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CombatACE Spotlight: Interview With Brain32
By Skyviper,
CombatACE Spotlight: Interview With Brain32
"For the most part it was the spirit, the enthusiasm of all modders to make something for everybody to enjoy by investing your own free time and sometimes even money and asking nothing in return, now that's really inspirational for me."-Brain32
In this week’s CombatACE Spotlight we focus on Brain32. He hails from Zagreb, Croatia, and has been a member here at CombatACE for nine years. Thank you, Brain32, for taking the time to do an interview with us.
So, can you tell us a little bit about yourself?
Well I'm 32, born and live in Zagreb, Croatia currently working in Public Notary Office and attending Faculty of Law at the University of Zagreb
What interest you about aviation?
Well flying is the obvious answer but to put it more precise what really "rings my bells" are fighter aircrafts built without compromise for performance that allows domination.
What is your favorite aircraft and why?
Well if there can be only one, then it's the F-15 Eagle, reason is described in the answer to the previous question plus it really looks perfect
What got you interested in flight simulation?
If you can't fly the real one, this is as close as it gets...
That’s a pretty good reason. Do you remember the first flight sim you ever played?
I think it was TopGun on Gameboy, not 100% sure as I was a kid...
I remember playing Top Gun on NES as kid too … good times. So, what motivated you to arrive at CombatACE and stay over the years?
Originally I stumbled on BioHazard Central, I think I was searching for il2 skins? Not completely sure to be honest, then I got SFP1 but it was pretty basic and the mods were not so highly evolved yet, when I got back a few years later I was in shock and awe so I stayed...
Your most downloaded file the Vietnam SEA tile repaint. What motivated you to make that mod?
Well I was looking to improve the aspect of the game where we either had the least modders or were in other ways falling behind with other parts of the game, at that time learning 3dmax was too much for me so I decided to improve terrains same reason why I now do cockpits in 3d while can't make an external model to save my life.
How long did it take you make it?
A few months but I first posted WIP screens when it was almost done to have peace making it...
How much research did you put into it?
It didn't really take much research as it was all about sampling photo-real textures; I did a lot of sampling though. First time I did major research for a mod was for F-18 cockpits, still researching.
When did you start modding?
Guess it was 2007, when Vietnam tiles were released...did some trials and errors before that, squashed a few installs after messing it up...usual stuff
What does modding do for you? Is it something that is relaxing, a neat hobby, etc?
Yup, mostly "winter hobby" my other major relaxation thing is basketball and fitness.
What modding tools do you use and why?
Hex editor, notepad, photoshop, 3ds max, and some other stock and 3rd party tools for the game, sounds like a lot but with those you can master any moddable aspect of the game.
What is your favorite mod you have created?
F-18 cockpits, hands down.
What is your favorite mod that you did not create?
Uhhh that's hard to say, love the Stary's mods so much I don't even use my terrain mods anymore, as for other stuff I don't really want to start mentioning all that are a must have for me because I'm doomed to left somebody out and that would be a shame.
What is a mod that you would like to make?
Hmm good question, a nice new cockpit for something but I haven't decided what yet...you will know when you see it in the download section
Who is a Modder you admire or inspired you to start modding?
There's no single person, for the most part it was the spirit, the enthusiasm of all modders to make something for everybody to enjoy by investing your own free time and sometimes even money and asking nothing in return, now that's really inspirational for me...
Do you have favorite quotes or thoughts about being here at Combat Ace you’d like to share?
Can't really say, I did like the Eels and the LaTvIaN MaFiA though
Once again, thank you Brain32 for taking the time to do an interview with us and for telling us your story. I wish you well as you continue your research for those F-18 cockpits that I’m sure will turn out nicely. Well that’s it for this week’s CombatACE Spotlight, until next time, I’m Skyviper, wishing everyone out there good hunting and happy landings.
CombatACE Spotlight: Interview With Fubar512
By Skyviper,
CombatACE Spotlight With Fubar512
"Being at CombatACE has been a long ride; one that I hope never comes to an end..."
-Fubar512
In this week’s CombatACE Spotlight segment we shine the light on Fubar512. He’s been a member here when this site was known as BioHaz. For ten years he’s contributed a number of files as well as sound advice and support for those that needed it. Thank you, Fubar512 for agreeing to do this interview.
So, Fubar512, can you tell us a little bit about yourself?
Well, let see....I am (or rather, was) an ASE-certified diesel mechanic, I hold a Coast Guard 200-ton offshore master's license, I've held an FAA recreational (novice) pilot's license, and I have even once jumped out of a perfectly good aircraft, and paid for the privilege to do so! For the past 15 years or so, I've been involved in the IT field, in essence turning what was once my hobby into my career.
What interests you about aviation?
That's a tough one to answer. I can probably sum it up best by saying that the mechanics of flight itself fascinate me, and have done so from an early age.
What is your favorite aircraft and why?
I'd have to say that it would be a tie between the F-4 Phantom and the MiG-21. Both set benchmarks over 50 years ago that modern aircraft are still judged by.
What was your most memorable flight and why?
I once flew as a passenger in a Champion Citabria, with one of the instructors that I had befriended at the controls. He managed to pull a few maneuvers that approached 4 to 5 Gs over the Hudson river, and even flew under the George Washington bridge, which is considered a big no-no today. Compared to the flying Corollas (Ooops, I meant Cessna 172s) that I had flown, the Citabria was a sports car. It was a tail-dragger with tandem seating, sported a stick instead of a yoke, and had exactly zero creature comforts.
What got you interested in flight simulation?
With my interest in aviation, moving onto flight sims is almost a given. I can sum it by stating that it allows me to indulge and immerse myself in situations and scenarios that are unlikely to occur (or that I am unlikely to be a part of), in real life.
Do you remember the first flight you ever played?
Oh yes, that would have been Falcon 3.0
What motivated you to arrive at CombatACE and stay over the years?
CombatACE (Or BioHaz as it was known back then) was probably the only site that hosted mods for Strike Fighters back in late 2002, so joining it was a no-brainer. The camaraderie among the modders and flight sim enthusiasts here is what really set the hook, and I soon found myself a part of the community, and started contributing not long afterwards. The next thing I know, Dave sets me up as a moderator, so now I felt obligated to stay.
What kind of mods do you like to make and why?
I've produced flight-dynamics models (FMs), ground object data files (mostly ships), visual effects, sound effects, environment mods, and...have I forgotten anything?
Of all of them, I get the most satisfaction from creating realistic flight models. The calculations, the research, the tedious hours of testing, all pay off when you get everything just right.
When did you start modding?
Almost as soon as I got into the hobby, back during the 1990s. With the SF series, I started modding it right off the bat in November of 2002, and if I'm not mistaken, uploaded my first mods in 2003.
What does modding do for you? Is it something that is relaxing, a neat hobby, etc?
Modding allows me to tweak a simulation to the level of realism that satisfies me, and while I can say that I have found it relaxing at times, believe me when I tell you that it can be just as stressful.
What modding tools do you use and why?
Kreelin's Aeroconvert for creating FMs, Fastcargo's "big ruler" for pinpointing locations on an existing model, to name just a couple. The best tool, however, is research. In short, Google is your best friend.
What is your favorite mod you have created?
Probably the flight models for the F-86 series, and specifically, for the F-86E.
What is your favorite mod that you did not create?
Any of Stary's terrain sets.
What is a mod you would like to create?
A complete terrain mod for the TW series that elevates SF2 up to modern flight sim standards, and bringing the series that much closer to realism.
Who is a Modder you admire or inspired you to start modding?
There isn't just one. There's Streakeagle, Column5, Kreelin, Wrench, Bpao, Deuces, Julhelm, Crusader, and of, Course, Dave. My sincerest apologies to anyone that I've left out!
Do you have favorite quotes or thoughts about being here at Combat Ace you’d like to share?
Being at CombatACE has been a long ride; one that I hope never comes to an end. The friends that I have made at CombatACE over the years have certainly made my time here worthwhile.
Thank you, Fubar512, for telling us your story and for being here over the years and doing, like many others do, what you can to make CombatACE a great place to be. Until next time, I’m Skyviper wishing everyone good hunting and happy landings.
Here’s a picture of Fubar512 with a nice catch.
DCS 1.2.6.19532.290 Update 3
By Dave,
- Change Log for Update 3
DCS World: Fixed static aircraft submerged in ground on some airfields. FARP ATC will now respond to "Abort Takeoff" if the player starts with engines running. Fixed GUI error after attempting to delete a unit under some conditions. A Ground Vehicle Group can now be placed from ME menu. Multiplayer: Fixed crash when one player performs belly landing. Su-25T: Fixed crash when Kh-25MPU is launched when seeker deflection is too great. New Su-25T quick missions has been added (EN). New Su-25T interactive training lessons has been added (EN). Flaming Cliffs 3: The Kuznetsov aircraft carrier ATC will now give permission for landing. DCS: A-10C Warthog: Fixed missing texture for LITENING II IR pointer beam. Yaw SAS channels will no longer disable when switching between EGI and HARS. Fixed A-10C landing gear damage (main tire and rim were removed while main gear was floating as if it was still there) DCS: UH-1H Huey (Beta): Fixed typo and changed picture in UH-1H module installer. Fixed crash when firing Miniguns if "Lights=1" set in options.lua file. Fixed loss of ADF indication with no change in signal strength. Added input command for controls of the pilot's sight* You may need to delete the user input files for UH-1H for these changes to take effect.
DCS World: Fixed static aircraft submerged in ground on some airfields. FARP ATC will now respond to "Abort Takeoff" if the player starts with engines running. Fixed GUI error after attempting to delete a unit under some conditions. A Ground Vehicle Group can now be placed from ME menu. Multiplayer: Fixed crash when one player performs belly landing. Su-25T: Fixed crash when Kh-25MPU is launched when seeker deflection is too great. New Su-25T quick missions has been added (EN). New Su-25T interactive training lessons has been added (EN). Flaming Cliffs 3: The Kuznetsov aircraft carrier ATC will now give permission for landing. DCS: A-10C Warthog: Fixed missing texture for LITENING II IR pointer beam. Yaw SAS channels will no longer disable when switching between EGI and HARS. Fixed A-10C landing gear damage (main tire and rim were removed while main gear was floating as if it was still there) DCS: UH-1H Huey (Beta): Fixed typo and changed picture in UH-1H module installer. Fixed crash when firing Miniguns if "Lights=1" set in options.lua file. Fixed loss of ADF indication with no change in signal strength. Added input command for controls of the pilot's sight* You may need to delete the user input files for UH-1H for these changes to take effect.
Interview with Sundowner
By Skyviper,
CombatACE Spotlight: With Sundowner
"All modders are inspiring in their own right no matter what they do. It’s the work of other modders that constantly get us to strive to improve our own work."
-Sundowner
In this week's CombatACE Spotlight segment we focus on, Sundowner, who has been a member here at CombatACE for ten years. His most notable file with 1,281 downloads is the Jaguar GRI For SF2 Series. Thank you Sundowner for taking the time to do an interviw with us.
So, Sundowner, can you tell us a little bit about yourself?
I'm 50 years old [well nearly 51 now] and come from a farming family. Right from an early age I was interested in all things mechanical & spent most of my childhood messing around with all sorts of equipment & by the age of 10 I could weld as good as anybody else on the farm.
About 15 years ago I got tired of working 100+ hours a week and left the farm machinery behind me and took a job in a warehouse, everybody said I'd never stick it but even though I do sometimes miss the "grunt" of using heavy machinery [my last 5 years were spent operating a 450hp grass chopper] I love being home by 4.30 pm & no weekend work.
What interest you about aviation?
Everything, big or small, old or new, flight is a marvelous achievement.
Yes, flight is a marvelous invention. So what is your favorite aircraft and why?
Wow......that's a really hard question, I have favourites from every era but if I was forced to pick just one it would have to be the mighty F-4 Phantom....any version, there's just summat (British for something) about them that's addictive.
What got you interested in flight simulation?
When we were buying our first pc for the kids in 1998 I saw a "Suncom combo crate" joystick & throttles, I asked the sales person a few questions about it & BINGO! Up went the spec of the pc, so did the price and the wife’s blood pressure!
Do you remember the first flight sim you ever played?
Novalogic F-16 & Mig 29....purchased with afore ** mentioned joystick, after that it was Janes USAF & IAF......I was hooked big style!
What motivated you to arrive at CombatAce and stay over the years?
Dave [uSAFMTL], we met through the Strike Fighters forums at SimHQ & once CombatAce was "formed" for want of a better term we all migrated over here, it was a natural progression. CombatAce has become the number1 site for everything Strike Fighters, the amount of knowledge and talent here is unbelievable, there is no doubt in my mind that without this community the SF series would of died out long ago.
When did you start modding?
As soon as SF1 was released [not the Wal-Mart version] I ordered a copy from the states & after about 6 months I took my first steps into skinning, it was the first thing I'd done for any sim, I had no Photoshop experience, everything was trial & error.....mainly error, it's only by doing summat wrong that you learn how to do it right....lol
What does modding do for you? Is it something that is relaxing? A neat hobby, etc?
Modding is a hobby, it has to be. I get paid to be stressed at work not in my spare time, if [and when] skinning gets stressful it's time to walk away and do summat else.
I see that your most downloaded file is the Jaguar GR1 for the SF2 series with over a thousand downloads. What prompted you to make and release the Jaguar GR1?
The Jag that I released is basically V2.0 of the original Mirage Factory model, BPAo and I were working on it right up to his death, I decided to carry on as best I could as I know that Oli would want us to finish all his projects. It needs an updated pit but that is way beyond my limited capabilities, I just tidied up the loose ends.
What modding tools do you use and why?
Photoshop for skinning and 3ds Max for my limited modeling skills, working with the max file while skinning the plane or whatever is far, far easier than trying to identify the parts on an already painted map.
What is your favorite mod you have created?
I quite like my version of Baltika's UK terrain......I put an awful lot of work into that, mostly stuff that I'd never tried before.....or is it the TSR2 model [ started by Craig Brierley & finished by me] it's a wonderful "what if"
What is your favorite mod that you did not create?
There are sooooo many.....could be any of the terrains or aircraft wise it would be anything with Ravenclaw_007's name on it or the TMF F-14......I think.
Who is a Modder you admire or has inspired you to start modding?
All modders are inspiring in their own right no matter what they do. It’s the work of other modders that constantly get us to strive to improve our own work.
Do you have favorite quotes or thoughts about being here at Combat Ace you’d like to share?
I've made a LOT of good friends here over the years; it's great to have such a large amount of likeminded folks from all over the world and all walks of life all working together to make our hobby even more enjoyable.
Nicely said, Sundowner, once again thank you for taking the time to do an interview with and for telling us your story.
Well that’s it for this week’s CombatACE Spotlight segment. If you’re interested in using Sundowner’s most downloaded mod you can simply click here and download it. Please carefully read all of our downloading instructions and associated readme files to get the most enjoyment from Sundowner’s and BPAO’s work. Until next time, I’m Skyviper with the CombatACE news team wishing you all, in the word’s Wrench, happy landings.
Interview With JSF_Aggie
By Skyviper,
CombatACE Interview With JSF_Aggie
In this week's CombatACE Spotlight Segment we have the wonderful oportunity to interview a member who has been here since 2004. JSF_Aggie who is reffered to as the Campaingn Guru and kind enough to do an interview with us.
So, JSF_Aggie, can you tell us a little about yourself?
I'm married with two children, a daughter who's a freshman in high school, and a son who's in 1st grade. I'm a software engineer, and I work in a flight simulation lab. My wife is a teacher. I run a youth basketball league and spend a lot of time coaching.
What interest you about aviation?
I'm an Air Force brat. My dad was a gunner on the B-52H until they took the gun off, in about '92. I grew up at several SAC bases, went to high school at Edwards AFB, and worked there on the flight line, during high school and college summers. The plan was always to become a pilot, but my vision was not good enough.
What is your favorite aircraft and why?
B-52, because of the family connection, but also because of its history and service length.
What got you interested in flight simulation?
Just general love of aviation. I grew up around aircraft and every job I've had has dealt with aviation in some fashion. Being able to tweak and create like you can with the TW sims is important to me as well.
Do you remember the first flight sim you ever played?
Probably Jane's USAF. I didn't have a computer until my last couple years of college. I didn't have one that you could really enjoy a flight sim on until after I graduated.
What motivated you to arrive here at Combat Ace and stay here 9 years?
Thirdwire's sims cover what is my favorite eras of aviation. CombatAce has some StrikeFighters guys that were around before I discovered the game. Most everyone here has always been very willing to help out when I had questions, and the mods that have been created by these guys take the sim to a whole different level, compared to the stock game.
When did you start modding?
Shortly after I started flying Strike Fighters, sometime in 2003, I think the first thing I uploaded was high res skin/template for the Beagle.
What does modding do for you? Is it something that is relaxing, a neat hobby, etc?
It reminds me of building aircraft models as a kid. Outside of family and work, it's one of the few hobbies I try and make time for.
What motivated you to make the Operation Desert Storm Campaign mod?
Dave's constant nagging.
What events led to you being called the Campaign Guru?
I think Dave stuck that there after the original ODS was released. I think there were fewer guys doing campaign stuff back then, so I think it had more to do with quantity rather than quality.
What is a campaign you would like to make provided the resources are available?
A Soviet vs. US campaign for the DBS terrain. I've gotten pretty far along three different times, and eventually started over. The last time was to take advantage of what SF:NA gave us. I plan to get back to it soon.
What modding tools do you use and why?
Photoshop for texture editing. TW's TerrainEditor and gerwin's TFDTool for terrain work. And gvim and examdiff for text files.
What is your favorite mod you have created?
The skin template for the B-52 is the only time I've skinned a model totally from scratch. I begged Dave to do it and I think it turned out pretty good. I've also been on the team of some really good stuff like ODS and OTC, and I think it was really cool to be able to contribute to large mods such as those.
What is your favorite mod that you did not create?
I haven't been able to come up with just one. I lean towards the effect mods that deuces did back in the day, and what Stary does now. Also, I think there are several really good add-on terrains that add a lot to the sim.
Who is a Modder you admire or inspired you to start modding?
Lately I would say eburger68. I hope everyone realizes how much work goes into the mods he puts together, and the older ones he's updated for us.
Do you have any favorite quotes or thoughts about being here at Combat Ace you’d like to share?
I'm sure I'll take crap for this, but what the hell are all the references to the Eels about?
Thank you for reading this week's CombatACE Spotlight Segment. There is still more to come, until next time, I'm Skyviper wishing everyone out there happy landings.
CombatACE Interview With Developer of War Thunder
By Skyviper,
CombatACE Interview With Gaijin Entertainment
Because flight simulation is a pasion and hobby for most of us here at CombatACE, we are always staying on the watch for new flight simulation programs. War Thunder, an award winning MMO, has definately grasped our attention as well as the attention of 3.5 million users. But who is behind this awesome MMO? To answer that question CombatACE contacted the developer of War Thunder; Gaijin Entertainment. We are honored to have met with its founder and president, Anton Yudintsev, who agreed to do an interview with us and tell us the awesome story of Gaijin Entertainment, which is Russia's largest independent game developer.
Thank you Anton for doing this interview with us. Can you tell us a little about yourself and your role as President of Gaijin Entertainment? I founded the company together with my brother Kirill, who became Creative Director, and Alexey Volynskov, who had became Technical Director, and since then we take part in everything our company does: development, talking to press, running business, working on technology. Our team isn't that big yet (it's like 100 people in different offices), so we have the unique opportunity to oversee every department and every member of our team which larger companies lack. What interest you about flight simulation and gaming? We started to make games when we were in school. Some of those games had become very popular (for example, Doom2D, which was side-scroller game inspired by famous Doom 2, had audience of millions of players), some not - but games were our passion. And Russian developers always had passion about WW2 history and especially, aviation. The best flight sim games were always from Russia, and one of the most famous was IL-2 Sturmovik. When we were offered to develop the console version of IL-2 Sturmovik, we saw it as a unique challenge. This legendary flight sim was already one the most famous (and well-received) games created in Russia. To make our own version, updated for modern (at the time) Xbox 360 and PlayStation 3 systems, and to show everyone that you can make a popular flight sim for consoles - you just can't miss an opportunity like this.
What are the events that inspired the creation of Gaijin Entertainment in 2002? When I was a student at the Moscow State University, I was already employed in game development studio. It was the end of 90s, so there weren't a lot of them around in Russia. Anyway, I had a lot of my own ideas for new games and for the development process and wasn't satisfied with the inefficient development processes. That's why I decided to found my own company. Becoming Russia’s biggest independent game development company must have been challenging. What were some of the obstacles Gaijin Entertainment encountered and how have they been overcome? One of the hardest things was evolving into a self-funded company and loosing the big publishers grip. A lot of Russian gamedev studios were basically living from one game to another (and spending publisher's money) without any means to survive on their own. When the economical crisis of 2008 struck, almost none of them were left afloat. But we already had switched to console development and started working with such companies as Activision and Konami and gained international renown by that point. The next big challenge was embracing the free-to-play model and getting to know how MMOs work as it is obvious that in current market it is the only way to create a truly popular game for PC.
Did you ever think Gaijin Entertainment would be as big as it is today compared to what it was when you first started? I don't think a lot of people create their own game development studio and think "Eh, I'll just stick to making some small budget titles". Not us, that's for sure! Almost everyone wants to achieve success, earn a lot of money and become famous all around the world. And we're proud that our hard work and dedication made it possible. Of course, back in 2002 that size of game development company was something unusual, we would be very big (that time) if we would have 100 people. Nowadays, 100 developers are considered to be a "rather small" company. Over the years Gaijin Entertainment has received numerous awards for its games such Flight of Fancy, IL-2Sturmovik, and the recent 2013 War Thunder that has numerous awards for its quality. Will Gaijin Entertainment continue to make more flight simulators and if so what types of aircraft would you like to use? War Thunder already has like 300 planes inside. And it is going to have more. That is impressive to have 300 aircraft in one game when most games only offer a handful. Besides flight simulators what are some the other games that Gaijin Entertainment make and will continue making in the future? Right now we're focusing on the development of War Thunder and we still have a lot to do - main goal being implementation of ground and naval forces in addition to aviation in our game. And this enormous task will take all of our resources for a couple of years to come. What do you think the future of gaming and flight simulation is and how do you see Gaijin Entertainment doing its part to shape that future? We see one of the main missions of our company as showing everyone that military vehicle simulation in general should be accessible and popular genre, like racing games, not some niche one. This was our thinking during development of Birds of Prey, Birds of Steel and Apache: Air Assault. And success of War Thunder with its 3.5 million players is living proof to that. Living proof indeed. Once, Anton Yudintsev, again thank you so much for taking the time to an interview with us and for making the awesome games you make. I wish you and everyone else at Gaijin Entertainment continued success. Thank you for stopping by. I’m Andre “Skyviper” Ford with the CombatACE news team, signing off. If you are you interested in more titles released by Gaijin Entertainment you can check them out here. The photos are links to their respective pages. Click on the Gaijin Entertainment logo for a complete list of all of their games. Please note that Modern Conflict 2 is an app. .
Thank you Anton for doing this interview with us. Can you tell us a little about yourself and your role as President of Gaijin Entertainment? I founded the company together with my brother Kirill, who became Creative Director, and Alexey Volynskov, who had became Technical Director, and since then we take part in everything our company does: development, talking to press, running business, working on technology. Our team isn't that big yet (it's like 100 people in different offices), so we have the unique opportunity to oversee every department and every member of our team which larger companies lack. What interest you about flight simulation and gaming? We started to make games when we were in school. Some of those games had become very popular (for example, Doom2D, which was side-scroller game inspired by famous Doom 2, had audience of millions of players), some not - but games were our passion. And Russian developers always had passion about WW2 history and especially, aviation. The best flight sim games were always from Russia, and one of the most famous was IL-2 Sturmovik. When we were offered to develop the console version of IL-2 Sturmovik, we saw it as a unique challenge. This legendary flight sim was already one the most famous (and well-received) games created in Russia. To make our own version, updated for modern (at the time) Xbox 360 and PlayStation 3 systems, and to show everyone that you can make a popular flight sim for consoles - you just can't miss an opportunity like this.
What are the events that inspired the creation of Gaijin Entertainment in 2002? When I was a student at the Moscow State University, I was already employed in game development studio. It was the end of 90s, so there weren't a lot of them around in Russia. Anyway, I had a lot of my own ideas for new games and for the development process and wasn't satisfied with the inefficient development processes. That's why I decided to found my own company. Becoming Russia’s biggest independent game development company must have been challenging. What were some of the obstacles Gaijin Entertainment encountered and how have they been overcome? One of the hardest things was evolving into a self-funded company and loosing the big publishers grip. A lot of Russian gamedev studios were basically living from one game to another (and spending publisher's money) without any means to survive on their own. When the economical crisis of 2008 struck, almost none of them were left afloat. But we already had switched to console development and started working with such companies as Activision and Konami and gained international renown by that point. The next big challenge was embracing the free-to-play model and getting to know how MMOs work as it is obvious that in current market it is the only way to create a truly popular game for PC.
Did you ever think Gaijin Entertainment would be as big as it is today compared to what it was when you first started? I don't think a lot of people create their own game development studio and think "Eh, I'll just stick to making some small budget titles". Not us, that's for sure! Almost everyone wants to achieve success, earn a lot of money and become famous all around the world. And we're proud that our hard work and dedication made it possible. Of course, back in 2002 that size of game development company was something unusual, we would be very big (that time) if we would have 100 people. Nowadays, 100 developers are considered to be a "rather small" company. Over the years Gaijin Entertainment has received numerous awards for its games such Flight of Fancy, IL-2Sturmovik, and the recent 2013 War Thunder that has numerous awards for its quality. Will Gaijin Entertainment continue to make more flight simulators and if so what types of aircraft would you like to use? War Thunder already has like 300 planes inside. And it is going to have more. That is impressive to have 300 aircraft in one game when most games only offer a handful. Besides flight simulators what are some the other games that Gaijin Entertainment make and will continue making in the future? Right now we're focusing on the development of War Thunder and we still have a lot to do - main goal being implementation of ground and naval forces in addition to aviation in our game. And this enormous task will take all of our resources for a couple of years to come. What do you think the future of gaming and flight simulation is and how do you see Gaijin Entertainment doing its part to shape that future? We see one of the main missions of our company as showing everyone that military vehicle simulation in general should be accessible and popular genre, like racing games, not some niche one. This was our thinking during development of Birds of Prey, Birds of Steel and Apache: Air Assault. And success of War Thunder with its 3.5 million players is living proof to that. Living proof indeed. Once, Anton Yudintsev, again thank you so much for taking the time to an interview with us and for making the awesome games you make. I wish you and everyone else at Gaijin Entertainment continued success. Thank you for stopping by. I’m Andre “Skyviper” Ford with the CombatACE news team, signing off. If you are you interested in more titles released by Gaijin Entertainment you can check them out here. The photos are links to their respective pages. Click on the Gaijin Entertainment logo for a complete list of all of their games. Please note that Modern Conflict 2 is an app. .