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-DED-Zlodey

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  1. Hello everyone, Congratulations on Victory Day! In honor of Victory Day, we are giving all players three days of premium subscription. In this update, we have changed the air supply system for garrisons. Previously, each flight restored the garrison strength by 20 points regardless of the garrison’s maximum strength. Because of this, many garrisons (50% or more on some maps) that had lost strength during battles were not worth supplying by air transport. The only option was to hope that the commander would send a ground supply convoy to the required settlement, which often did not happen. Therefore, we decided to change the system. Now, each flight restores garrison strength proportionally to the garrison’s maximum strength. As a result, a single transport aircraft using a landing delivery method can replenish/restore up to 16% of the maximum garrison strength. In addition, we have added another method of supplying garrisons — by dropping cargo containers with parachutes. This method is also tied to the maximum garrison strength and can replenish/restore up to 14% of the maximum garrison strength. However, there is a risk of missing the target. Each container is individually calculated during the drop and landing process. If a container lands within a 1200-meter radius of the garrison point on the interactive map, it will replenish/restore the garrison. If the drop misses, no replenishment/restoration will occur. No reward is granted for failed drops. As before, the reward amount still depends on the distance from the airfield to the garrison (one-way direct distance). The greater the distance, the higher the reward. The number of enemy garrison connections, just like with the landing delivery method, also affects the final reward values. We have fixed an issue where rewards were granted even if the player did not return the transport aircraft to the airfield. Now, in order to receive the reward, the vehicle must be returned to a friendly airfield regardless of the supply method — either landing delivery or container drops. Since connection losses occur quite frequently in our beloved flight simulator, causing players to unfairly lose rank and in-game currency, we have added a new system designed to reduce such losses. It works as follows: If the vehicle or crew members are damaged, nothing changes when the connection is lost. The player receives the same penalties as before this update. However, if there is no damage, the following condition is checked: If, at the moment of disconnection, an enemy player is present within a 3000-meter radius (sphere), the player will receive the same penalties as before this update. If there are no enemies nearby, the player will not receive any rewards if applicable, but will also avoid penalties. We believe this system will reduce losses caused by accidental disconnections. Completely eliminating them is unfortunately impossible. We ask for your understanding — we have done everything within our power. Since we want players to spend more time flying on our server, we are introducing a flight-time reward system. The idea is simple: the longer a player flies, the more in-game currency they will receive as a bonus at the start of the next campaign. Each minute of flight time (engine hours) is equal to 0.5 units of in-game currency. For example, at the time of writing, the highest flight time in Campaign 19 belongs to a player with 6,670 minutes. Therefore: 6,670 / 2 = 3,335 bonus currency starting amount of 1,500 coins = 4,835 coins at the start of the next campaign. If a player did not participate in the previous campaign, they will only receive the standard starting amount of in-game currency. In addition, we have laid a solid foundation for implementing new, interesting, and even exciting features, which we will talk about later. Full List of Changes and AdditionsAdded the ability to supply garrisons by dropping transport containers with parachutes; The supply system has been converted to a percentage-based model; Added a disconnect detection system; For premium account holders, the session map now displays icons for cargo container drops and landings, paratroopers (future airborne troops), bombs, rockets, rocket containers, and rocket-assisted takeoff boosters; Fixed an issue where supplies were sent to the wrong map; Added a starting bonus system based on playtime duration in the previous campaign; Fixed an issue where players received rewards even after unsuccessful landings during garrison supply missions and without returning the vehicle to a friendly airfield; Fixed an issue where the event date did not match the actual event occurrence date; Fixed other minor bugs; Performed minor optimization and code refactoring; Updated airfields on the “Odessa” map; Updated the main server rules; Changed the map rotation order (Stalingrad will now start earlier than Prokhorovka). Have a great flight!
  2. Thanks for the tests, for the suggestions. Mathematically, maybe the Pe-2 is not a double advantage over the He-111. We didn't say, but when "balancing", we are guided not only by flight, technical, combat characteristics. We also look at the attitude of the players themselves to this or that technique. On the versatility of application. Probably you will agree that the Pe-2 is much more versatile aircraft than the He-111? Our goal is to ensure that not only the best aircraft in terms of efficiency meet in the sky, but also others that are less efficient and therefore less popular. We have a "Losses" section, however, it is only available with a premium account. But that's not the point. The bottom line is that you can see how many flights were made on a particular technique and how many of them ended with the loss of the aircraft. Here are the screenshots: The screenshots show how many aircraft were lost / how many sorties were made (the ratio of losses to successful sorties) This is for the entire previous campaign #18 As you can see, the popularity of the He-111 leaves much to be desired. It is used relatively to the Pe-2 only in 15% of cases. I believe that with such a significant advantage, there is no need to worry about four bombs versus two. Do you think I am right? By the way, the Pe-2 had more losses than the He-111 had combat missions.
  3. The Pe-2 flies faster. While the He-111 makes one flight with four bombs, the Pe-2 makes two flights with two bombs. Mathematically, both pilots will deliver approximately the same number of bombs to the target in the same amount of time. I understand this. We cannot balance speed and climb rate. @Denisik_FL flies for both coalitions and is well aware of the challenges and balance of both sides.
  4. In the new war: -Added 2 maps, Odessa and Prokhorovka. -Changed the aircraft setup (date editing). -Increased income by 15%. -The end of the war will now be on May 9, 1945.
  5. It's not a mistake.
  6. We didn't have enough time during the mission. We need to get to the briefing before it ends. When the session ends normally, you can see the message "End"
  7. Thank you! The He-111 cannot be a transport, as transport missions require a "military cargo" modification, or something similar. Even if you fly a transport plane but do not take this cargo, the transport mission will not be completed.
  8. Hello everyone. Today’s update includes the following: Website:Stats Restyling and Redesign: The statistics section has been completely redesigned to look like an archival document. Expanded "Losses" Section: The section now displays analytical data categorized by loss types: Air Combat, Friendly Fire, AA (NPC Anti-Air), and Non-Combat losses. Data Cleanup: Invalid data is no longer displayed in the "Losses" section as it was previously. Performance Optimization: Improved the performance of the "Losses" section (response speed has increased by up to 10x). "Online" Dialog Improvements: You can now quickly jump to a player's profile directly from the Online dialog. Nicknames are now clickable, redirecting you to either the Pilot or Tanker profile depending on what the player used most recently. All players are now marked with an icon representing their faction/side. Interactive Map: The information dialog for primary objectives (Attack/Defense) no longer displays the exact numerical composition of the target. Only the "health" bar and its percentage value remain. Mission Info Dialog: Added a wind direction toggle. This setting is remembered and stored in the browser's local storage. Main Page Performance: Improved the performance of the main statistics page. Session Log: Added an option to select the number of rows displayed per page. Group Earnings: Added an option to select the number of rows displayed per page. Session Log Bug Fix: Fixed an issue where events could not be sorted by date. Session Map Path Customization: You can now manually choose the color of the flight/movement path in the session dialog. High-Precision Rendering: The session map now uses the most accurate data points for path rendering, bypassing the Ramer-Douglas-Peucker algorithm. Paths are now significantly more precise. Directional Arrows: Fixed the incorrect display of "arrows" symbolizing direction of movement on the session map. Waypoint-Based Paths: Paths on the session map are now drawn exclusively through waypoints. Previously, they were occasionally drawn through combat events, which could give an inaccurate representation of a player's location at a specific time. Speed Data: Approximate movement speed has been added to waypoints in the session events dialog. If speed is not displayed for a waypoint, it means the data could not be calculated. Manual Session Linking: Added a button in the session dialog to manually add a link to any session (e.g., one that the service didn't automatically display on the map). This is useful for viewing joint flights or finding a session where you were flying with someone else. Groups Search: Added a search feature to the "Groups" dialog. This is useful for quickly finding a player by nickname to send an invitation, etc. Nickname Fix: Fixed a bug where outdated nicknames were displayed in the "Groups" dialog. Commander:Waypoint Timing: Fixed the timing for "Waypoint" events. The event time is now much closer to real-time, eliminating the previous variable time lag. Income Logic: Delayed player destruction events should no longer overwrite income data (points and profit). Calculations now use mathematical addition for expenses and income, ensuring the website displays up-to-date financial information. Database Performance: Improved overall database performance. Stability: Various other technical and minor fixes to improve general stability and speed.
  9. This is a mistake. It was just that the delayed victory overwritten with new data those that had previously been saved. It did not affect the calculation of points and finances. In this regard, everything is correct. The bug will need to be fixed in the next update.
  10. 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).
  11. No. Give a link to the flight you have in mind. And try to explain it in more detail.
  12. It's possible. But this is not a priority. You can check out the roadmap for 2026. In Russian, really. FRONT LINERoadmap 2026. Планы, которым не суждено...Всем привет. Попытаюсь написать то, что в наших планах было до сей поры. Все это то, что мы планировали, хотели, стремились реализовать. Но...Просьба не читать список как обязательный. В процессе разр
  13. Send me a private Email to which your account is registered. And the nickname in the game.
  14. Pause is a premium feature paused.
  15. In honor of the holiday, we gave everyone 3 days of premium access. This means that we have credited a certain amount of finance to all accounts to access premium features. News:

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