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.
While engineer and artist teams work on Battle of Kuban aircraft, our dedicated map department is making the landscape of the new theater of war. As we mentioned earlier, we use Rise of Flight tech as a start, but we spent a lot of resources to make it up to the task. We improved the mountains rendering in the first place, since mountains and foothills occupy 22 thousands square km of the total 120 thousands square km and the mountain coast is 350 km long. Theoretically we could create this landscape using existing technologies, but it would take unrealistic amount of time and we didn't have so many resources to do it the old-fashioned way. Therefore, we spent some time creating the procedural texturing system for mountaneous terrain. Surely, the modern tech requires not only applying the textures, but also choosing correct materials to make the landscape as natural looking as possible, getting rid of unnaturaly straight lines and borders. Here are several screenshots of our first attempts at this tech, which show promising results:..."
"The main data source for this landscape is the height map. Its analysis and processing gives us the slope steepness data that can be used to determine the surface type at any given coordinates - is this a rocky slope, or a patch of soil covered with low grass, or a forested area. The orientation of a slope relative to cardinal directions and a bit of randomness are also taken into account. The snow line (above which snow covers the ground) is also determined using the height map data, but of course it is not a simple height slice - it depends on slope steepness, its orientation (which affects insolation), etc.
We almost finished creating special objects for sea ports. This task wasn't trivial either - their layout changed since 1943 very much and it took a full blown historical research to determine how they looked back then. Kuban towns will include the famous landmarks, they are already modeled as well.
Our map department is progressing according to schedule and soon we'll be able to show you the early screenshots of Battle of Kuban landscapes and towns that will be close to their final look."
Kaum zu glauben, aber I/JG27_Rollo feiert heute seine siebenjährige Geschwaderzugehörigkeit. Wir gratulieren herzlich und bedanken uns vor allem für die tatkräftige Unterstützung in den letzten Jahren. Mögen noch viele Geschwadertreffen kommen bei denen wir gemeinsam bei dem ein oder anderen Bierchen über Fliegerei philosophieren.