Jump to content
MigBuster

Help fund the Strike Fighters 2 Windows 10 update!

Recommended Posts

I just found out that there is something going on here! So I did my donation of a Blue € Bill  :smile:

The time frame is ridiculously short... and I even haven't fired up the game for weeks. But I'm sure I wasted my money in the past in many worse ways :lol:

 

  • Like 3

Share this post


Link to post
Share on other sites

If TK put SF2 on GOG and Steam he would make an assload of money and the traffic to CA would be gigantic as well once word got out this is where all the mods are.

Like, no-one but us is buying SF2 from ThirdWire.com, and there is currently a large amount of people getting back into flight sims because of Steam distribution.

  • Like 2

Share this post


Link to post
Share on other sites
8 hours ago, CowboyTodd41 said:

If TK put SF2 on GOG and Steam he would make an assload of money and the traffic to CA would be gigantic as well once word got out this is where all the mods are.

Like, no-one but us is buying SF2 from ThirdWire.com, and there is currently a large amount of people getting back into flight sims because of Steam distribution.

I guess one does wonder why he han't gone down that route.. anyone care to speculate as to why not?

  • Like 2

Share this post


Link to post
Share on other sites

loss of personal control of the product. nuff said

  • Like 1
  • Sad 1

Share this post


Link to post
Share on other sites
10 hours ago, CowboyTodd41 said:

If TK put SF2 on GOG and Steam he would make an assload of money and the traffic to CA would be gigantic as well once word got out this is where all the mods are.

Like, no-one but us is buying SF2 from ThirdWire.com, and there is currently a large amount of people getting back into flight sims because of Steam distribution.

 

1 hour ago, sophocles said:

I guess one does wonder why he han't gone down that route.. anyone care to speculate as to why not?

 

I personally think SF2 belongs on Steam or GOG.  Word of mouth is so key to games and unlike DCS, there isn't a steep learning curve to fly the planes.  Nor a relatively few planes and especially maps.

  • Like 2

Share this post


Link to post
Share on other sites

I genuinely wish I could contribute more than the $70 I have but it's been an expensive couple of months. There's definitely a few things I wouldn't have spent money on and donated instead even though I believe there's no chance of the 25 grand getting met.

I remember first getting WOE back in my teens, mostly because it gave me the option to fly the A-10 (my first PC game was A-10 Cuba when I was about 5) and then finding this site very shortly after. Along with the Command and Conquer series, GTA series and the (original) Star Wars BattleFront series, the SF series is irreplaceable to me even now that I'm nearly 30. 

Some days it drives me mad, such as when I've spent a good hour or so building a mission in the Mission Editor only for the game to CTD repeatedly when I attempt to launch the mission. But it offers an experience that no other game on the market can. 

I genuinely believe that SF2 and this site have increased my knowledge in military aviation, especially when it comes to recognition of aircraft and SAMs. Many of my friends/coworkers are in the intelligence field and seem somewhat surprised when I can identify and link together a lot of military hardware that they spent learning about during their trade training. 

  • Like 4

Share this post


Link to post
Share on other sites

It's wild how many people play DCS just for the challenge, and if they had a game at the midpoint between say, Ace Combat and DCS (seems like there's a very popular sim around this place that would fit just great hmmmmmm) lot's of people would buy that game

  • Like 2

Share this post


Link to post
Share on other sites

Given that I never got a reply to my support request for the missing codes required to qualify for the complete SF2 series, nothing from me. This might seem harsh but I'm nobodys fool & you only get 1 chance to let me down. I had my hundred ready to lay out but when I never even got a reply to my email, I bought a couple each of X-Plane & Orb-X add-ons instead.

I'd rather pay some of the talented & dedicated SF modders since I never fly missions in a standard install, and rarely with a stock plane. My most-flown planes are the F-111A in Green Hell & the Tornado & F-15E in Desert Storm.

Now that I have VR I'm flying non-VR sims very occasionally. Single-player non-VR sims even less so.

War Plunder has VR and multiplayer support... Not playin, just sayin' - I detest the 'pay or grind' marketing but Gaijin seem to be doing OK out of it.

Share this post


Link to post
Share on other sites

I think Steam is the only way forward to reach a wider audience and achieve the £££$$$$$ required to upgrade this series, a few people have mentioned in this post that there are a lot of people out there that don't even know SF2 exists.

In my opinion SF2 is the perfect air combat platform for those of us that don't have the time to take up the more complicated challenges that DCS offers. 

  • Like 1

Share this post


Link to post
Share on other sites

I think the crowdfunding route should have gone on longer, to accommodate the players that want to pay but can't at the moment. Star Citizen is a good example of crowdfunding, where they play the long game as far as funding goes (and those who have kept up with it, know it's working out pretty good) and through concept sales they get the money through its member base (which off the top of my head was around two million players). But the point is that there isn't enough hype to attract the crowd that TK is looking for. It's just marketing the game through the mobile games and then returning back to the PC platform to find out that there are players willing to pay for a new patch so it will be free, but it's going to take some time to get the hype back after he chose to go mobile, which turned me off quite a bit. Nice idea having different planes (though of course some were done by the mod community) but no cockpit, no interest. Just my .02

  • Like 4

Share this post


Link to post
Share on other sites

It is not really a matter of time. TK could extend it two more weeks, and neither the number of donors nor the amount donated would double. TK cast his lure based on ripples in the pond. But it was nothing but minnows nibbling on the bread.

  • Like 3

Share this post


Link to post
Share on other sites

If TK put out the Strike Fighters 2 Complete package, with Windows 10 support, on Steam and GOG for $15 or $20, I would be very, very surprised if sales and the revenue they brought in didn't exceed the game's lifetime numbers up until now in fairly short order. Personally I'd be willing to pay as much as $40, but I don't think that's a realistic price for a ten year old game, regardless of how many expansions it has - sales would plummet and it would make far less money than if it was sold for less. $100 is right out.

Money would continue to trickle in for years, during Steam sales there would be a sharp increase in sales, and TK would find it much easier to fund his future projects. Hell, he might even get those $2 million he needs for SF3 - especially if some of the mainstream PC games media gave his $15 SF2 Complete Steam release the attention it would deserve. Rock, Paper, Shotgun most certainly would.

But that's just my opinion. I will never understand why the game isn't already out on Steam. Wings over Europe is already there, and maybe TK found its sales on the platform disappointing. But I have to believe that SF2 Complete would do much, much better. I just don't see what he would have to lose, and there would be so much to gain.

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites
22 minutes ago, Foxhound1 said:

If TK put out the Strike Fighters 2 Complete package, with Windows 10 support, on Steam and GOG for $15 or $20, I would be very, very surprised if sales and the revenue they brought in didn't exceed the game's lifetime numbers up until now in fairly short order. Personally I'd be willing to pay as much as $40, but I don't think that's a realistic price for a ten year old game, regardless of how many expansions it has - sales would plummet and it would make far less money than if it was sold for less. $100 is right out.

Money would continue to trickle in for years, during Steam sales there would be a sharp increase in sales, and TK would find it much easier to fund his future projects. Hell, he might even get those $2 million he needs for SF3 - especially if some of the mainstream PC games media gave his $15 SF2 Complete Steam release the attention it would deserve. Rock, Paper, Shotgun most certainly would.

But that's just my opinion. I will never understand why the game isn't already out on Steam. Wings over Europe is already there, and maybe TK found its sales on the platform disappointing. But I have to believe that SF2 Complete would do much, much better. I just don't see what he would have to lose, and there would be so much to gain.

This is an opinion I share also.  

I'd be willing to pay $50 for SF2, especially if it was made clear purchase of SF2 on GOG or Steam helped pay for SF3 development costs, full Flanker series inclusion, a good F-35 series, and more dogfights.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, streakeagle said:

It is not really a matter of time. TK could extend it two more weeks, and neither the number of donors nor the amount donated would double. TK cast his lure based on ripples in the pond. But it was nothing but minnows nibbling on the bread.

Fair enough.

  • Like 1

Share this post


Link to post
Share on other sites
On 9/15/2019 at 7:54 AM, Wrench said:

loss of personal control of the product. nuff said

Most likely, though at this stage in the game what good is control when his market base is too small to drum up more than a few thousand $.

He's actively limited his market... the player base could have been much larger and much more lucrative if he'd just accepted cold hard financial reality... he needed something like Steam if he wanted to make the series a success.

  • Like 1

Share this post


Link to post
Share on other sites

The addition of the F-14A to SF2 was the biggest draw this sim ever had... and it fell flat. The mission editor had consumed tons of money and time, but didn't draw the money the forum posts promised and the F-14 that "everyone" wanted didn't draw the money either. TK is not without blame. Many of his decisions/code changes were questionable among the die hard fans over the last few releases/patches, but no matter what TK did, the market simply did not want what he was selling. This fund raiser proved that this fact remains true to this day. A few die hard fans does not make a sim profitable. For SF2 to advance, a whole lot of people have to want that to happen and put their money where their mouth is. This fund raiser shows that the fans willing to fund future development just aren't numerous enough. This is the final nail in the coffin of SF series PC development beyond PC ports of Android free-to-play games.

  • Like 6

Share this post


Link to post
Share on other sites

I would like to write :

"What you say is rubbish, you understand nothing, there is a way to make SF3 profitable easily"

And I wrote it  :smile:

Problem : you are right :(

Edited by jeanba

Share this post


Link to post
Share on other sites
6 minutes ago, alexis99 said:

Why would it make no sense?

(It would be helpfull if you quoted what you refer to here, but I suppose you are replying to me)

It would make no sense because many of the changes from SF1 to SF2 are in the area of updates for newer Windows OS. Like the mod and settings folder location, unicode strings and much more.  These changes are based on Microsoft recommendations for  Windows Vista and 7 software.

Third Wire is not going to apply these changes to SF1 again, since they have already done that and it is called SF2.

 

  • Thanks 1

Share this post


Link to post
Share on other sites

yes, as has been said thousands of times before, SF1 is deader than the dinosaurs. move on

  • Like 1

Share this post


Link to post
Share on other sites

Clearly, Strike Fighters 2 has not performed according to TK's expectations - by his own admission, SF2 North Atlantic still hasn't made back the money it cost to develop. There are a number of reasons why this could be so:

1. The game and its expansions are of poor quality.

I would dispute this, as I'm sure most people on this forum would.

2. Flight sims are an increasingly niche market, and there simply isn't enough interest in them to support decent sales.

I would dispute this as well. According to SteamSpy, the Il-2 games have hundreds of thousands of owners. The main DCS module has several millions. That module in itself is free, but it is at least useful as a tool to gauge the general interest in jet combat. If only a fraction of those people bought SF2, TK would be set for life. Obviously, those games were made by larger teams and their production values are well above what SF2 could aim for (although with the help of mods, it could certainly come close), but SF2 has other qualities that I am certain would appeal to a large portion of the owners of the games mentioned above.

3. Strike Fighters 2 is available for sale only to an extremely limited market, through an obscure website.

This, I believe, is why the game has failed to meet with financial success. It can only be purchased on the ThirdWire website, only a small portion of the gaming community even knows of its existence, and to make matters worse the game and its expansions are severely overpriced. Il-2: 1946, the complete original Il-2 package, can be bought for $10 on Steam, or even less during sales. SF2 Complete is sold for $100 and can only be found on the ThirdWire website.

It is all very frustrating, because I want SF2 to do well.

  • Like 2

Share this post


Link to post
Share on other sites

SF2 failed because the market didn't want it. The market that bought SFP1 knew where to go to get it and outright refused to buy it. SFP1 got a bad reputation from the start. Most people believed a "lite" sim meant low fidelity arcade. Many people who tried SFP1 simply didn't like it with too many complaints for me to list here. SF2 needed to offer something radically newer/better to get a large number paying SFP1 customers to buy it again and to attract people who had already dismissed SFP1/WoX. There wasn't much competition at the time, as the combat flight simulator market pretty much collapsed around that time. But the competition that was there, IL-2:Sturmovik and LOMAC/Flaming Cliffs, was making more people happy with their features/graphics/gameplay, so they were selling much better and are still putting out new versions to this very day. Ironically, I think the most successful of the air combat sims from that time frame and maybe even to this day were all the free mods/upgrades to Falcon 4.0, but only after Microprose went broke producing such a complex expensive game for what had become a very small niche.

  • Like 2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By 76.IAP-Blackbird
      Update 4.001

      IL-2: Great Battles Version 4.001 Launched – Battle of Bodenplatte and Flying Circus Officially Released! Tank Crew Campaigns - Released!

      Dear Pilots!
      Finally, we have reached a very important milestone for our latest IL-2 Sturmovik titles. Today, two projects moving from the Early Access phase to Official Release. The first of these is Battle of Bodenplatte, which acquired the last major content components that were missing - the seasonal textures for the Rhineland map and the Pilot's Career. However, this does not mean that work on this project is completely done, we plan to spend some time before we begin our next project on fine-tuning and polishing a number of its components and adding a couple yet to be completed pieces such as Air Marshal. However, we feel it contains enough content and features that we can begin to sell it in all our channels including Steam as we head into the Holiday Season. In addition, we plan to closely monitor your messages in order to improve the quality of the project as much as we can in the last part of 2019. Bodenplatte turned out to be a truly record-setting job for us, the volume of work done on the development of maps and aircraft of the late period of the war is unprecedented for us. The late period imposes serious additional requirements on the manufactured equipment; however, the result is extremely interesting. The included aircraft make an incredible impression, because this is already the "apogee" of piston powered planes and, at the same time, the "dawn" of jet aircraft. The Rhineland map impresses with its scale, size and richness of cities and the number and historically researched airfields. The career "Battle of the Rhine" takes place over a fairly long period of time that includes four seasons - from September 17th, 1944 to April 1st, 1945. The Career covers a very significant part of the war on the western front - more than half a year. Battle of Bodenplatte was a bold step for us and when coupled with our other two projects, it pushed us to our creative limits. We hope you will enjoy it! Also, a Standard Edition of BOBP will be coming soon with the P-38J and Fw-190 D-9 offered as Collector Planes to give users more buying options. BOBP will also be available on Steam in the coming weeks, there are still a few details we must work out there first.

      Flying Circus - Volume 1 is now available in its fully planned state and all the remaining ground-based equipment of the First World War have been added in our new standard of visual quality. Observation balloons with observers who may leap from their post when under attack are also included now. A number of improvements were also made on the map, primarily to the front line. We hope that users who purchase this project will like the step forward in comparison with our previous title Rise of Flight, especially in the visual quality of aircraft and the environment that we, together with our partner Yugra Media, have created for you. Although the flight models generally correspond to the ones from Rise of Flight, many of the improvements that have been made over the past 7 years for Il-2 Sturmovik play a role in Flying Circus as well. Such improvements automatically benefit all projects within the framework of our one common game world and give a new, previously unavailable experience of virtual flight and combat in the First World War. All these new opportunities unfold in their fullest when playing with the use of virtual reality devices. FC includes so many new things - new landscape technology, new lighting and clouds, better sound, new AI and improved ballistics, new graphic effects and new materials for aircraft surfaces, new detailing of textures and models - all this and much more gives the virtual pilots of the First World War something that is not available anywhere else. We hope to make more Flying Circus volumes in the future and we thank those who have jumped into this new product so far!

      Note: We have extended the $10 Off Early Access discount for days more, but it will go to full MSRP very soon. Make your purchase before the price goes up!

      Tank Crew – Clash at Prokhorovka is still under development, as one more tank and three self-propelled guns are being built by our DigitalForms partners. However, from the point of view of the gameplay, this project has almost reached its planned goals - this is expressed in the release of the Breakpoint and Last Chance scenario campaigns in this version. These campaigns tell the story, in the maximum possible historical manner we can, about the complex and intricate events of one of the greatest tank battles on the Eastern Front - the battle of Prokhorovka.

      This battle was not limited only to the events of July 12th, it took place over several tense days, from July 6th to July 16th, 1943. The events and outcomes of this battle are extremely complex and controversial. Although the Soviet troops and armored forces suffered heavy losses, the German command was never able to achieve their planned goals. At the end of the battle, the situation in this sector of the war front almost returned to what it was before it began. However, numbers or the “net book balance” does not always determine the magnitude of the event. The incredible tension, power, complexity and intensity of this military clash, which practically merged into one single and continuous epic multi-day battle, has few equals in world history. And the ambiguity of the outcome of the battle only enhances the intensity of the drama of these events, which do not require any embellishment - simply being retold "as is", without exaggeration is incredibly exciting. It should also be noted that the release of these tank campaigns is accompanied by the completion of the development of some of the most important features of Tank Crew – the radio and command interface. This will allow you to better control your own tank and your tank platoon. We also plan to continue the refinement of our tank project in the coming months as this project too readies for official release.

      And finally, the Achtung Spitfire! Scripted Campaign is also now released and ready to be played! Developed by our friends The Syndicate, this historically inspired campaign contains 20 missions featuring a fictional storyline that is inspired by historical events. Your character is a young Russian pilot from Siberia serving on the North Caucasus Front in late May 1943. The campaign features missions inspired by the Soviet 37th and 56th Armies attack on the German 44th Army Corps west of the city of Krymskaya. You’ll fly a bird of a different feather in the lend-lease Spitfire Mk.Vb over the beautiful Kuban region of the Soviet Union.  The campaign is great fun and full of action.

      This campaign also has a new feature. We have added support for special assigned skins for the player’s plane and other planes I the mission. This is a first for us in a pay-ware campaign such as this. However, to see them, you must download the free skin pack from HERE and place the skins in the Spitfire Mk.Vb Skins folder. We have decided to offer the skin pack as an optional download to lighten our distribution costs and the size of your install if you don’t own this campaign. The skin pack is offered free of charge of course.

      We thank you for your patience as we have readied this product for release and many of you have already pre-ordered it and we appreciate your support. Products like these add more diversity to our product line and help fund many new innovations and content for all of you.

      And now we proudly present version 4.001 to you, our friends, partners and customers. And like most huge updates, there are likely to be some bugs or other unintended issues missed in testing. We of course, as always, will address them just as fast as we can. We appreciate your support as we have worked hard to build all of these new products. Here’s to you and to more great combat-sim goodness in the future!

      The Sturmovik Team
       

       

       

       


      Main features

      1. "Battle of the Rhine" career timeframe consisting of five chapters added to Battle of Bodenplatte;
      2. Rheinland Autumn 1944 map added to Battle of Bodenplatte;
      3. Rheinland Winter 1944-45 map added to Battle of Bodenplatte;
      4. Rheinland Spring 1945 map added to Battle of Bodenplatte;
      5. Canon de 75 mle 1897 gun added to Flying Circus;
      6. 7.7 cm FK 96 n.A. added to Flying Circus;
      7. QF 4.5-inch howitzer added to Flying Circus;
      8. 15 cm sFH 13 howitzer added to Flying Circus;
      9. QF 13 pounder 6 cwt AAA gun added to Flying Circus;
      10. 7.7 cm FlaK L/27 AAA gun added to Flying Circus;
      11. Hotchkiss Mle 14 regular and AA machineguns added to Flying Circus;
      12. Spandau MG 08 regular and AA machineguns added to Flying Circus;
      13. Great War searchlights added to Flying Circus;
      14. Thornycroft J-type self-propelled AA gun added to Flying Circus;
      15. Daimler M1914 armored self-propelled AA gun added to Flying Circus;
      16. Benz LKW 1912 truck added to Flying Circus;
      17. Leyland 3 Ton RAF truck added to Flying Circus;
      18. Crossley T5 command vehicle added to Flying Circus;
      19. Mercedes Kettenwagen 22 command vehicle added to Flying Circus;
      20. No-mans land visually improved on Arras map;
      21. Amiens cathedral added on Arras map;
      22. Balloons added on Arras map in quick mission builder (QMB);
      23. Observers bail out from balloons on Arras map;
      24. Soviet tank campaign Breaking point added to Tank Crew;
      25. German tank campaign Last chance added to Tank Crew;
      26. Tank radio chatter added to Tank Crew;
      27. Tank commander interface  added to Tank Crew. Attention: it is engaged from commander seat by ~ key (tilde). For the driver to follow your orders turn autopilot on from the driver seat first (otherwise you will be driving the tank manually as before);
      28. Achtung Spitfire! Scripted Campaign is released;
      29. Simplified AI-controlled Pz.Kpfw. VI Ausf.H1 added;
      30. Simplified AI-controlled M4A2(75) added;
      31. Simplified AI-controlled M4A3(75)W added;
      32. New Extreme quality cloud setting added that makes the clouds sharper and less 'shifting'.
      33. Three new P-51 (by ICDP and Bugsy) and one P-38 skin added (by ICDP);  

      General improvements

      34. The color of aiming helpers for the guns, bombs and rockets has been changed;
      35. Ground vehicles navigate large bridges on Rheinland map correctly;
      36. Rheinland and Arras maps have cobblestone roads;
      37. Missing grass added to yellow fields on Prokhorovka maps;
      38. Mission designers can define the default GUI map view more accurately by using Normal type lines;
      39. Mission designers can use custom (unofficial) skins in the campaigns;  
      40. Career bug that caused the planes left in the air to be lost has been fixed;
      41. The visual image of rotating propellers in VR has been improved. New parameter "prop_blur_max_rpm_for_vr" can be added to startup.cfg, [KEY = graphics] section - it governs the maximum visible RPM of the propeller in case you don't like the current setting designed to minimize the visual artifacts caused by reprojection VR tech;

      Aircraft improvements

      42. Unlimited ammo difficulty option no longer creates bombs and rockets under a lost wing;
      43. MiG-3 flaps have been corrected - any change of the flaps limiter position retracts them first and then extends to a new position;
      44. A wrong shaking warning message has been removed from P-51D-15;
      45. The automatic supercharger gear change altitude has been corrected on P-51D-15 when using 150 octane fuel;
      46. Radio volume can be adjusted (LAlt+NumPad+ and LAlt+NumPad- by default);
      47. Pitch response curve for non-FFB joysticks has been corrected for all Flying Circus planes, making them easier to fly level. SPAD 13 and Dr.1 were adversely affected due to this change and will be fixed I a Hotfix;
      48. More aircraft controls are blocked when the pilot is unconscious;
      49. After rearming in a service area the guns are ready to fire immediately without pressing reload key;
      50. You can't see your own previous plane when starting again in multiplayer;
      51. Wrong technochat messages about rudder and elevator surfaces were corrected (like reporting a right part hit instead of a left one);
      52. Fw 190 D-9 fuel switch works correctly;
      53. Tempest Mk.V s.2 engine startup made faster;
      54. AI Bf 109 K-4s correctly start their engines on parking;
      55. FlyingTempest Mk.V s.2 without part of a wing became more difficult;
      56. Tempest Mk.V s.2 stall speed increased by 6 mph;
      57. Me 262 A elevator is less affected by ram air according to newly found data;
      58. RPM control helper won't sometimes turn on by itself on Expert difficulty;
      59. AI wing leaders flying on jet aircraft won't decrease their speed too much waiting for their wingmen;
      60. AI pilots try not to exceed 5G (6G if they have anti-G suits) to prevent the loss of consciousness;
      61. When starting a QMB mission close to AI aircraft they'll act more aggressively;
      62. A bug that could cause AI P-39 pilots to overrev and damage their engines has been fixed;

      Ground vehicle improvements

      63. Vertical gun aiming speeds on all player-controlled vehicles were made realistic according to their correct reduction ratios and the handwheel rotation speed which is the same for all vehicles;
      64. When player exit a gunner seat the gun or MG is left in the last aiming position;
      65. When gunner opens his hatch, the turret is left in its last position;
      66. Repairing of Pz.III main gun and turret traverse mechanism happens correctly;
      67. Panoramic gunsight on KV-1s and  T-34 (UVZ) mod.1943 tanks can be damaged by hitting its armored cupola;
      68. The repair process has been corrected to prioritize the leaks;
      69. Tiger main gun has been made sturdier against fragments;
      70. Simple AI ground vehicles with damaged wheels, engine or killed crew no longer become an unmovable obstacle;  
      71. A destroyed AI object no longer causes excessive damage to other objects ramming it;
      72. Ammo crates near artillery positions are not a difficult obstacle anymore;
      73. Simple ground vehicles have realistic gun aiming speeds;
      74. GAZ-AA and ZiS-5 trucks have correct mass (previously they had empty vehicle mass);
      75. Simple AI tanks and guns have a delay between initial aiming and opening fire and between destroying a target and engaging another;
      76. Detailed AI tanks button up when engaging a target;
      77. Detailed AI controlled T-34 (UVZ) mod.1943 is correctly counted in statistics;
      78. Destroyed Т-70 has correct tracks texture;
      79. The forward lights of the G-8 locomotive no longer shift from it when viewed from a far distance;

      Scenario campaign improvements

      80. Fortress on the Volga: aircraft appear and disappear according to the new visibility distance;
      81. Fortress on the Volga: you can encounter U-2VS when flying over the enemy territory;
      82. Fortress on the Volga: U-2VS and Hs 129 can be seen on airfields;
      83. Fortress on the Volga: the movement of all transport and armored columns has been corrected;
      84. Fortress on the Volga: Soviet tank attack in mission 3 has been completely overhauled;
      85. Fortress on the Volga: other minor improvements;
      86. Blazing Steppe: aircraft appear and disappear according to the new visibility distance;
      87. Blazing Steppe: you can encounter U-2VS in the air;
      88. Blazing Steppe: U-2VS, P-40 and Hs 129 can be seen on airfields;
      89. Blazing Steppe: the movement of all transport and armored columns has been corrected, there are more of them and they are larger;
      90. Blazing Steppe: new aircraft groups added;
      91. Blazing Steppe: all Soviet 85 mm AA gun batteries were overhauled;
      92. Blazing Steppe: all static objects have been updated to correct durability values;
      93. Blazing Steppe: the forces and mission logic have been corrected in missions 6 and 8;
      94. Blazing Steppe: other minor improvements.
       
      Please discuss the update in this thread.
    • By FETCH2015
      Can you help this little Pony
      Can you help me,   help this little Pony ?
    • By FETCH2015
      A closer view of the F-22 HUD used in the OPERATION DARIUS Add-On.
    • By FETCH2015
      screenshot of the F-22 Cockpit used in the Operation Darius Add-On.
    • By PJB
      hi bro my game graphics are too childish while this video shows some real effects and colourfull things , + my aircrafts are not so clear in pixels when i zoom out ,i have i have forced dx9 on and intel HD 3000 graphics laptop hp
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..