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-DED-Zlodey

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Everything posted by -DED-Zlodey

  1. The server is stopped. The launch date is not yet known. We will inform you about the launch separately.
  2. Hi. There is no mistake. In one of the recent updates, we added bonuses. There was a player in that tank, not an NPC. Therefore, a bonus of 2% of the number of points of the destroyed tanker and 5% of the amount of his finances is given.
  3. Hello everyone. Fixed an issue where air supplying garrisons via landing replenished only 50% of the required amount; Improved the stability of target identification. Previously, the commander would sometimes fail to identify the target and would not record the damage. The logic for calculating the number of destroyed units in supply columns has been completely reworked. Calculations are now highly accurate. A supply is considered destroyed when 85% of all its objects are ruined. Supply column links have been added to the interactive map. Now it is visually clear from which factory and exactly where the resources are being transported. This becomes available after reconnoitering the supply route. Additionally, the number of units in the supply column is now displayed in the dialog box. A link indicating which garrison an airfield belongs to has been added to the interactive map. The link appears when clicking on an airfield. Now, you can accurately determine ownership to avoid mistakes when trying to supply a garrison. As a reminder, you cannot supply a garrison from the airfield it belongs to. To complete a supply mission for such a garrison, you must fly out from a different airfield. A link has been added to the interactive map showing which factory resources for a bridge are consumed from, and to which factory they will respectively return at the end of the mission. Railroad station links have been reworked. Resource transfer directions are now much easier to distinguish. Fixed a bug where resources from factories were loaded into supply columns and bridges from a random factory instead of the nearest one (yes, don't be surprised, we've been living with this bug all this time))). The bug with the flight completion status has been fixed. Now, upon landing at an airfield, the status is set to "Landed". In this case, the penalty deduction for damage is 1/3. The damage-blocking nets above the tanks have been removed from the bridges.
  4. Increased voice volume for radio communication; Reduced background noise for radio communication; Increased radio communication range to 35 km; Reduced database load. Frequently accessed commander data is now cached and retrieved from memory, preventing database overload with queries; Added icons to the player online window indicating if a user is on the TeamSpeak server, as well as their status (online/offline); Added a countdown timer and penalty reasons to the player online window. If a character is captured or killed, a timer will tick down showing the remaining time until combat actions are permitted; Emergency landing at an airfield should now deduct three times less in-game currency (let's test this together); The "Bridge" objective is now considered destroyed when 65% of all its objects are destroyed; The logger bot now sees everyone on the TeamSpeak server, records multiple events, and tracks user statuses (online, mic on/off, sound on/off). In the future, we will add TeamSpeak server monitoring to the website so you can see who is in which channel; Fixed a bug where negative values were added to a group, reducing the overall income; Fixed other minor bugs; Partial code refactoring; Happy flying!
  5. Due to the problems of the master server, the game server is temporarily stopped. As soon as the master server becomes available and you can log in to the game, we will immediately launch the game server. This is done in order not to waste the generation with the restoration of all resources due to the lack of players.
  6. Hello everyone. We are discussing everything related to radio communication. Impressions of how it works. How best to organize with other groups, etc. How to conduct a radio exchange and when to do it? For example, when approaching a target, should you radio in to report your arrival, so that if there are allies they know about you and don't check the altitude again?
  7. To use radio communication, you need to be in any channel of our TeamSpeak server. The channels with bots are deliberately encrypted by us, because anyone who enters them can gain access to the logs and thus have unauthorized access to other people's data. If you have linked an account, bot will determine when you are on the game server and will automatically broadcast to you the speech of those who speak on the air and are within range of your radio station.
  8. Radio communication works only on our TeamSpeak 3 server. Address: il2-fl.ru You can use radio communication only on our game server while directly in the game. Radio communication is available only to users who have registered, linked their game account to the system account, and selected a coalition. The entire registration procedure is described in detail in the article: Account Linking.To start using radio communication, you need to link your system account with your TeamSpeak account. To do this, log into your account on our website and go to the section where you select a coalition. If you are registered and have selected a coalition for the campaign, you will see two buttons: Copy linking request; Copy status request; The first button copies the account linking request to your clipboard. The second button copies the request to check your account status in TeamSpeak. To link your account, click the button with the linking request. You will see the word "Copied" appear next to it. After that, go to our TeamSpeak server. At the very bottom, you will see a channel named "Registrator" where a bot with the exact same name will be located. You need to right-click on the bot's name to open the context menu, and then select the option to open a text chat with the bot. Attention! If you can't expand the channel (there is no bird to the left of the channel), right-click on the channel and select Subscribe to Channel At the bottom of the program, a new tab with a private text chat will appear, with a text input field below it. Paste the copied request into this field and press Enter. The Registrator bot will reply with the result of the operation in two languages: Russian and English. The request itself looks something like this: {"event":"link","gamerId":01,"registrationToken":"Token"}Attention! The account linking request is secret! Under no circumstances should you share it with unauthorized people. Do not send it to other chats! After a successful link, you should see the following response in the chat: f you happen to reinstall your operating system (Windows), your TeamSpeak identity will no longer be tied to your previous setup, so the linking procedure must be repeated. You can check your account status using a status request. To do this, copy the status request and send it to the Registrator in the private chat: The Registrator will reply with your linking status: Congratulations! Your TeamSpeak account is now linked to the system account, and you will now hear the radio broadcasts while in the game and in our TeamSpeak simultaneously. Setting up the Transmitter.n order to transmit voice messages over the air, you need to set up a push-to-talk button and configure the transmission. Depending on your client version and its localization, the location of certain menu items, buttons, their names, etc., may differ. I will describe the procedure for the TeamSpeak 3 client. First, find the "Tools" section in the top menu, click on it, and select "Options" from the drop-down menu (or you can simply press the Alt + P key combination). In the options window that opens, find the "Whisper" section. Click the "Whisper Lists" button. In the window that opens, click the "New" button. After clicking, you will be prompted to bind a key that you will use to speak over the air. It looks like this: Assign a hotkey or key combination. After that, you will see a screen similar to this, showing your local whisper list (on the left), your hotkey, and a list of FRONT LINE channels and clients: Expand the FRONT LINE list, then expand the "Channels" list, and find the channel named "AviaDispatcher" at the very bottom: Double-click it or simply drag and drop it into the adjacent left field, then click the "Apply" button: Congratulations! You can now speak over the radio using your assigned hotkey. Everyone who is within the range of your radio station and belongs to your coalition will hear your voice. Attention! Important! If you have set up the transmitter and you do not hear anyone during the check. Right-click on the AviaDispatcher channel and select Subscribe to the channel from the context menu.
  9. Hello everyone! We have completed work on a major server update. In this update, we have added new interaction features, rewards for scouting supply columns, bonuses for victors in aerial combat, made changes to the economy, and fixed a number of bugs and flaws. But first things first. Radio Communication. The largest and most noticeable new feature is the implementation of radio communication via TeamSpeak 3. Now, by being on the game server and in our TS simultaneously, and after configuring the client, you will be able to use radio comms. This will broadcast to all combatants belonging to your coalition within a certain range who are performing combat missions at the same time as you on our server. How does it work? There are two bots living in our TS. One is for linking your TS account to the system account (so the system can accurately identify you, see your coalition, etc.). By the way, the linking procedure is very simple and takes literally 30 seconds. The second bot acts as a repeater. The player assigns a push-to-talk button and configures "whispering" to the repeater bot. That is, you will be talking to the bot. The repeater bot (after your account is linked) knows your coalition, your coordinates, and the coordinates of other virtual pilots and tankers, and can relay your speech to those within the radio station's range. This way, players can sit comfortably in their own channels without losing connection to other channels in our TS. You can plan and execute joint operations without having to set up multiple different buttons to whisper into different channels, to different players, or, even worse, channel hop. It is enough to set up "whispering" to the repeater bot just once. From now on, there is no need to gather in a huge crowd in one channel, which is usually full of noise and chatter. You can split up into flights or specializations (attack aircraft in one channel, transports in another, fighters in a third), go to different channels, and still maintain contact. With this, we simulate real radio communication used in aviation to this day, albeit with a shorter hearing range, and we hope this will facilitate organization and bring the server to life in terms of communication. Zoning. Radio communication is divided into zones. There are three in total: Briefing. Combat mission execution. When the player spawns on the airfield or in a tank. Outside the server. While in the briefing room, via radio communication, you can talk to all players (only those who have linked their account to the system one) who belong to your coalition and are also in the briefing, but you cannot broadcast messages into the combat zone. Those who have spawned on the airfield or tank range cannot hear the briefing zone, and the briefing cannot hear them. Therefore, coordinate your actions in the briefing room beforehand. In the combat zone, players can request help if they suddenly encounter superior enemy forces, etc. Outside the server, radio communication will not work at all. If you leave our server, no one will hear your messages—neither the briefing room nor the combat zone. In addition, we tried to add realistic noise and interference to the radio comms, which will add realism to air and ground battles and provide immersion for players. The radio connection will cut off when a player leaves their vehicle or is shot down. Such a player is immediately moved to the briefing room, so don't try to shout on the air hoping to give a tip to someone who is still fighting. The range is 31 km—a sphere, not a cylinder. Future Prospects. At the moment, radio communication has been implemented experimentally. If players actively use the comms and like this approach, we will develop it further. What could this development look like? Well, firstly, although it is not very historically accurate, for the sake of game mechanics, we could add "communication nodes" that will increase the radio range. These could be physical objects that aircraft can destroy to deprive the opposing side of the extended radio range. Also, VNOS (Air Observation, Warning, and Communication) posts are planned. Players will be able to transport and set up air observation posts using transport aircraft. In turn, these posts—with some errors, but more accurately than regular game triggers (many of you have seen text hints on other servers like "enemy aircraft spotted in such-and-such grid," even though there might be more than one aircraft, and it's unclear what altitude or course they are on)—will be able to notify everyone within radio range. Our posts will be able to broadcast the approximate altitude, quantity, types (specialization), and approximate direction of one or more aircraft. This will facilitate interceptions and, as a result, spectacular dogfights. Furthermore, for fans of immersion, we could add AI dispatchers to airfields, with whom you can communicate. Requesting a "bearing" (direction to the airfield), getting weather conditions, receiving takeoff clearance or denial... The radio setup is described in the article: Scouting Rewards. Since transport columns, railway, or maritime supply require reconnaissance, we have added a reward for those who perform such tasks. The conditions for receiving the reward are simple: you must be the closest to the center of the trigger when it activates, and after the "fog of war" circle is replaced by an icon, return to any allied airfield. If the scout does not return, the reward will not be credited to their account (but will be noted in the session log with the values). If the scout is in a group, the reward goes to the group's shared income. Each successful reconnaissance is rewarded as follows: For scouting a garrison supply: 100 in-game currency and 35 points. For scouting an airfield supply: 200 in-game currency and 70 points. You can read about supplies and the mechanics of scouting them in the articles: "Airfield Supply: Life for Aviation" and "Garrison Supply: The Key to Success". "Headhunting". A bonus for shooting down aircraft has been added to the standard reward. The size of the reward directly depends on who you shoot down (destroy on the ground in PVP), as it is calculated in relation to the enemy's balance and points. If it is an ace or just a general with a lot of in-game currency and points on their balance, the reward will be higher, but if it is a rookie who is barely making ends meet and is just learning to play in a virtual war environment, the reward will be insignificant (sometimes even zero). Hunting aces is more profitable than shooting blind rookies. The main condition for receiving the bonus is the survival of your game character at the time the bonus is calculated. If the victor is in a group, the bonus is credited to the group's shared account. The bonus amount in points is 2% of the number of points shot down.; The bonus amount in the game currency is 5% of the downed balance.; Reward for Paratroopers. As of this update, the reward for shooting a paratrooper is abolished. Now, the reward for the crew will only be awarded up to the moment they bail out of the vehicle. However, please note that clause 6.3 of the server rules states: "It is forbidden to intentionally leave the game while flying or operating a tank without a technical or gameplay necessity (damage that does not allow continuing the fight). Bailing out of an undamaged vehicle by the crew is considered disrespect to the enemy and is strictly punished." Such actions disrupt the mission balance, interfere with other players, and can lead to account wipes. In the future, we will implement automatic monitoring of "bailing out of undamaged vehicles," and the system itself will punish such players with massive fines. Full list of changes and additions: Added radio communication; Added rewards for reconnaissance/scouting; Added bonuses for shooting down enemy aircraft; On the website, in the "Gameset" section, in the combat loadouts dropdown list, the sequence number of each combat loadout is now displayed in its card, fully corresponding to the game. This should allow for better navigation and faster associative finding of the required loadout on the website; On the website, in the "Account" (profile) section where the campaign coalition is selected, buttons have been added to copy commands for linking a TeamSpeak account; A new event, "Reconnaissance" (Scouting), has been added to the statistics section on the website; Fixed a bug where an incorrect status was set upon connection loss, resulting in deductions (the "disconnect" status was not always assigned when needed); Rewards for shooting at characters (bots) are credited only up to the moment they bail out of the vehicle. If bots have abandoned the vehicle, they can still be killed, but no rewards are awarded for such actions!; Fixed a bug where a +streak was awarded even when the character died; Fixed a bug where a reward was issued for shooting down an allied aircraft; Fixed a bug with delayed victories (when the victor might have already left the server, and the kill notification only arrives when the virtual pilot fails to reach their airfield), where if the player was in a group, the reward was not credited to the group. It should now be credited properly; Minor program code improvements; Increased the in-game currency reward for destroying ground targets by 20%; Increased the in-game currency reward for shooting down enemy aircraft by 25%; The amount of experience required to obtain the 12th and 13th ranks has been significantly increased; The non-combat update of airfield statuses has been increased to 10 minutes (previously, the current status of airfields was shown to the enemy with a five-minute delay); The time to exit to the briefing room has been increased to 15 seconds.
  10. We believe that this is an accident. It's likely that the Internet went down or something else. At the moment when he came out, your plane was quite far away. About 6-7 kilometers. An aerial gunner doesn't scream at such a distance. The location is yours, I marked it on the map at the time of its release. He's the blue one. The red one is you.
  11. And the second time? Copy the link from the address bar. So that we don't look for your departure and the enemy. https://il2-fl.ru/ru/stats/sortie/191735/0?gamerId=177&tab=flight-log
  12. Please provide links to these departures. Please provide links to these departures. We'll check it out.
  13. This is a mistake. It will be fixed soon.
  14. Is that what you mean?
  15. No. The remuneration is not fixed. It is always considered from the point of view of necessity. That is, is there a need for supplies at the destination? And exactly how much benefit the flight brought. In addition, rewards are awarded for each kilometer for the flight distance. The distance is measured in a straight line from point "A" to point "B". In other words, if the airfield is 100% full of resources and you bring some other resource to it, you will not receive a reward.
  16. Fixed a bug where there was no award for airfield supplies.
  17. The second flight is the same - we add 56 + 82 = 138 In addition, one container did not fall within the radius. Try to supply garrisons where there is no attack or defense.
  18. It is necessary to supply only those garrisons that require supplies. that is, they are incomplete. In your case, supply the garrison, which has part of its forces deployed in the field, to attack! Take a look at the screenshot. To determine the full current strength of the garrison, you need to add up the value of the actual strength in battle. 203 + 303 = 506 is the maximum strength of the garrison. That is, the garrison is full and does not require supplies. Therefore, you did not receive a reward and there was no replenishment of the garrison.
  19. Yes. There are problems with transport flights to airfields, or rather with remuneration for them. We will fix it soon. If your goal is farming, use garrisons instead of airfields. Supply garrisons instead of airfields. This is, of course, temporary.
  20. 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!
  21. 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.
  22. 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.
  23. 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.
  24. It's not a mistake.
  25. 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"

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