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76.IAP-Blackbird

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Everything posted by 76.IAP-Blackbird

  1. Lets see how it will change with the P-38 and 51 together with the Me-262
  2. World of Tanks

    I wanted to know who is playing this game?! I tried it some month ago, dam nI hated this arcadish game, ... but couldnt stop playing it. I dont spend money on it, only enjoying it freely but still have a hell of fun with it. You can find me under my nick 76iapblack and im playing the european server, sadly you cant switch your account from one to another server, so think twice before you create an account.
  3. The BM and SM on the Fitter is great some other SF2 action, what a great compilation of planes we have later i was shot down, but who cares
  4. Sukhois

    Hallo Guys, we are ready with a bunch of planes, but we would like to release them wit ha proper pit and not with a place holder. The pits are already in development by a very talented guy, known as "Logan" here at CA, the guy behind the upcoming Mirage 4K, im in contact with him. The progress is steady. Here we have the newest member of the Fitter family, reworked the details for the early version, Tailsection was rearranged too. The skin is done by my good friend Enoc
  5. Dear Friends, Today I would like to tell you about what we plan for Flying Circus – Volume One and show you some WIP screens of our first two aircraft which are ready for Early Access release this month! But first let’s take a minute and talk about how we came to make Flying Circus and the challenges that we face in developing it. Of course, Flying Circus is going to essentially be our spiritual sequel to our ground-breaking WWI simulator Rise of Flight: The First Great Air War. ROF was the first product we ever made and over the course of several years we greatly expanded its content and created some really cool features for it, many of which were ported or updated to work in Sturmovik. We have not lost our affection for WWI and we have always hoped to be able to bring WWI combat to our updated Digital Warfare Engine. When we eventually ended work on ROF and shifted our focus to WW2 many WWI fans were disappointed. At the time, we had no intention of abandoning ROF or her fans, but the requirements for WW2 overwhelmed us and we had no resources to manage two projects at the same time and the technology we developed for WW2 was extremely difficult to retrofit back into our WWI engine without causing major delays to Sturmovik. Retrofitting WWI would have required an entirely new team of developers that we could not afford. So, we marched forward with WW2 hoping to someday find a way to come back to WWI and do a sort of parallel development. That opportunity has finally become available thanks to some creative planning and so we decided to create Flying Circus – Volume One with the help of our friends at Yugra Media. Yugra employees have been training with our team learning how to re-build our WWI content and make maps with our current technology. This has taken several months already, but our plan is to get WWI up and running as quick as we can and get WWI content brought up to our new standard. We hope to generate new revenue to fund more WWI development and general development of the common engine which benefits all of our products. We also wanted to give WWI fans something to cheer about after a long drought of development. Now it should be said that trying to bring all content and features of ROF to Flying Circus in one fell swoop is impossible. This will be a marathon, not a sprint and new features or old features found in ROF will take time to make in the current engine. Bringing WWI to our current engine which has been re-worked and modified for WW2 is a big challenge and some things can be ported relatively easily and others require all new work. As with Tank Crew, several months of work behind the scenes has already taken place laying down the foundation to support Flying Circus. This will take much time, but we will endeavor to make Flying Circus just as awesome or even more amazing than ROF ever was. However, for that to happen we need your support! Both Flying Circus as well as Tank Crew are experiments and first steps in working with qualified and trained third parties on new content and gameplay features that users have asked for or we feel have potential to help our overall cause. Our team is still small, relative to our competitors and we are still a self-sustaining team. Meaning, we sink or swim on our own, there are no bailouts if we fail regardless of who our benefactors have been in the near past. So, if you like anything about Flying Circus please support us by buying a copy. We want to make WWI great again inside the Sturmovik universe. So now that you know the background of how Flying Circus came to be, let’s take a look at the actual product. As you have previously read in other announcements here are the planes that will be included in Flying Circus – Volume One. We have decided to choose a plane-set that represents the period of April-May 1918. This period offers some great planes that will provide lots of fun match-ups. Planes: Spad XIII Sopwith Dolphin Sopwith Camel RAF S.E.5.a Bristol Fighter Albatros D.Va Fokker Dr.1 Fokker D.VII Pfalz D.IIIa Halberstadt CL.II. The first two planes off the assembly line and into Early Access will be the venerable SPAD 13C.1 and the Fokker Dr.1 triplane! All of the planes in Flying Circus have their roots in ROF, but the models have been re-worked by Yugra Media to be brought up to our current visual standard. That means improved mesh and new 4K textures. Map and Technologies Included will be a map that is approximately 100 km x 100 km that has is generally centered on the Arras sector of the Western Front. The map will include towns such as Arras, Cambrai, Lille, Amiens and St. Quentin and the dreaded No-Mans-Land along with several airfields to fly from. This map will be created using all our latest map making technology that is found in current IL-2 Great Battles products. It should make WWI a much more beautiful experience scenery wise. Matter of fact, Flying Circus will benefit from all current and new technologies in our updated engine. This means more than the graphical updates, but also improvements to AI and of course our amazing VR support is included! The difference from ROF will be quite remarkable. The plan is for future volumes of FC to include larger maps like we had in ROF. Exactly how big, is yet to be determined. For us to bring WWI to you in any reasonable amount of time, we have decided to use the Flight Models from ROF for our Flying Circus planes. We have done this for a couple reasons. First, we have spent a lot of time researching and building these FMs over a period of several years and unlike the 3D models, they stand the test of time and there is no reason to toss them and start over. Second, these FMs were built for an engine that was created solely for WW1 speeds and maneuvers etc. It was more prudent to build support for these FMs in the current WW2 focused engine, then to completely re-make these FMs with an engine designed for heavier and faster aircraft in WW2. In essence, we’ve been able to make both regimes co-exist side by side within the same environment without compromising the feeling of flight or their unique characteristics. Our engineering team as done a marvelous job building this support in just a few months! Without this work, Flying Circus would not be possible. Our Flying Circus planes will still have all the interesting quirks and characteristics that many of you know and love from our previous title. Finally, I must mention one of the driving motivations for making Flying Circus at all - VR support! There was simply no way to retrofit VR support into ROF properly. So, to bring our awesome VR support to the WWI battlefield we had to work on a new title with the tech already included. The end result did not disappoint, we really like how our open cockpits look in VR! This will be a really awesome experience for those that love VR. Features As I mentioned above, getting WW1 up and running again takes a lot of work, so Flying Circus will initially include support for the Quick Mission Builder and our Mission Editor. We will also create and include some custom single-player missions as we near completion of FC and if Volume One proves popular and we move to make future volumes, we will introduce the Pilot Career to FC. And Scripted Campaigns can be built for FC by anyone using our Mission Editor just like in IL-2. If you are concerned about the Pilot Career, please know this. We can’t support the Pilot Career for FC yet because we are still building support for WW2 and other general features and mission types it needs. Remember, it’s still new tech for the Great Battles series and we have to build this support in-house so we cannot place this task with a third party. We also have to build support for WW1 style missions and this will take time. If we include support for the Pilot Career in say Volume Two of Flying Circus, it will of course become compatible with Volume One. That is the beauty of our one client approach. All of our Flying Circus aircraft will come equipped with all field and factory mods that we used to sell as separate items way back when. This also includes pistols, scarves, streamers and special gunsights like the Aldis and collimator style gunsights. And last but not least, our pilot models for Flying Circus will be completely new and they will look really cool in our updated aircraft. They of course have yet to be animated, but the finished pilot models look to be really great! We hope this overview of Flying Circus is helpful and gives you a good idea of the great effort we are undertaking to bring WWI development back to our amazing WWI fans who enjoyed Rise of Flight so much. So please enjoy the following images of Flying Circus. Remember this is still a Work-in-Progress and the maps is obviously not WW1 France. For Early Access we will be including the Lapino map as a substitute until the French map is ready. You can discuss the news in this thread
  6. It is the beginning, Look how the new il2 has developed over the years
  7. One of the best coming Addons!
  8. Dear Pilots and Drivers! We start this Dev Blog with a somber reminder that 77 years ago, on June 22, 1941, German troops, under the control of the Nazi regime in Berlin, launched the largest invasion in the history of warfare. They crossed the Soviet Union border in a surprise blitzkrieg attack obliterating the non-aggression pact signed between Germany and the USSR. This escalation of WWII would forever change the history of the USSR and the rest of the world. Modern history still to this day is divided into 'before' and 'after' the war. The German war machine was powerful, effective, modern and technologically advanced. Its soldiers were highly motivated and exceptionally trained. Operation Barbarossa was planned by the best minds of the German general staff. The plan was for three army groups, 'North', 'Center' and 'South' to smash the USSR in just 5 months with the help of the cavalry of the new age - the air force. This outcome may have seemed inevitable if not for the tenacity of the Soviet people and military. Surprisingly for the German High Command, as Barbarossa rolled on and early victories showed Soviet unpreparedness, the Soviet resistance began to stiffen and harden with each passing day. The Soviets withstood the initial, most powerful impact of the enemy with grim determination. This determination and composure turned into a shield and spear that would eventually stop and kill the enemy. We all know the price of this victory - there was no family untouched by the war, countries were destroyed, cities turned to rubble, tens of millions of people killed and millions of children became orphans. The price was hideous and we can't forget it because our ancestors live in our memory. We hope such an event never happens again. This price wasn't paid in vain - the modern world as we know it comes from the great joint victory over Nazis. The victory which wasn't possible without the blood of the Soviet people, which begun on this day, June 22, 1941. This new project of ours - Tank Crew: Clash at Prokhorovka is our tribute to this memory. We tell about the machines of WWII and the fighting in the skies above its battlefields. And starting this year, we'll also tell you about the fighting on the ground. We'll begin with one of the most famous and critical battles of the war - the battle of Kursk. In 1943, the Wehrmacht gathered all available forces, which in 1943 were still considerable and far from defeated and attempted to turn the tide of the war after the setbacks in 1941 and 1942 in one coordinated all-out assault. It can't be said that this attempt was entirely hopeless, the German forces nearly broke through the last lines of defense, but the Red Army held and counterattacked. And with that, the final outcome of the war became clear. The symbol of that battle, of course, is the armored combat machines that defined the battlefield – TANKS! Tanks alone are little more than expensive metal heaps without their human crews. This project is dedicated to the crews who bravely went to battle in them. The action in Tank Crew: Clash at Prokhorovka will take place in 100x100 km area around Belgorod, including the place where the greatest tank battle of all time was waged, near Prokhorovka village. You can see that the map size is smaller than in our other projects, but we made it smaller on purpose to use our recently developed landscape detail scaling technology. This tech will make the landscape wireframe 16 times more detailed than our usual maps that are designed for aircraft engagements. While being smaller than our other maps, this map size is still unequal among tank sims. We don't do this just to boast about it either - the size of our map makes joint multiplayer with tanks and aircraft possible on the same multiplayer server. In addition to 16 times more detailed landscape, we also implemented the knock-over-trees tech which in some aspects is more advanced than in competing titles. The terrain texturing has also been improved to make creating believable settlements and villages possible. The settlements also required new tech advances because this project is focused on tanks, so we have implemented more detailed building damage modeling. Of course, we can’t get carried away, because populating all settlements and big towns with detailed damage model buildings won't be feasible from both development resources and sim performance standpoints. The bulk of the map will be populated like on the regular maps while the historically important areas where the major tank engagements happened will have the new detailed buildings. This will make ramming the buildings possible by the way. As you can imagine, the area of the Prokhorovka battle will be one of these highly detailed areas. The size of just this area is comparable to the full size of the map in some tank games. Now let's list the tanks that will be made for the project, it is called Tank Crew after all. There will be 10 armored vehicles and two Anti-Aircraft vehicles: 1. T-34-76 model 1943 2. KV-1s 3. M4A2 4. SU-122 5. SU-152 6. GAZ-MM + 72K 7. PzKpfw III Ausf.M 8. PzKpfw IV Ausf.G 9. PzKpfw V Ausf.D "Panther" 10. PzKpfw VI Ausf.H1 "Tiger" 11. Sd. Kfz. 184 "Ferdinand" 12. Sd. Kfz. 10 + Flak38 For this project, we performed historical research on the construction of these tanks and their equipment and weapons for exterior and interior 3D modeling and texturing. Part of our team is working on improving the engine, making the physical tank models and their damage modeling, creating the map and improving the user interface for the tank crews. We've managed to set up the joint workflow with our development partners so Tank Crew development doesn't affect the progress we're making on our other big project – Battle of Bodenplatte. We can tell you a bit about the gameplay already. The player will be able to occupy one of the four stations: - Tank commander - Driver - Gunner - Radioman/MG gunner The required support for drivable tanks and vehicles has been created in advance. All our customers should try the existing two tanks, T-34 and Pz. III. Now we're improving and expanding this support, and one of the most important directions of this improvement is making the damage model of the tank and its systems more detailed. We'll also improve the ground vehicle AI so it will be capable of controlling detailed tanks, the ones that human players control. This is required for single player - you'll be acting as part of tank squads or companies. For each side we plan to create a Scripted Campaign consisting of several missions connected with a single story, telling about the historical events of this battle. As we see things now, the Tank Commander role is shaping up to be the most interesting one - you'll be able to command your crew, give orders to your unit as a whole or any particular tank under your command. On Expert difficulty level, you'll do all this from your seat inside the tank relying only on the visual information which has been possible to obtain in real life. Players assuming the role of a driver will notice the realistic tank movement physics that includes the complex interaction of the tank tracks (or wheels for a car) with the ground, engine and transmission, resulting in realistic dynamic characteristics of a given tank or vehicle. Since we are not only a simulator, but also a game, it will be possible to control this complex dynamical model with simple input devices. The gunner will operate the realistic optical gun sight. We have performed significant research to model the ballistics of all the rounds used in these tanks. At the moment we plan that it will be possible to use 5 round types: AP, APHE, APCR, HEAT and HE (it's likely you know what these mean if you're interested in tank warfare). The types available will be historically accurate, for instance, the 76mm HEAT round was forbidden to use in 1943 because of the many cases of its premature bursting in the barrel, or there were no solid AP rounds for German guns, they used APHE. All MGs installed on the tanks will be accurately modeled as well. The Radioman/MG gunner will operate his MG most of the time but losing a radioman will prevent you from talking with other tanks of your unit. The loader will be also modeled, but he will be controlled by AI. We plan to start the Early Access program for Tank Crew: Clash at Prokhorovka as early as this July. Of course, we'll have only a small bit of the final product available at the start. The official release date is more than one year ahead in the future, but early adopters of Tank Crew will have something to play with: - Highly detailed (exterior and interior) KV-1s and PzKpfw VI Ausf.H1 "Tiger" tanks; - Nearly complete physics model of these tanks; - Detailed ballistics model for 50mm, 76mm and 88mm rounds; - Ability to occupy any tank station (tank commander functionality won't be ready, but you'll be able to take the commander seat); - Numerous improvements to other game functionality which will improve a ground vehicle gameplay. Well, as they say, a picture is worth a thousand words, but here is a bunch for several thousand words! You can discuss the news in this thread
  9. Weaponspack 3

    I hope so but great work!
  10. Weaponspack 3

    Looks great, may i ask what is your polycount?
  11. Great Work!! Thanks for your hard work!
  12. Hi UllyB, thanks for sharing the progress on that project that is welcomed by so many people. Can I point out a few areas? Check the last pics, where the nose pitot connects with the nose, seems that this area isn*t smoothed properly. you can see the edgy 3D mesh there. Another point it, the angle of the whole front intakes, isnt straight as in your model, but slightly angled outward. Check that reference pic, you can see the angle for the intake on the frontal pic Here you can see the angle a bit better on a real plane And check the top part of the intakes, it is a smaller, kind of lip, than the larger edgy are in the current model Check the ladder for the entrance for the pilots and the little slit on the underside of the intakes, im not sure if it closes during faster flight or if it remains open, someone should clarify it If you guys plan to build a pit?!: All pics are taken from this site http://www.themodellingnews.com/2017/05/kittyhawk-are-busy-reworking-refining.html If you have questions or i wasn't clear enough with my comments, just PM as always So far, fantastic work!!! Really cool!
  13. Update 3.003 Hello everybody, One month after the last update we present you another one. The new update 3.003 starts the Bodenplatte Early Access program - if you pre-purchased it, you can fly the first aircraft from its plane set right now. At this early stage, only two planes are available - Bf 109 G-14 and Supermarine Spitfire Mk.IXe (with old pilot models since new, late war ones, aren't ready yet). Bf 109 G-14 is the last fighter model from 109 'G' lineup. This model has the completely new canopy with the increased field of view 'Erla', transparent armored glass headrest and the increased rudder surface. The more advanced DB-605AM engine is equipped with the automatic water-methanol mixture injector system that engages at maximum throttle, allowing for increased intake pressure and engine power as the result. The running time at maximum throttle has been increased to 10 minutes with less engine overheat and required radiators opening. The aircraft armament is similar to Bf 109 G-6, but it can carry heavy unguided rockets 21cm WGR-21 (9.5 kg of explosives and up to 30 kg of fragments in each rocket). Supermarine Spitfire Mk.IXe is the most well-known and widespread model of the legendary WWII British fighter. Thanks to the number of selectable modifications we have implemented, you're effectively getting four aircraft, not one. By selecting certain modifications, you can have Spitfire LF Mk.IXe (with the Merlin-66 engine for lower altitudes) or Spitfire HF Mk.IXe (with the Merlin-70 engine for higher altitudes) or their modifications with clipped wings. In addition, you can select either the standard Mk.II gunsight or the advanced gyro gunsight G.G.S. Mk.IID that automatically shows the correct target lead provided you have the target base and distance set! Also, unlike the lend-lease Spitfire Mk.Vb, this model is equipped with rockets and bombs. Our new Engineer-Programmer Kirill Konnov describes how the gyro gunsight works in detail: The gyro gunsight is an advanced device capable of automatically calculating and correcting the lead angle for firing at a moving target. The attempts of building such a device begun even before the war in Great Britain and Germany, but first gyro gunsights appeared only in 1941. It is taken for granted that airspeeds of the own and target aircraft are nearly the same or close enough, so the required lead angle is in direct ratio to the angular speed of the target. Therefore, to calculate the target lead angle, three values are required at any moment: distance to the target, projectile flight time and the angular speed of the own aircraft. The pilot set the distance to target himself, therefore the simple optical rangefinder was part of the gunsight - adjusting the distance knob changed the size of the moving circular reticle. If the target base (its wingspan) is set correctly using another knob, then adjusting the circular reticle to be the same size as the visible (angular) target size effectively sets the target distance. The time required for a projectile to travel the required distance has been set in the internal structure of the gunsight parts themselves and couldn't be changed. The angular speed of the own aircraft is the same as the angular speed of the gunsight itself. But how to calculate the correct angular target lead using these values? There were no computers in the modern sense of this word at that time, so a really complex optomechanical system has been invented. It included the round mirror attached to the gyroscope with three degrees of freedom. The rotor of the gyro has been rotating in the magnetic field created by inductance coils (Picture 2). The current in the coils has been adjusted according to the set target distance so the resulting deviation from the aircraft axial line during a banking turn projected the targeting reticle to a correct lead angle. There were four operating modes: fixed reticle, gyro and fixed reticles, gyro reticle and night mode. In the night mode, the target lead is calculated for the fixed distance of 150 yards, ignoring the distance input from the user (but the optical rangefinder in this mode is still functional). According to the historical data, an average hit accuracy with this gyro gunsight G.G.S. Mk. IID was more than two times better than with regular collimator gunsights on the same aircraft. The main principles used in this gunsight were used in the development of new gunsights and targeting equipment all the way to 1970s. Having analyzed the level of complexity and unpredictability of the internal processes of this device (many parts of the gunsight are actually crosslinked and serve more than one purpose) I have decided to model the entire system 'as is' without significant simplifications. Therefore, the behavior of the lead indicator in the sim is close to the real gunsight as it is possible. Update changelist: 1. Bf 109 G-14 is available to all Battle of Bodenplatte owners; 2. Spitfire Mk.IXe is available to all Battle of Bodenplatte owners; 3. Finishing a mission no longer results in an incorrect results screen while using automatic login via autoplay.cfg file; 4. Multiplayer server ban time control has been fixed; 5. The random black screen issue while joining a multiplayer server should be gone now; 6. The multiplayer modifications blocking logic has been corrected; 7. Two units that were AI-only are joinable now: 15.(span)/JG 27 (BOM) and 13.(slow.)/JG 52 (BOK). In addition, two new pilot biographies were added. Big thanks to the community enthusiasts who wrote the texts! 8. Vehicles in a column shouldn't crash into a destroyed vehicle (QMB and Career modes); 9. Player home airfield won't have an empty callsign anymore (Career); 10. The Career mission generator won't fail when there are too few aircraft left in a unit; 11. Many text corrections in the Career mode; 12. The issue in the Career mode when a pilot transferred to another unit still flew for his former unit has been fixed; 13. All single missions should display correctly in the mission list; 14. Default map zoom in has been corrected both in briefing and in flight; 15. Gunsight settings (set distance, etc.) won't reset anymore when a new enemy aircraft is spawned; 16. Tank handling (turning) at higher speeds has been improved; 17. Wrong world scale in Windows Mixed Reality devices such as Samsung Odyssey caused by the doubled reported IPD value should be fixed now. Please discuss the update in this thread.
  14. Are there any antennas missing on the F-15C from TMF? so i could pack them into the cockpit parts, but im not an Eagle expert
  15. I see, i need to release the cockpit update for the F-15C
  16. Hello everybody, The time has come to tell you more about the historical timeframe of Battle of Bodenplatte. As we said in our previous Dev Blog #192, we're making all four different seasons for this map. Some might think that we'll model only 1-2 days of the actual Bodenplatte operation when the Luftwaffe made the all-out attack on the Allied airfields near Brussels and Antwerp. However, our “Battle of” series is much more than that! The Career mode for this new theatre of war will last from September 17th, 1944 to March 28th, 1945 – 188 days of war in total. Historically, 11 significant engagements took place in this area during the given timeframe. In the Career mode, you'll see your area of operations, mission types, acting air force units, their home airfields and other details that correspond to the historical data. You'll be flying in and around many famous operations and battles. Of course, we can’t model every skirmish or battle on the ground, but we will have an exciting Career spanning this later stage of the war when the Allies were fighting their way into Germany. Operation Market Garden (September 17 – 26, 1944) Battle of Aachen (October 2 – 21, 1944) Battle of the Scheldt (October 2 – November 8, 1944) Operation Queen (November 16 – December 15, 1944) Operation Watch on the Rhine (December 16 – 25, 1944) Allied Counter-Offensive (December 26, 1944 – January 25, 1945) Operation Bodenplatte (January 1, 1945) Operation Veritable (February 8 – March 10, 1945) Operation Clarion (February 22 – 23, 1945) Operation Grenade (February 23 – March 10, 1945) Operation Plunder (March 23 – 28, 1945) As said above, we won't be able to recreate these ground operations in super detail, but the overall situation, mission tasks, home airfields and mission targets will change as they should historically just as you experience with Stalingrad, Moscow and Kuban. This, along with the corresponding features of the Career mode like pilot biographies, squadron histories, newspaper articles, videos, squadron rosters, medals and rank progression will create an authentic experience of flying on the Western Front during the late war period. The whole timeframe will be divided into 5 chapters: Chapter 1: Fighting in Holland (September 17 – October 1, 1944) Chapter 2: Autumn Offensive (October 2 – December 15, 1944) Chapter 3: Battle of the Bulge (December 16 – 25, 1944) Chapter 4: Allied Counter-Offensive (December 26, 1944 – February 7, 1945) Chapter 5: Battle of the Rhine (February 8 – March 28, 1945) To create this new theatre of war, a thorough research will be done on where the units of both sides were based, their tasks and what aircraft they used day by day. Two new award systems for the US and Great Britain are to be created from scratch, as well as the late war pilot models for Luftwaffe, RAF and USAAF along with their chutes. The Newspaper articles is a huge task on their own and takes several months to complete. If you’d like to help with this contact Jason. We also plan on making additional mission types for this unique location and timeframe. All in all, this will be a lot of work for us, but progress is already being made. For example, we have finalized the map boundaries and the airfield locations. This map is bigger than we initially planned (flyable area is 401 x 324 km - it is 129.900 sq.km) and several compromises will have to be made to make it a reality. It will stretch us to the limit of what is possible in our development schedule, but as with our other maps it will be really cool when it’s done. You can discuss the news in this thread
  17. Sukhois

    Small update on the pit from Logan!! Im so excited!!! The pit mesh itself is borrowed from the exterior model and is WIP, but his panels and new parts as you can see in this and the last pictures, are great! Thanks Logan!
  18. Neues Buch von mir: Kampfhubschrauber weltweit

    Du killer! Gratuliere dir! Hast ne Review von mir unter dem Pseudonym "Marie Luise"
  19. As the history showed, the Germans wan't a plane that can perform everything! So lets create an all weather, day and night, Cargo and Fighterplane, Awacs and seaplane Bomber Hercules, the FBC-130J30+X G ...
  20. Im more than happy we are getting a new and legal Su-34, believe me. Thank you alot!
  21. Sukhois

    Yes, the M3 version will be the base version for the 2 seater
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