Unser Interesse gilt der Flugsimulation am PC und insbesondere der Software „IL-2 Sturmovik“ und seinen Nachfolgern.
Als Online-Piloten fliegen wir seit Februar 2003 in einem „Geschwader“, um gemeinsam mit anderen unser Können in virtuellen Luftkämpfen am PC zu messen. Der Spielspaß und die Freundschaft stehen im Vordergrund. Im Zuge unserer Geschwadertätigkeit beschäftigen wir uns aber auch mit allgemeinen Themen
der Luftfahrt, sodass der Bezug zur realen Fliegerei gewahrt und miteinbezogen wird.
Falls du Fragen, Kritik oder Lob äußern möchtest, stehen unser Forum und das Gästebuch bereit.
Nun viel Spass auf unserem virtuellen Fliegerhorst.
Welcome to the homebase of the virtual I. Gruppe Jagdgeschwader 27.
We would like to give you a short introduction on who we are and what we do within the subsequent lines.
In February 2003 we arose from the virtual I/JG26. Ever since we tried our best to make our name in the rather small community of flight simulations.Our squadron is named after the historical Luftwaffe squadron I. Gruppe Jagdgeschwader 27, and therefore we are focused on German planes and tactics. Lead by the ideas and principles, of which we think they are essential for both a successful team-play and strong company within our members, we challenged the long way of virtual flying as a squadron. Our focus is set on the virtual live and we essentially see our activities somehow as a role play in which we can advance our virtual career. Apparently we designed our virtual homebase to meet this requirements and therefore offer self programmed, fully automatic website with a (wip-)coop-mis report system as well as detailed self-created graphics (ranks, awards and so on) and interesting photo and screenshot albums of your events. Unfortunately many people, essentially those who do no not make an effort to gather further information about what we do, think that virtual pilots flying for the German side in IL-2 would like to see a resurgence of the Nazi aera. That is definitely not the case. We aver not to approve the crimes or ideologies that have been present during world war 2, nor we accept such behaviour by any of our members. We clearly separate reality from our virtual activities. Teamwork and the challenge against international players is what still attracts us to the game after all those years, not the possibility to continue a war that has caused so much pain to Europe. We think that the long list of people we call friends, is the best evidence against all those inconsiderate preconceptions.
Although many of our members are able to speak and understand English without difficulties, we decided to acertain German as the main squadron language. So we unfortunately have to reject applications from non-German speaking pilots. Nevertheless we are open for international cooperation regarding flight affairs. (In case you would like to arrange training flights or flight events we ask you to contact the squadron commander via mail or the Forums.
After almost 10 years of activity we are still addicted to the virtual operations we use to participate multiple times a week. As the sequel of IL-2 Sturmovik is announced , we are preparing to join a new aera of flight simulations. In order to strengthen our group for the upcoming battles of the British-Channel, we are always open for applications of enthusiastic recruits.
S! and good hunting.
It is my honor and pleasure to announce our current and future plans for the modern IL-2 Sturmovik Series. As you know we have released Battle of Stalingrad and Battle of Moscow and now we are ready to announce - THE BATTLE OF KUBAN! In addition to creating the Battle of Kuban we will be adding several new technologies, gameplay modes and community centered features to the Sturmovik series that will setup future titles based in the Pacific theater. We see the further development of the Sturmovik series as a marathon and not a sprint. We hope you will continue to support us and cheer us on the entire way as we make, what we consider to be, our shared vision a reality. More on our bigger vision further below.
To produce Battle of Kuban we have adopted a sixteen (16) month development plan that will culminate with its final release in December 2017. The plan is packed with new features, improvements, changes and new content. Battle of Kuban (BOK) will be available for Pre-Order in the coming weeks with a discounted price for early purchasers. An early-access program will also be available for pre-order purchasers as we have done in the past. You will not have to wait long to start experiencing new content and further improvements to the Sturmovik universe.
The Battle of Kuban provides a unique opportunity for us as a development team and for you as a customer. The Kuban theater offers some beautiful and varied scenery and interesting aircraft including Western Lend-Lease designs that played an important role not only the Kuban area, but all across the Eastern Front. The Kuban also helps the development team by providing an ocean environment for larger ships and other watercraft to do battle which will help prepare us for our eventual move to the Pacific theater.
- Kuban map 300x400km (Seaport, Towns, Mountains, Sea, Prairies, Large Forests, Part of Crimea) - Warships (Destroyer, Cargo ships, Submarines, Torpedo boats, Landing Barge) - Some New Ground Units
Technology and Features:
- DX11 - VR (with existing GUI) - New Career for Kuban, Moscow, Stalingrad (ROF-like) - Scripted Campaign game mode with first Campaign of 15 missions. Community can add their own scripted Campaigns later. - CO-OP Multiplayer Game Mode (ROF-like to start) - Air Marshall and Field Marshall modes for MP. (i.e. HQ-ATC-GCI type screen to manage a battle with realistic limited info) - In-Game Model-Viewer (tool for skin makers) - Mods On/Off Mode (As open as possible including sounds and textures) - Support for Tacview - Rear View Mirrors - Re-vamped Triple Monitor Support - External Gauges API for app makers - Ability for Players to Import Vehicles and Objects (Like ROF) - SDK for Vehicles, Buildings, Boats and other Objects - Custom Graphics Settings Options
Other Improvements: - As much of Daniel’s DD120 (As time and budgets allow) - Adjustable Cloud Heights - Flight Model Optimization for AI planes (More AI planes in missions) - Planes with larger wheels are less stuck in rough terrain - Support for Larger Textures (Assuming tests prove possible) - Sound/Graphics FX (Object linked hits and sounds) - Sharper Shadows - Haze Improvements (Possibly if research results are good) - New Tracers (Possibly if research results are good) - Oil Leak Texture Layer (Possibly if research results are good) - Liquid effects on Canopies (Possibly if research results are good) - Torpedoes - Key/Axis Mapping Dialog Re-design - PWCG custom button in GUI (Similar to ROF) - Crew Position Hotkeys - HEAT projectile - Multiple Bomblets - Cavity bursting charge AP projectile - TrackIR seen as separate device by game - Misfires when gun overheated - Blown engine if something going wrong with it - Trimmers on axis - Cargo Drops and Paratroopers for Ju-52 … and other small improvements, changes and fixes we can fit in to the schedule.
Note: Items above not listed in any particular order or priority and any item listed is tentative provided development goals are reached as planned.
Over the next few years we plan to meet four major goals with our engine, technology and products.
1. Build the technology and features the community wants to see in our products and try to re-capture some of the magic that made the original Sturmovik so much fun. We call it the “Spirit of ‘46”.
2. Continue to use the Eastern Front as the proving ground for our engine, technology and game design for a little while longer. By making Kuban next, we will leave the Eastern Front a well-appointed theater that fans of the Eastern Front can enjoy it for a long time.
3. Move to the Pacific Theater and build a first-class simulation of Carrier Warfare which dominated that theater.
4. Develop features, methods and opportunities to increase community involvement in the creation of interesting content and increasing social interactions between players to build a stronger community.
If our plan is successful, our engine and product line will evolve into one of the biggest and best combat sim series ever.
Our long-term vision includes the following battles, but not necessarily in this order and final selection is not concrete.
Battle of Kuban
Battle of Midway
Battle of Okinawa
Battle of ??????
Additional improvements and features are planned for later products. We simply could not fit all possible features, content and changes into one product. And some features and changes have to come before we can build others. It is necessary to take a methodical, responsible approach to how we develop the engine and product further to ensure long-term success. No one wants us to release an unfinished or broken product. To do so would be the end of our team.
We have conducted much internal and external research on where we should go next and thought about the future vison of what you, the combat flight-simmer, wants us to make. It’s not easy to balance the wants and needs of the entire yet diverse combat-sim community with our budgets, deadlines and available resources. However, Battle of Kuban along with its new tech and features is a strong, aggressive step in the direction the community has requested we go. Please remember, the original Sturmovik as well as our earlier title Rise of Flight, was not built in a day, but over several years. However, with your continued help and encouragement we can make this vision a reality and keep the Spirit of ’46 alive!
You can discuss this announcement in this thread and read further comments from Jason that address this plan in even more detail.
See you in the skies and thank you for your continued enthusiasm and support!
Zwei neue Flugzeuge sollen Ende des Jahres (Zitat "Q4 2016") erscheinen: Die Tante Ju, sowie die Yak-1b. Wer diese Flugzeuge sein Eigen nennen will, kann sie ab sofort vorbestellen. Aktuell gibt es beide für je $ 14.99.