attached the screenshots.. If you can see the session log data says I gained a little money and points.. But my total points and money got decreased from around 6000 to ~4000pts. In that particular session I heavily damaged a bomber but was killed before he was killed by his gunner.. Hope this helped
  3. Any plans to implement self rescue game mechanics? I think it would be a cool feature what fits the project's tactical line. I remember it was implemented on FPV server by scripts. If you spawned with Po-2, you received message like "Your pilot in 1234.5" I mean if you bail out or ditch on the ground, you may take Po-2 next flight, find your pilot location, land there in certain radius, wait few seconds for rescue boarding imitation then take off and successfully land on friendly airfield. This will not interrupt your pilot career. I already described my thoughts about it on IL-2 forums for devs to make some native things in the game, what might make server keepers life easier. But my thoughts was missed... I don't know what of that is possible to implement by scripts on the server side. Dynamic smokes or flares in case of approach to place would be supercool. But not sure what is possible. Just landing would be great too. This my topic. Just for your info. https://forum.il2sturmovik.com/topic/82017-search-and-rescue-gameplay-mechanics/ ********************************************** Есть ли планы по внедрению механики спасения своего пилота? Думаю, это была бы крутая функция, которая хорошо вписывалась в тактическую направленность проекта. Помню, на FPV-сервере это было реализовано с помощью скриптов. Если вы появлялись на По-2, вы получали сообщение типа «Ваш пилот в 1234.5». То есть, если вы катапультируетесь или совершите аварийную посадку, вы можете взять По-2 в следующем полете, найти местоположение своего пилота, приземлиться там в определенном радиусе, подождать несколько секунд для имитации посадки пилота, затем взлететь и успешно приземлиться на дружественном аэродроме. Это не прерывало вашу карьеру пилота. Я уже описывал свои мысли об этом на форумах IL-2, чтобы разработчики добавили некоторые нативные функции в игру, которые могли бы облегчить жизнь администраторам серверов. Но моя мысль осталась незамеченной… Я не знаю, что из этого можно реализовать с помощью скриптов на стороне сервера. Динамические дымы или сигнальные ракеты при приближении к месту был бы прям суперкруто. Но не уверен, что это возможно. Просто посадка тоже было бы здорово. Это моя тема. Просто к вашему сведению. Игровая механика поиска и спасения пилота - Предложения - Ил-2 Штурмовик Форум
  4. Все это в рамках механик сервера. Ни какой ошибки нет.
  5. Hello everyone! Today's update includes: Website. Session page redesign. The page is now stylized as a personal dossier. Added records showing the cost of destroyed objects to the session event log. Fixed the mobile layout on the gameset page. When the "Show only available vehicles" checkbox is checked on the gameset page and a vehicle is unavailable, the card now explicitly states that this vehicle is not available to the player. Commander. Fixed a bug where funds were not deducted from the player's profile if they were in a group and lost a vehicle, were captured, or their character died. Fixed the recording of incorrect coordinates in the session event log. Railway stations are now considered destroyed (awarding command points) when 75% or more of the objects comprising the target are destroyed. Previously, 100% destruction was required. Other. Fixed a number of minor technical bugs.
  6. Salute! I am part of the JG27 group and mostly active on TAW. But I consider Frontline to be one of the best servers available. I really love your concept and your approach. I play on Frontline since the very first campaign in early 2025. So I do notice the changes and I do have a few questions regarding balancing. Because to me it looks like Axis players are on a very strong disadvantage. I understand that you are aiming for the server to be authentic and historic, and I know that VVS had much more planes in the air than Axis, but the balancing is just way too off. You can also see it in the statistics. Reds achieving 10 times more points than blue, winning almost every map. Axis are steamrolled, especially in later phases of the campaign. And I think this is mainly due to the avialability of planes. On the red side, planes are available at much lower levels. For example, now on Kuban, red players just need to be Rank 2 to fly the most advanced fighters for the time (P39 at Rank 1, P40 and Yak1 at Rank 2) while Axis players need to be Rank 1 just to unlock the basic german fighter 109 E7. So at the same ranks, I would have to fight P39s in an E7 on Kuban or be of a much higher rank (Rank 7) to unlock the next best fighter (109 F2) and still be at a disadvantage. I love myself a good challenge, but even for me as a fan of this server, this is demotivating. I think new players who would like to join the server would straight up stop playing when they see that they have to fight P39s in a god damn M.C. 202 and have the need to win those fights in order to progress. Again, you can see the impact on balancing in the overall statistics. I am sure you have a specific reason for this. Please help me understand why you choose to balance it that way and if you plan to do any changes on that system. I know a lot of players from other groups (my group included) that are interested in the server but turned off by the balancing. EDIT: Also, now that I think about it, why is it that some more advanced planes are easier to unlock than planes that are objectively worse? For example, For the 109 G2 I need to be Rank 6 but I need to be Rank 7 for the 109 F4? Or on the red side, the before mentioned planes like P39, P40, Yak1 are all more easy to achieve than the MiG3. Seems strange to me. Thank you for your time. With respect, JG27_Tschogga
  7. The IL-2 requires a slightly different tactic: fighters distract the air defenses with the first wave, while the air defenses fire at the fighters, the second wave of IL-2s attacks and destroys the air defenses with machine guns. (If an IL-2 attacks the air defenses head-on without support, many IL-2s are shot down.) The Pe-2 (and probably the BF-110) can drop large bombs (or many bombs) from afar (from level flight or a dive), which will scare off the air defenses, after which it will descend and finish off the remaining air defenses before they escape. The BF-110 has many cannons for this, and the Pe-2 also has a machine gun (yes, it also destroys air defenses!). But you must act quickly and in a coordinated manner and fly away before the enemy fighters arrive.
  8. 1. Air defenses can be distracted – while the guns are firing at the first plane, the second plane can attack those guns. If the guns start firing at the second plane, the first plane can attack. The same goes for the third, fourth, and so on planes. 2. Air defense fires at a lead point; the aiming device is located on the aircraft's movement vector. If the plane is flying straight, it will arrive at that point. If the plane is flying in an arc, it will be in a different location when the shells reach the aiming device. 3. Speed is life. The faster you fly, the harder it is for air defense to hit you. Fast and maneuverable aircraft have an advantage (the Il2 is slow and cumbersome in a dive, making it more difficult for it. Its only help is its armor and the VYA-23, but that's not enough). According to my observations, air defense lead tables are compiled for speeds up to 600–650 km/h; if the plane flies faster, the air defense starts to miss more often. 4. Air defenses are often positioned in clusters or groups (especially at airfields) – a single bomb in the center of a group destroys or frightens the crews of several guns in that group. The Me-109 has a 250 kg bomb – it does good damage to an air defense group. The USSR has a 100 kg bomb – it does less damage to a group. 500 kg bombs allow you to drop them not on the center, but somewhere nearby. And then finish off the survivors with machine guns. 5. Light air defense fires at altitudes of up to 3-3.5 km. Heavy air defense often misses at altitudes of 3.5-5 km. Bombing from this altitude is safe (to some extent, of course). You can also bomb from a steep dive: fly at an altitude of 3.5-4 km, set the throttle to idle, roll vertically downwards, dive at an altitude of 1.5-2 km (approximately the lower edge of the sight), and level off at low altitude in a smooth arc. This maneuver doesn't require air brakes and is easily performed by the BF-110, ME-109, and, of course, the PE-2. The player must quickly and accurately aim vertically and control maximum speed (use the stick smoothly and carefully!); as a bonus, you get a high escape speed. Minimal time spent in the light AA fire zone. Results: a light and maneuverable aircraft bombs AA guns at high speed and low altitude and finishes them off with machine guns (if there are as many aircraft as AA groups, you can destroy them with machine guns in the first pass). Otherwise, dive vertically with bombs, make a long turn, and then make a second pass with machine guns to finish off the survivors. After destroying the air defenses, you can move on to other targets. (Hide behind trees and hills as you turn for the next attack)
  9. Now we don't show the entire list of planes and when they arrive. It takes time. There are plans. We are currently busy with more priority tasks.
  10. The minimum number of participants for a successful target attack is two pilots. One distracts the air defense. The second destroys the air defense. Then, when the air defense switches to the one who attacked the air defense, he begins to play the role of a distraction... And so on until the air defense on the target is completely destroyed. After that, knocking out the target is not difficult.
  11. Мне нравится этот сервер :) У меня есть несколько вопросов (может быть, предложения?) 1. Планируется ли какая-либо система текстового общения внутри нашей синей/красной фракции и координации действий? Думаю, было бы полезно знать мнения и планы других игроков. Голосовое общение немного проблематично – мой русский на среднем уровне, а другие говорят на ограниченном английском. 2. Планируется ли механика десантирования с воздуха? 3. Механика посадки самолета снабжения работает только с котлами или также и с «обычными» гарнизонами? 4. Во время группового полета можно ли передать больше очков товарищу по команде, или это строгое распределение на основе индивидуальных достижений каждого игрока? 5. Сколько ночных миссий и когда именно они проходят? 6. Мне кажется, что противовоздушная оборона немного ослабла. Это хороший знак :) Здорово, что вы добавили возможность линейки и предварительный просмотр маршрута самолета :)
  12. Мой родной язык — польский. Я летаю в 162-м крыле, где говорят по-сербски (хотя я всё ещё его учу :) ). Также я говорю по-русски, по-английски и немного по-немецки ;) В основном я использую Discord для общения, а когда летал с русскими, мы пользовались TS Frontline.
  13. Да. Планируется. С обычными гарнизонами тоже работает. Это тесно связано с другими механиками. Например, когда атака/оборона подвергаются ударам игроков, они возвращают после миссии силы в обратно в гарнизон, откуда изначально и были взяты. Но, если силы эти подвергались ударам, они считаются убитыми и не могут вернуться в гарнизон. Поэтому гарнизон может иметь не полную силу, даже если населенный пункт не подвергался прямым ударам со стороны игроков. Очень важно помнить, что гарнизон не может атаковать, если его сила менее 60% от максимальной. То есть, если вы хотите, чтобы гарнизон мог атаковать (сейчас, конечно, атаки ставит программа, но в будущем будут и ручные атаки, игроки сами смогут указывать где хотят атаковать) его надо подпитывать ресурсами. Одна из таких механик и предполагает снабжение транспортными самолетами. Сейчас строгое распределение. Всем поровну. В будущем мы планируем добавить сквады (статистика, регистрация, управление). Командир или другие офицеры (пока я точно не знаю как именно это будет реализовано, поэтому относитесь к сказанному с осторожностью) смогут награждать своих подчиненных за какие-то заслуги. Это будет в личном деле видно всем. Всего три типа миссий. 160 минут. Тут может быть ясная погода, небольшая облачность и иногда средняя облачность. Старт миссии может начинаться с восходом солнца и заканчиваться с закатом. Таких миссий 5 штук в реальных (человеческих) сутках. 120 минут. Погода в таких миссиях от небольшой облачности до средней. Старт миссии может начинаться с восходом солнца и заканчиваться с закатом. Таких миссий 5 штук в реальных (человеческих) сутках. 60 минут. Погода в таких миссиях может быть плохой (сплошная облачность) и дневная миссия (светлое время суток), а может быть и ночная миссия. Выбирается случайным образом. Такая миссия всего одна в реальных сутках. Всего 11 миссий в реальных сутках. :) Мы еще добавили просмотр реального маршрута игроков. Кто как летал, что уничтожал, с кем сталкивался... Правда это премиум функция и игрокам не из РФ она пока не доступна. Если не секрет, какой язык Ваш родной? На каком языке Вам и вашим друзьям удобно будет говорить? Над связью мы думаем пока. Как организовать игроков, которые говорят на разных языках? Работы для ТС 3 уже кое какие идут.
  14. Hello everyone! The Front Line server team congratulates you on February 23rd! We would like to wish you iron composure, steel patience, and absolute victories — both in life and on the battlefields of IL-2 Sturmovik. Thank you for your energy, feedback, and for making our community so alive and tight-knit. Keep holding the formation and breaking through enemy defense lines! We wish you strong armor, a full tank, and may your "six" always be clear! Peaceful skies overhead, and see you on the virtual Front Line! In honor of the holiday, the project administration is gifting 3 days of premium subscription to all registered users who have verified their email. Those who already have an active subscription will receive an additional 3 days of premium. Additionally, we have updated the style and design of the gameset page. This style is experimental. If the majority of users like it, we will roll out this design across the entire website.
  15. No. Changing the card does not mean the end of the campaign. The campaign is played on different maps. So far, these are Velikiye Luki, Moscow, Stalingrad, and Kuban. After completing the Kuban map, a new campaign will be launched.

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