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Showing content with the highest reputation since 11/04/25 in Posts

  1. I must admit after a week or more that is make sense! The problem was not in server organization but in our approach to the battle! You are right... there are many arcade type of servers there so one more is not needed. Much better this way... we are starting to lern the finesses of the war dynamics so it's much more enjoyable when you deep a little more into it! Good work.
  2. Dear friends! We wish you a happy new year 2026! We sincerely wish you health, love, understanding, and happiness. May all your dreams come true, be realized, and bring you only positive emotions! Take care of yourself, take care of your loved ones, and spend more time with your family—we all understand that this is the most important thing! May 2026 be calmer, more peaceful, and quieter! We've accomplished quite a lot for you in 2025. At the beginning of this year, we launched the test server for the first time, and by the end of the year, it will be a fully-fledged, independent project that can be enjoyed by both individuals and groups. We're working hard to make sure you and we have fun participating! A huge thank you to everyone who supported this project throughout the year, who gave advice, pointed out mistakes, argued, and argued – proving their point, but continued to support the project. Thank you again. I'd like to address each of you: understand that behind the screen of that same monitor, sitting at the joystick, is a COMRADE just like you. Everyone, without exception, playing on this project is a comrade. A game is a game, designed to evoke emotions, and we, with our server, simply strive to enhance them! Enjoy every moment in the game: a calm flight on a transport plane, an intense fighter battle, a challenging attack or bombing run, or perhaps just a collision with a searchlight at the departure airfield, which will result in a demotion, or even the slightest financial loss – these are all small things, but in the end, you get emotional satisfaction!))) Happy New Year 2026! From December 31, 2025, to January 8, 2026, we'll be enabling double XP on our project! Have a wonderful and carefree weekend!
  3. 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.
  4. SRS

    3 points
    SRS works! You can use it to improve interaction between players!
  5. 2 points
    After the current mission, the server will be stopped for those. works. The stop will last up to two days.
  6. 2 points
    Airfield columns have been increased to four per mission. Resource production by factories has also been increased to accommodate airfield supply needs. Theoretically, airfield destruction will have a less severe impact on flight availability on the server. We'll see how the economy performs.
  7. Thank you for your feedback! 1. Registration is designed to link your 1C game account to our Frontline account! The registration system will remain the same. 2. Strategically important targets must be well-covered by anti-aircraft artillery. In the game, such anti-aircraft artillery will not allow attacks by single pilots; only groups! Bridges and supply columns are available for solo pilots! 3. Our server is designed for warfare, where resources and airfield capabilities are scarce! Players must prioritize the condition of their airfields, conserving resources first! If players don't take care of their resources, they lose the war! We've created a very complex project. Our system doesn't allow you to take good aircraft with maximum loadouts; this requires a lot of work. On our server, players take loadouts on their aircraft that no one else ever takes on in other projects. Therefore, we have a complex server that requires players to have good skills to complete combat missions under various restrictions. We've received feedback that your project feels like work, not relaxation, and sometimes people switch to simpler servers when they're struggling to fly on the front lines! And we're pleased with this result, as there's currently no project of such complexity!
  8. By the way. Deleting an account will not reset the coalition.
  9. It would have been easier to ask to be transferred to the other side)) Although we usually don't do this, we can make an exception for newcomers who have not chosen a side in agreement.
  10. 2 points
    Hello, Congratulations and thank you for your work and the results achieved. I'm convinced your server is the most polished on this simulator. I also think it hasn't yet reached the success it deserves, but it certainly will. The complexity of the registration process is probably the reason, as many pilots I know (and to whom I've recommended your server :) ) never managed to register and gave up with regret. Question: Do you plan to add airstarts for high-altitude bombers? The maps are often vast, and heavy bombers are so slow, which forces you to take off early in the mission if you want to make more of one sortie to distant targets. This wasted time unfortunately leads to neglecting high-altitude bombing runs. Thanks again for your work.
  11. 2 points
    There are plans. However, it is not yet known when it will come to implementation. There is too much to implement before that.
  12. pLeeease bring more WEATHER variety ! I know this is and old and wellknown discussion point , many people say : " When i fly in a simulator i want to have good conditions for fun , clearskies and if some cloud only a few" I personally think this is boring and a "game killer2 on long terms ... it kills all kind of Realisnm , puts it back to the old classic rotation missions and more than that , it holds us back to have biggest, thrilling , great looking , clouds on great evenings with sun shining thru clouds and more than that . : Other servers specially who offer a continuos CAMPAIGN have realized that clouds and even a good thin Overcast have the atribute that the hole "PLAY/COMBAT AREA" is smaller because of the height (maybe 2k ) , Its more "compressed" because limited in Height. People wont be dispersed as it is having clearskies or few clouds most of the time. I think it would be much better ,more intense , more beautyfull, more thrilling ( rainy , Mud days, with low flying attackers , ( I mean specially RedStar Pilots (Sturmoviks) are the best in this. ) BUT carefull : "Turbulence" is the real game killer , its not welldone in this Sim,.and it can make Flying , specially in VR almost impossible . Clouds , Heavy Clouds , Wind, late hours , Rain, EVERYTHING OKAY , but NO Turbulence pls! I would put this also cloudy weather thing more like the 160min missions(clears Skies and heavy clouds TOO as the frecuent 160min Mission, You have some good days for flying , rhan bad westher comes ... it gets worse, even Overcast tham it start to get better after "3 days" (maybe as those 120min days) The 6o min missions are very problematic because if you just join 10 or 20 minutes later you will maybe not even finish back at airfield . They are too short for big adventures without ending "In Flight " Why do we need so many (boring) CLear Skies for "Hartmans who want to stay at 5k for hunting ?? ..and its so unrealistic , as if in the war pilots only flew like a modern HOBBYpilot in nice Weather ! I was personally so much excited as you anounced this Front Line Server saying we gonna have all conditions , even Night Missions. I look everytinme if there is something different than "clear, or "Few Clouds"to have a great Flying around the Mountains of the Kuban MAP , IT is so great and well done from the makers of the STURMOVIK Do i have to post fotos here to show what i mean ? ok .. i will .. I think for people who fly a lot ( i do) a bigger realistic and more variety of Clouds and Daytime WEATHERCONDITIONS is greater specially in a sort of longer lasting campaign,. This is just my opinion and by the Way great SErver Thx for your work to for keep us alive and flying on this great IL2 Sturmovik sim . THX
  13. SRS

    2 points
    Cool. I think it might enhance the experience and lead to some really big raids with other groups.
  14. SRS

    2 points
    Hello, we'll restart the SRS. It worked before, but now there's some kind of technical problem.
  15. 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).
  16. 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
  17. 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
  18. Все это в рамках механик сервера. Ни какой ошибки нет.
  19. 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
  20. 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.
  21. 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)
  22. 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.
  23. 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.
  24. 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 :)
  25. 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.
  26. 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.
  27. https://www.youtube.com/watch?v=5KSvFREYMvQ
  28. Thank you very much, that answers your question. Sorry for the delay in thanking you. Best regards.🙂
  29. okay, makes sense, thanks for clarification
  30. This mechanic isn't planned for now. It might be in the future.
  31. Server needs a kick🦶 (can't join after restart)
  32. 1 point
    The next campaign is scheduled to start today at 19:00 or 20:00 Moscow time!
  33. This player is banned for 1440 minutes. But, you close the shooters so that such situations do not happen.
  34. 1 point
    No. Don't rush it yet. We are working on payment options for foreign players. It's not easy.
  35. 1 point
    In our Team Speak, you can also find someone to fly with. Server address: il2-fl.ru Have a good flight!
  36. And who do you want to change the coalition to? Both of them? No. You said that one of you chose the wrong coalition, as I understand it. If someone chose one wrongly, that's one thing. But changing the coalition for everyone at once is another matter, and it's not in our rules.
  37. Everything's OK. Thank you so much for your help. I was very confused and didn't know why. Thanks and greetings from Spain.
  38. Hi! Seems to me that from the start of Velikie Luki campaing 17.11.2025, the server does NOT record Tank/Ground vehicle missions correctly?! I have tried two times, and the data is registered on the Air Mission side. Probably been reported already, but what is the status... any correction found/planned?
  39. Turbulence is completely disabled on all mission types.
  40. 1 point
    Ok, I'll try that. Just for clarification, they need to be viewing the webpage in order to send the invite out, I assume? And thank you guys for checking into this. This server is awesome.
  41. Yes. We are planning to. In 2026.

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