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    Falcon 4.0 today
    MigBuster
    By MigBuster,
          Now for a quick look at an F-16 flight combat simulator you may have heard of, in particular the only version of Falcon 4.0 currently in development. Benchmark Simulations official add on to Falcon 4.0 is called BMS 4.33 (currently upgrade 4) and to use you need to buy the original 1998 Microprose Falcon 4.0 from places such as GOG.com and then install that first. Then you install BMS 4.33 after downloading via the torrent from the BMS web site. Now if you are lucky you perhaps played the original or one of the other versions, or even the other official release Falcon 4.0 Allied Force from 2005 (that I will confirm BMS most certainly DOES NOT work with). However if you have not, you will be starting a learning and somewhat challenging journey, which is about what these types of things are all about after all. Things like the Avionics go very in depth and 4.33 brought with it a Maverick Handoff procedure with the targeting Pod that will make grown men cry – although I am not entirely sure a certain defence contractor couldn’t have made it easier if they had tried! You might also have noticed the Avionics Configurator option on the splash screen that already caters for about 40 different versions of the F-16. That’s right if you are not familiar with F-16s then erm well even a Block 50 for example has different versions with different avionics and capabilities depending on the year (upgrades) and the country it was sold to and this is impressively catered for. I will have a Block 30 with GE-132 and go faster stripes please      Although Falcon BMS does still trounce all in its path in certain aspects I am going to briefly start on one of the less impressive parts of Falcon, that being the visual environment.  Despite its 1998 origins, limitations have been progressively overcome to improve this area also. BMS 4.33 Came with many new ground and air objects as well as a new terrain set with trees by Polak.     Like Strike Fighters there are some very talented  individuals who have spent years providing professional level mods for free. I will give mention to Falcon Legend JanHas (http://www.janhas.net/) who has been around for…ever it seems. Real credit to the guy and rest be assured every rivet is polished to perfection to provide models as good as or better than anything else. His mods also come with comprehensive install documentation – and yes you do need it.   New afterburner flame most welcome    Installing mods is not as easy as Strike Fighters, there are bits you copy and paste but the models still need LodEditor to install them. Having just installed pretty much all of the JanHas mods I can tell you that despite it looking complex initially you are just pressing buttons and changing a few numbers at the end of the day so after the first few it becomes pretty easy – just time consuming having to do it manually. Why are these mods not in the baseline install making my life easier? - Well the reason is I have read that BMS have certain standards they keep to so it still runs on lower spec hardware. After a Herculean effort to get the mods installed!   Also as with Strike Fighters, Modders have created different theatre’s for Falcon 4 over the years including the middle east, Balkans and Germany (Ostsee by TomKatz) that even makes an attempt to populate the terrain with well placed 3D buildings.       So there you have it, graphical improvements have been slow because it requires good samaritans with free talent with free time, but it’s always nice to see there has been progress in that area. I have not mentioned the internal view because that is already more than good enough, especially considering most of a campaign is where I’m at anyway!            

    Il2 Terrain Update Dev Blog 182
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Hi Guys As I was reading it, i was so amazed and couldn`t believe, they are really updating it. Im really, really, really happy!!!! But enjoy it my friends!!!!

      Hello virtual pilots,   Today I have the honor to write a Dev Diary. My name is Evgeny Isaev, I'm the lead map maker. I want to tell you a bit about our work and share some good news.   The Stalingrad map was the first in our project. Time has passed and now, thanks to our lead programmer Sergey Vorsin, we have new technologies, instruments and methods that allow us to reach a new level of quality. In addition, the recent changes in the engine for almost four times visibility distance increase caused visible artifacts on maps that were most apparent on the Stalingrad map. So it was the time to re-visit and improve our first map. This wasn't planned initially, but we ought to find the time for this task.   The main issue was the repeating of terrain textures that was much less noticeable before. Even with very large textures, visible tiling is inevitable with the new far visibility distance. To solve this issue, we used our new tech that was created for mountains on the Kuban map - procedural texturing. This allowed us not only get rid of the tiling but also emphasize the map relief and make each area unique. Nature itself helped us in this task - we used the real-world satellite heightmaps. We ourselves were surprised at the end result.   We read your comments on the forums and know that some of you put up some valid points regarding the maps, for instance, that the Stalingrad area is a steppe and therefore it should have much less agricultural fields. We knew this since we always do a thorough research on the areas we recreate in the game, but this implementation was mandatory. It's pleasant that you notice smaller things. Now, the most part of the updated Stalingrad map will be a steppe, making it more true to history.   Thanks to our increased experience and new methods at our disposal we were able to achieve a much better result - the ground surface became much more vivid, its microfeatures are different on cliffs, ravines and plains, contributing to the feel of the world scale and allowing to estimate your altitude easier.   You can see some screenshots of the updated summer map below (update 3.001 will include the updated summer and autumn seasons). The old version of the map (but with the new visibility distance and sky) is shown on the left for comparison, while the updated map at the same lighting conditions is on the right.                         We hope you'll like the new version of the map and it will give you new emotions from the flight in our simulator.   The Link  https://forum.il2sturmovik.com/topic/168-developer-diary/page-5#entry543945  

    CAP2 Development Round-up
    MigBuster
    By MigBuster,
      We wanted to drop you a round-up of what’s been happening with CAP2 development over the last few months.  As you can see from the summary below, update pace is gaining momentum.  This is due to continue as we bring you a run of smaller updates, focused on all aspects of aircraft AI.     We are excited about December as we finally start to bring the missions to life!   Current work is focused on all aspects of aircraft AI.  This will improve things such as: Dogfights AI aircraft mission integration (taxiing, AI flight member roles) AI airbase traffic AI aircraft weapon deployment (AA & AG) AI awareness of aircraft state (fuel, weapon state, radar, RWR) A2A refueling.   This means for example, in a training mission you might see a tanker takeoff while your flight taxis to the runway. You takeoff, form up and hit training area targets line astern, refuel and return to base. Another example, for the Mach Loop you may be in a flight of four aircraft transiting the loop where you may be lead or following the flight leader.   Live now We’ve dropped four patches over the past couple of months and the current version (v810.7) is now live across all branches (including VR). Here’s Ed’s posts from the Steam community hub  detailing what these these four patches included:   V810.4 Terrain editor - We've completed a lot of background work on the terrain editor which means we can now rapidly improve areas of interest from the base imagery and OSM data. We intend to make the editor available in the future for people to customise and share terrains, together with a mission editor. Training missions - We've used the improved editor to begin building the Yuma training missions. You may discover the newly populated target ranges. Mission planner Improvements - We've fixed some of the issues with the mission planner and it also now shows elevation as well as coast line. You will see that the map now includes most of the UK and the Yuma Map extends up to the Grand Canyon. In the future we will also extend the satellite imagery and OSM data - either through DLC or a future update. Easter Egg - Many players have now found this in the UK map, well done! Richer environment - As you can see from the screenshot below of the Harrier leaving Khasab we have added thousands more buildings and lots of additional vegetation. You may be aware (and have contributed - thank you!) that this is done by adding more OpenStreetMap data. It's been done as an aside and hasn't impacted general development. Abu Musa and Kaneohe Bay are also now more significantly built up. We've also added a host of custom objects including power lines, lighthouses, water tanks, ATC towers, rigs etc. Fuel Tanks - As you can also see from the screen above, the Harrier now has external fuel tanks, including associated fuel flow logic and displays, you’ll be able to mod them soon. Terrain Lighting - We've added lighting to roads, runways, taxiways and buildings, illuminating villages and cities which really adds to immersion. In case you missed it here’s the promo from a few weeks ago showcasing this. You will also see that we’ve improved vegetation, adding different trees and increasing their density. Cockpit illumination - As you can see from these before and after shots, the Harrier cockpit now has night illumination. It's easy to see dials/gauges around sunset. You can separately adjust the lighting intensity for self illuminated instruments and the cockpit floodlights. The full day/night cycle will come in a subsequent update. We've got a sky shader to complete which bounces a lot of rays through the atmosphere and produces great sunsets and sky throughout the 24hr cycle.   v810.5 Mostly a bug fix build, notable changes include: Controls: Control and shift on mapped control keys are now saved. Controls: OEM keys are labelled correctly. Controls: Added default mappings for keyboard, gamepad, joystick. HARM: firing crash fixed. HARM Mission: mission starts. Terrain LOD: settings bug fixed. You can select Low, Medium, High, Ultra. Flight model: fix for a drag calculation. Time Of Day controls: added to adjust current time and environment lighting.   V810.6 Added fixes for fullscreen monitor selection. When in fullscreen mode, changing the selected output monitor is immediate. Also the monitor label has an index added to distinguish between identically named monitors (generic pnp display...) While working on default controls I realised none of the controller manufacturers seem to use the correct USB usage codes for controller buttons or axes/sliders which have a specific function. There are codes defined for controls such as throttle, chaff, flaps, trim etc. It'd be great if they used them where relevant as auto mapping a controller would be pretty simple. Anyway, I'm adding default settings for common controllers which will be included in coming updates. I've also begun work on the axis response curves UI. The TOD/lighting controls are pretty cool. Give them a try, you'll probably find yourself constantly tweaking the light levels. Once the updated day/night sky shader is complete you'll be able to adjust the full 24hr cycle, plus advancing mission time will be added. The terrain LOD settings fix/update improves the appearance of distant lights popping into view and fixes an issue where extra scenery was being drawn.   v810.7 The debug keys for time shifting and cloud regeneration are available in Controls->Misc You can accelerate time from 4x to /32 (decelerating 32x was useful for testing things like gear animations) A crash on starting Hawaii free flight is fixed. You can now add your own cockpit photo. There's a directory 'Mods - Examples' in the game folder which details how to add your photo.   Should you buy CAP2 now? If you don’t yet own CAP2 obviously we’d love for you to join the crew.  We encourage you to read the store page details carefully first, particularly with reference to what features are currently enabled so that you have the correct expectation from the current build.   Reviews If you are enjoying CAP2 we would appreciate a quick Steam review as it greatly increases visibility within the store.

    DCS Weekend News 1 December 2017
    MigBuster
    By MigBuster,
    DCS: AV-8B Night Attack V/STOL Released! We are delighted to announce that DCS: AV-8B Night Attack V/STOL by RAZBAM was released into Early Access on 29 November. This is the second offering from RAZBAM for DCS World after their critically acclaimed DCS: M-2000C. The AV-8B continues their dedication to detailed craftsmanship with this iconic aircraft. DCS: AV-8B Night Attack V/STOL Web Page: www.av-8b.dcs-world.com Video: DCS: AV-8B Night Attack V/STOL Note: DCS: AV-8B Night Attack V/STOL uses our new, keyless protection system. This system requires periodic internet connections. About DCS: AV-8B Night Attack V/STOL: The AV-8B project was born in the early 1970's as an effort to improve the operational capabilities of the AV-8A first generation Harrier. The AV-8B made its maiden flight in November 1981 and entered service with the United States Marine Corps in January 1985. It later evolved into the AV-8B N/A (Night Attack) and AV-8B Harrier II Plus. The first flight of a modified AV-8B in the night attack configuration was on June 26th, 1987. Deliveries to the USMC began in September of 1989 to VMA-214 at Yuma, Arizona. Follow-up units based out of Yuma received their Night Attack AV-8Bs by the end of 1992. In 1984 the AV-8B N/A variant (originally known as the AV-8D) included the NAVFLIR (Navigation Forward-Looking Infrared camera, consisting of a GEC-Marconi FLIR system mounted in the nose) for night operations. Additionally, GEC Cat's Eyes night vision goggles were provided to the pilot as well as a revised cockpit with color MFDs, a wider field-of-view HUD display, a color CRT digital moving map and "heads-down" capability. The AV-8B N/A also sports four Tracor ALE-39 countermeasures dispensers along the top of the rear fuselage, in addition to two ALE-39 dispensers along the lower rear of the fuselage. The AV-8B N/A also fields an updated version of the Rolls-Royce Pegasus 11-61 (F402-RR-408) vectored-thrust turbofan engine. The subject of this study level simulation is the AV-8B N/A Bu No's 163853 and up which are the latest variant of this very capable AV-8B variant. Key Features of DCS: AV-8B N/A VTOL by RAZBAM include: Advanced Flight Model that also provides realistic performance and Vertical Takeoff and Landing (VTOL) characteristics Highly detailed external 3D model and textures with animations Highly detailed and accurate 6 DOF cockpit with high resolution textures, specular and bump mapping, and mouse-interactive controls Highly realistic modelling of the aircraft systems including electrical, fuel, hydraulics, lighting, engine and navigation that includes: Digital Engine Control System (DECS) Automatic Fuel System Air Refueling System Electrical Power System External Lighting Internal Lighting Hydraulic Power Supply System Flight Control System (FCS) Head-Up Display (HUD) Up-front Control (UFC) Option Display Unit (ODU) Multipurpose Color Displays (MPCD) VREST Computer (for jet-borne flight) Air Data Computer (ADC) Environmental Control System (ECS) On-Board Oxygen Generating System (OBOGS) Realistic weapons, sensor, and defensive systems include: Air-to-Air and Air-to-Ground GAU-12 Equalizer 25 mm (0.984 in) 5-barreled Rotary cannon pod 6 under-wing pylon stations holding up to 9,200 lb (4,200 kg) of payload which include: AIM-9 Sidewinder or similar-sized infrared-guided missiles AGM-65 Maverick Air-to-Surface missiles Mark 80 series of unguided bombs (including 3 kg [6.6 lb] and 14 kg [31 lb] practice bombs) Paveway series of Laser-Guided Bombs (LGBs) Joint Direct Attack Munitions (GBU-38, GBU-32, and GBU-54) Mark 20 Cluster Bomb Units (CBUs) AN/AAQ-28V LITENING targeting pod ALQ-164 ECM Pod Several skins Detailed Operational Manual and Pocket guide Instant Action, Single, and Training Missions Detailed representation of the USS Tarawa (LHA-1), lead ship of her class. We hope you will enjoy this fabulous new product from Razbam. Here at ED we are all very impressed. A few words from our CEO, Dr. Igor Tishin Dear valued DCS World customers, Over the past several months, we have read your concerns and frustrations regarding aspects of the growth of DCS World. In particular, the length of time that it has taken to create the unified DCS World version (DCS World 2.5) and our DCS World War II developments. I'd like to talk to you about both of these to help foster a clear picture of where we were, where we are now, and where we plan to be. First of all, thank you all for your support and being with us for the past 27 years and sharing our vision of what we believe the flight simulation genre can ultimately achieve. From the very beginning, when Eagle Dynamics was established in 1991, our main priority was the creation of Highly Realistic Flight Simulators. At that time, there were just seven of us when we released our first project: Su-27 Flanker 1.0 in 1995. Over the past 27(!) years, we've come a long way from a simple computer game, to a professional-level combat environment simulator. Today, we have about 80 internal programmers, artists, managers, testers and producers. Additionally, we have 18 partners and 3rd party developers that are participating in our internal projects, as well as developing their own modules for DCS World. During all of our history, we remain loyal to our initial dream of making the most realistic combat aviation simulations. Starting from one simple, Standard Flight Model (SFM) Su-27, we took our next step in 2003 with five aircraft for Lock On: Modern Air Combat (LOMAC). Following LOMAC, we created our first Advanced Flight Model (AFM) for the Su-25T in 2005. Next came our first Professional Flight Model (PFM) with the Ka-50 Black Shark and the A-10C Warthog in 2008 and 2009. For an aircraft like the A-10C, it usually takes about three years of hard work to develop the PFM. In parallel to development of the software for these aircraft, getting the required permissions (aircraft manufactures and government) can often be a big obstacle and time-consuming process. For both the Ka-50 Black Shark and A-10C Warthog, we spent two years of great effort to get such permissions! More recently, and with great difficulties, we finally signed the necessary agreements to allow the sale of our upcoming DCS: F/A-18C Hornet. The team has been working very hard on this project and we are at the point now where we are talking much more about it with regular updates. After a long period of developing needed technologies, research, design, and legal matters, we are nearing the point in which we will be able to provide the Early Access version of the Hornet. Right behind the Hornet, we have other modern, combat fixed-wing and rotary-wing aircraft ready for development within the Eagle Dynamics internal studio. Our talented 3rd parties are also working hard on other great aircraft like the AV-8B Night Attack V/STOL, F-14 Tomcat, FC-17, F-4E Phantom II, Mi-24P Hind, Bo-105, and others. Naturally, all 3rd party projects are only made possible with very active technical support from Eagle Dynamics. So, be assured that we have not given up our initial dream! Modern, combat aviation is alive and well in DCS World and will continue to be. One of the biggest factors in creating a great flight simulation is the graphics engine. This is also probably the most technically complicated. During our 27 year history, we have internally developed five(!) generations of graphics engines. This is a massive effort for such a small company, whereas many other companies use “off the shelf” solutions. We have evaluated other engines (MSFS, OSG, etc.), but we always returned to the own internal solutions because only they provided the capability and quality we demand for a modern, combat aviation simulation. The biggest needs has been the ability to render an environment that looks and performs great from 1 meter to 50,000 meters. Graphics cards are developing so rapidly that many companies are not capable of keeping their technology current with new hardware. After eight years of intense work, we recently developed a very stable version of our graphics engine that is based on DX11 and Deferred Shading technology. We are also developing our engine to take advantage of the Vulcan API to further improve game performance. It's important to understand that a graphics engine is not only a Scene Renderer, but the terrain creation tool technology is equally important. This is the main reason why we could not merge DCS 1.5 Caucasus and 2.1 Terrains for such a long and regretful time. To do this, we first need to convert all the terrains, missions, training, and campaigns that were developed over many years for Caucasus map to an absolutely new terrain data structure and adjust all applied programs. We've put a massive amount of effort into this effort and it is almost complete. We plan to release DCS World 2.5 in the coming weeks! Now, let's talk a little about DCS World War II and why it does not delay our modern day combat aircraft and why it's a valuable aspect of DCS World for us and you. We cannot deliver modern, complicated aircraft faster than we and our 3rd parties are already doing, but growing a business needs more and more revenue to grow the team and make better products. We were very surprised to find that the investment vs. generated revenue has been excellent for the World War II aircraft. In fact, the P-51D Mustang has twice the cost effectiveness of the A-10C Warthog. We also realized that our World War II aircraft attract new customers that may have not otherwise been familiar with DCS World. Many DCS World War II pilots move to our jet aircraft that are within the integral DCS World. So, our World War II aircraft provide a good advertising environment for the DCS World concept as a whole. As we bring in new programmers, artists, and engineers to Eagle Dynamics, it is first necessary to place them on relatively more simple projects to get them up to speed. World War II aircraft are a great tool for this. Our new staff can use the World War II aircraft to learn our tools and sharpen their talents with DCS World development environment. They are separate from the main projects (like the F/A-18C) developers, and they are not involved with the modern aircraft development efforts. Otherwise, it would not be practical to develop the aircraft like the F/A-18C with staff split between projects. The Fighter Collection (TFC), Eagle Dynamic's principle partner, has one of the largest, private collections of World War II aircraft. TFC has been requesting World War II aircraft for DCS World for a long time and we cannot ignore our partners. TFC has been instrumental in its support for these projects. As you can see, DCS's World War II series doesn't compete with modern aircraft projects for development resources. In fact, it supports it. The same is true with the L-39 and Yak-52 projects. These two projects were also sought by government institutions, but we were also able to negotiate their release to you. I very much hope this all makes sense for you. We are reaching an important milestone of DCS World with the release of DCS World 2.5. This combined with an exciting list of new aircraft, new maps, and great new mission content, is furthering our dream from 1991. Thank you for being part of the journey with us! Sincerely,
    The Eagle Dynamics Team

    Veteran's Receive Free Dental Care
    Skyviper
    By Skyviper,
    Veteran's Receive Free Dental Care by Andre "Skyviper" Ford Pictured left to right. Mandy Fisher RDA, Dr. Paul Teed, Alyssa Thompson Practice Manager, and Mrs. Katie.    Grateful, thankful, and honored are just a few words that many have used to describe their experience at Teed Family Dentistry on 11-15-2017. Dr. Teed, along with staff, volunteers, and local businesses worked together to give our veterans much needed dental care, for free. “ We wanted to do something for the community as we were not able to participate in the day of caring event like we normally do” stated Alyssa Thompson, the Practice Manager at Teed Family Dentistry. “However, we still wanted to reach out and help the community.” Thompson continued to explain the research Dr. Teed and his staff conducted about the health benefits veterans receive. Their research revealed that a number of veterans did not have a decent dental plan. Thompson explained “Ignoring cleaning leads to serious health issues.” Studies by the Centers for Disease Control and Prevention, found that half of adults age 30 and older suffer from some form of gum disease. This disease, while painless, affects the tissues that surround and support your teeth. Information from the American Dental Association explains that “Advanced gum disease is called periodontitis. It can lead to the loss of tissue and bone that support the teeth and it may become more severe over time... While a link is not conclusive, some studies indicate that severe gum disease may be associated with several other health conditions such as diabetes or stroke.” The ADA vehemently states “You don’t have to lose teeth to gum disease. Brush your teeth twice a day, clean between your teeth daily, eat a balanced diet, and schedule regular dental visits for a lifetime of healthy smiles.” Scheduling regular visits with your dentist is a simple matter for most who have adequate dental insurance. So what about the veterans dental insurance?   There are a couple of dental plans available for veterans such as Tricare. Senior Airman Danette Kilmer, who was stationed in New York and served in the United States Air Force for 6 years, explained “ Tricare is a nightmare, nobody takes it, at least in my experience.” She continued to explain how costly the benefits became and stated “They made me start paying $200/mo. for coverage. So basically my drill check went straight toward a cruddy health insurance plan where as before it was fully covered. Ultimately the benefits got so bad I realized the civilian sector had better insurances. I work for a civilian corporation now and my plan blows anything the Air Force gave me out of the water.” Other veterans had similar, if not identical, experiences with their benefits, like SrA Kilmer. Other veterans, along with spouses of veterans, explained how each system is different and the quality of care various from state to state as well as individually.   How well the benefits are for veterans is questionable. However it was without question that veterans in Searcy, Arkansas were in need of good dental care. Alyssa Thompson, from Teed's Family Dentistry explained “It was decided to help veterans that have served or are severing in our armed forces. We provided exams, xrays, fillings, and extractions, as well as needed medication to assist with preventative issues and recovery of overall oral health.” Thompson explained how several businesses and individuals worked together to make the free dental care event, at Teed's Family Dentistry, something our local veterans would remember. Food was provided by Daisy's Lunchbox, a local bakery on court square provided tasty treats, and Stu's Brews provided coffee. Ms. Debbie from Corner Florist provided festive arrangements. Lowery's Pharmacy, Allison Glidewell, an ASU Student, and other volunteers helped with the event as well.                                        Louis Buttler                                                               Alyssa Tompson, with Mike Nicolson “That's a pretty good deal that Paul Teed did this,” Private First Class Mr. Smith, of Searcy, said “Even though benefits have come a long way there is still much left to be desired, at least with my experience.” (Combatace veterans: PFC Smith wanted to be ID'd that way.) Speaking of experience, Wayne Duncan an US Army from the 82nd Battalion Bravo Company, spoke about the event at Teed's Family Dentistry saying “They treated me like I was royalty... they were awesome. I don't have know how many veterans they have seen because it very busy when I was there.” Alyssa Thompson said “We've seen about 20 veterans and conducted 40 extractions,8 fillings, and performed other numerous procedures.” Thompson explained how veterans that arrived last Tuesday will, if needed, have the opportunity to return the in the upcoming week to have their dental care completed. When speaking about how the event impacted her personally she stated “It made me very mindful to see how many people have been left behind and of how prominent the need is for vets. It was a rewarding and humbling experience.” Dr. Teed; however, stated “The best part about Tuesday was the gratitude from all the military. Its heart breaking the amount of negligence our vets encounter in regards to health and dental care. We were more than happy to accommodate some of the needs our community veterans have. I would just like us all to be more conscious and try to make a  collective effort to show these guys the love, respect and compassion they truly deserve. It was my pleasure.”   “That day was so amazing and heart filling. My heart was just so full that day.” recalled Mandy Fisher, Registered Dental Assistant. “It was a pleasure to give back to those who gave so much. We were expressing our gratitude to them for what they have done and sacrificed. They in turn were thankful, and grateful to us for providing them dental care. It was a very humbling experience.” Other veterans that received care from the event didn't want to make a public comment. However all of them are grateful for what Dr. Teed, his staff, volunteers, and local businesses have done for them. Wayne Duncan stated “It was an experience I will never forget. They are good people.” Alyssa Thompson, Wayne Duncan, Mandy Fisher           More Pictures

    !!!Autumn Sale Launched on Website!!!
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Autumn Sale Launched on Website and Steam!   Autumn is in full swing and our American friends are celebrating Thanksgiving, that means it is time for special sales to kick off the gift buying season! From Nov. 22nd – Nov. 28th we’re running a sale on Steam and our Website. Check out below for some amazing deals. https://il2sturmovik.com/store/battle-of-stalingrad/ - 50% OFF Fw-190 A-3 and La-5 (series 8)
    - 40% OFF Ju-52, Yak-1B, P-40E and Mc.202
    - 50% OFF BOM and BOS
    - 50% OFF 10 Days of Autumn Campaign
    - 33% OFF Blazing Steppe Campaign
    - 66% OFF all ROF Content   Have Fun!!!

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