Your number one source for WWII sim missions and downloads you won't find anywhere else! Welcome to a treasure trove of articles, reviews, links and videos on and around the subject of the latest WWII flight sim platforms and their updates - Battle of Britain II, Il2, CFS3, DCS P-51, Cliffs of Dover, Battle of Stalingrad and Wings of Prey.
Cherkassov is updating the Bf110 skins in the multiskin mod
Stickman has remade the Sheerness region with historical precision, as usual
Hazzie has also been working on prop blur at various engine speeds and settings:
And work has started on version 2.13, with the following wishlist and work in progress identified (may or may not make it into the final update):
- Terrain elevation
- Multiskin additions
- City, airfield, port and landmark updates to further improve historical accuracy
eg Newhaven, swing bridge area
- Chalk Cliffs (at the moment there is a bug making some cliff tiles 'see through')
- Campaign map
- Ongoing work on 'Buddye's Buglist'
1. Still some minor warps in AI behavior to fix when changing maneuver codes (nevertheless huge improvement over original ones). 2
Pilot to bail-out 3-5 seconds after final punch (currently with no
delay). Bail-out delay time could be randomized based on skill and
damage. 3. Bombers formations to spread-out in panic, drop bombs and
return home when attacked fiercely. Shooting down the whole group of
unescorted JU88s without any panic signs across the whole slaughter
process seems a bit unrealistic. I've seen some "automatic" panic
only with single stuka pilot when attacked directly (here it could be
more randomized). His few comrades could join in as well at a random
manner depending on skill and situation. 4. Personalized squadron
roster in SPC like in EAW. Newcomers, KIAs,wounded score, rank etc,
pilots to fly the mission/rest, current AI level for a given pilot. 5.
Label types to be toggled continuously from none through single
character to long ones with different key stroke than labels on/off 6. Different labels for quick check where direct wingmen are 7. Clouds to cast shadows on the ground (maybe it is there and I missed it). 8. 3D sound in external views - currently only fly-by sound present 9. Fix replay problems 10 Fix MP Beta issues and refine 11. Prevent AI from seeing through the clouds 12. Review report in the Campaign (bad counts for Hurri, Ric reported on beta forum). --- I think Randy mostly fixed this one? 13. Fix the winds so they can be evoked (now only below 1000 feet) 14. Real gunsites for the BOBII flyable A/C 15. Fix the not working or broken 3D gauges ------------ Stickman will need to Status this one but we fixed most. Ithink? 16.
All RAF spits will have Two Speed/Constant Speed propeller
----------------- We know how to do this but the question is impact to
Game play? 17 Fix the problem with adding A/C in BOBII. Add the Tiger Moth to BOBII 18. Players can man the gunner position in the BF110 and Ju87 19. Start the process of AI being able to improve and not make the same mistakes 20. Continue Fred’s Mission Editor Concept 21.Correct adverse yaw effect – Blue Six interest ----------- I think Ken fixed this one? 22. Fix RAF 303's number of bullets and rate of fire issue ----- I fixed this one some time ago, I think. 23. Investigate solution to AI blacking out like player 24. Formation jitter 25. Jittering Gauges (really just not smooth operation) 26. Broken Gauges ---------------------------------------------- Oops, thei is the same as 15? 27.. Small jumps intermittently during combat 28. "Hicup" that results in the Min FPS display hitting 1,2,3,4 29. Fix AutoPiolt so that it does not go to external view but stays in cockpit view.
Looking for the REDUX campaigns for the stock version of Cliffs of Dover?
you don't use the TF MOD here are the original versions. (These will
also work with the TF MOD, they are just not optimised for that MOD, so
they don't include high altitude missions, new objects such as the
ships, or the new 100 Octane fighters...)
Team Fusion has continued to work on improving effects and trying for higher framerates with effects like smoke and contrails.
See video here:
They have also shown a screenshot of work in progress on a new naval unit - the Rodney class British cruiser.
Bringing capital ships like this into the game will mean they also need to bring in weapons which can be used to attack them. In the 1940s the only German munition capable of sinking a British cruiser or battleship was the LTF5 torpedo, so for CoD that would mean adding it to the loadout of the He115 seaplane. The LTF5 was a particularly ineffective torpedo, as it had to be dropped at exceedingly low airspeed or it would dive to the bottom. So any aircraft delivering it, was a sitting duck. Still it would make for an interesting mission or two to set up a brace of He115s to attack the HMS Nelson!
This is fantastic news for those of us who have been grumbling about the fact there were no prop adversaries for the beautiful DCS P-51, which meant there was no COMBAT in this Digital COMBAT Simulator product.
The FW190 will be released as AI only at first, but later as a full fidelity aircraft on the same level as the P-51.
New flight models, contrails, high altitude dogfighting, but especially the ability to join online battles with 100+ players on the server at a time in a lag free environment, this is what the new Team Fusion Mod for IL2 Sturmovik Cliffs of Dover can offer.
Seelöwe, or Operation Sealion, was the planned invasion of England by German forces in the Autumn of 1940.
It never happened. But what if it had?
REDUX campaign scripting by Bolox and Gabuzomeu, we have revisited the
stock CoD Luftwaffe campaign and completely reshaped it to craft an
Operation Sealion invasion campaign flown from the Luftwaffe
You will fly as a pilot in the rebellious unit Stab I
(Jabo), I/JG53 – a unit of battle hardened Luftwaffe veterans who not
only took on the British, but also the Nazi high command during their
stay in France in 1940. In this scenario hand picked pilots, including
yourselves, have been selected to form a Bf109E4b Jabo, or ground attack
unit, to support ground forces in the invasion.
The Seelowe Luftwaffe REDUX campaign offers you both air to ground and air to air action, and:
takes you from the eve of the invasion, defending the invasion fleet at
Calais, to the full fury of the invasion in the skies and over the
cities of England. - features the popular REDUX scripting of Bolox
and Gabuzomeu with air and ground kill counts, campaign victory totals,
and medals. combat AI settings optimised to provide best possible aerial combat experience -
missions including escort, airfield attack, sea convoy attack, shipping
cover, air convoy escort, AAA and AT suppression, combat air patrol - daily combat reports, using period photographs, track the progress of the invasion the
usual attention to ground object detail at airfields, ports and in
cities. Armour and ground forces clash on the ground below as you fight
in the skies above. - historically appropriate order of battle on both sides, including Axis support by Italian forces - compatible with TEAM FUSION mod v. 1(3) - includes a 23 page readme with the history of Operation Sealion and the featured unit, JG53. What's different to the popular RAF REDUX campaign?
attack! This is a jabo campaign with ground and air missions, so
naturally the campaign script keeps track of your ground kills, as well
as your air kills.
Installation and uninstallation
REDUX campaigns are supplied in a self installing EXE program. Run this
program and when prompted by the installer, browse to where you have
your ‘IL2 Sturmovik Cliffs of Dover’ directory, usually C:\Program Files
(x86)\Steam\SteamApps\common\il-2 sturmovik cliffs of
dover\parts\bob\mission\campaign. The campaign will then install and
replace your existing Luftwaffe campaign in the campaigns menu.
you do not choose your game directory, the campaign folder
(campaign_de) will be placed in your My Documents folder. To uninstall
you can simply ‘verify’ your game in Steam and it will restore your game
to its original condition, but this will also remove any other mods you
may have installed.
If you wish to uninstall manually, a backup
of your stock Luftwaffe campaign can be found inside the campaign_de
folder called ‘campaign_de.zip’. Just copy this zip file onto your
desktop, delete the existing campaign_de file, and unzip the old
campaign into the C:\Program Files (x86)\Steam\SteamApps\common\il-2
sturmovik cliffs of dover\parts\bob\mission\campaign directory.
REDUX and the ‘Open Battlefield’ concept
campaigns are built on an ‘Open Battlefield’ concept. This means
mission events do not center around the player, rather the player is
just one part of a dynamic ongoing war. At the time of your mission,
other Luftwaffe and British aircraft will be flying and executing their
own missions, completely unrelated to yours. While you are flying East
to attack Manston, you may see German bombers headed West to attack
Tangmere. You may be tasked to execute a straightforward ground attack
on a neighbouring British airfield, and see a nice, juicy unescorted RAF
bomber flight cross your path shortly after takeoff. On the ground,
German and British forces will clash and the front line will be
constantly moving from mission to mission.
We do not employ
spawn triggers to set up meetings between the player and other friendly
or enemy flights. This may be an easy way to guarantee the player some
action, but is completely unrealistic. In combat, pilots were assigned
precise take off, rendezvous and ingress times and other units and
actions depended on their ability to execute to these.
you as a player follow the waypoints assigned in a mission briefing is
entirely up to you – if you are flight leader, the route you take is
yours to decide, but it will have consequences. In REDUX missions, if
you miss an escort rendezvous because of poor navigation or timing, you
will miss the rendezvous, and your bombers may get slaughtered. If you
are sent to intercept incoming bombers and spend too much time on the
deck, or miss a waypoint, you can miss the intercept, and the bombers
will get through unscathed. If you do not take the route outlined in
your briefing, you may avoid enemy contact – or you may meet a superior
RAF force en-route to their own target. How plausible is the Seelöwe Luftwaffe REDUX campaign storyline?
original CoD Luftwaffe missions have been extensively reworked, based
on the notes from a Royal Military Academy Sandhurst wargame conducted
in 1974 to simulate a September 1940 invasion by Germany. (See Readme).
this exercise, each side (played by actual British and German officers
respectively) was based in a command room, and the moves plotted on a
scale model of SE England constructed at the School of Infantry. The
panel of umpires included Luftwaffe ace Adolf Galland, Admiral Friedrich
Ruge, Air Chief Marshal Sir Christopher Foxley-Norris, Rear Admiral
Edward Gueritz, General Heinz Trettner and Major General Glyn Gilbert.
The main assumptions were that:
a) the Luftwaffe had not yet won air supremacy; b)
the possible invasion dates were constrained by the weather and tides
(for a high water attack); and c) it had taken until late September to
assemble the necessary shipping.
of the clever tactics used by the German planners in this wargame, to
secure the success of the initial landings in Britain, was a decoy
‘invasion fleet’ which sailed from Norway toward the North of England.
By setting out from Norway with a force of heavy warships escorting
merchant ships, and allowing themselves to be spotted on a course for
the north of England, the Kriegsmarine convinced the British commanders a
‘pincer’ movement of landings in the north, and south, was underway.
The Royal Navy was forced to send the British Home Fleet into the North
Sea to try to intercept the decoy fleet, and rely on its more vulnerable
destroyer squadrons to intercept the Channel invasion.
Sandhurst wargame concluded that with good weather, this strategy could
have succeeded in allowing the first wave of German troops to get
ashore. The storyline for this campaign closely follows the events of
the Sandhurst wargame.
In addition to the Sandhurst wargame, this
campaign draws on the work of British and German historians and writers
such as Peter Fleming, Egbert Keiser, Richard Cox and Derek Robinson,
whose analyses provide inspiration for the political back story you will
see unfolding in the Seelöwe REDUX campaign.
I just bought a brand spanking new ASUS G75VW loaded with kit. New games should absolutely kick butt on this rig. Except for one thing. It comes preloaded with Windows8 OEM.
You will get a million hits on Google if you type this phrase 'Windows 8 sucks'. But I am going to repeat it here unless there is any doubt, WINDOWS 8 SUCKS.
And here is why.
1. Unless you have a touch screen, there is no advantage (ZERO, NADA, ZIP) over Win7 whatsoever. No great new feature, no speed advantage, smart new way of working, nothingwhatsoever.
2. You have to learn a new user interface which is just annoying because there is no incentive to learn it (refer to point 1.)
3. Many of your games will NOT be compatible with Win8. Even in Emulation Mode (and BTW there is no Win7 Emulation mode that seems to work). My two favourite sims BOBII and Cliffs of Dover, did not work with Win8. A user created a workaround for Cliffs of Dover, but BOBII still will not work.
4. You cannot create a separate partition on your PC for Win 7 and run your games there because they use different HD formatting. Win8 Pro will let you 'downgrade' (I'd call it an upgrade) your install to Win7 if you have a Win7 key, but only if you have the Pro version.
5. Once you realise how useless the new interface is, getting back to a Win7 look and feel is not easy. There are freeware progs to help you boot straight to the desktop, and avoid the stupid Win8 START screen (created for Touch screens, not mouse users) that has replaced it. But if you want your old Win7 START button and interface back in all its simplicity, the most popular freeware program for doing this is now a 20USD payware program, so great has the demand been.
Here is what to do if your new PC comes with Win 8 preinstalled:
1. Take your lovely new PC out of the box and plug it in
2. Do not install any new programs
3. Reformat the hard drive
4. Install Win7, and update to latest Win7 Service Pack and drivers
5. Now install your favourite games and periphals
Win8 is the new Windows ME (remember that dog?) of Windows updates. Unless you absolutely must have a touchscreen for your PC, stay on Win7 and skip right on past it.
Team Fusion continues to work on their new mod which is currently in beta testing. The main focus is updates to flight modelling, with a few new or tweaked visual effects. Spokesperson MysticPuma says, "Players will need to learn to fly the aircraft all over again..." (Not sure if that is a good thing or a bad thing guys! You might not want to include that in the release PR!)
Luftwaffe REDUX campaign: Yours truly and Bolox (with assistance again from Gabuzomeu) are giving the REDUX treatment to the stock LW campaign and it is currently in beta testing. You can see sample AAR of the first mission here:
One little nugget that didn't make the 2.12 release but should be included next time, was a revised RAF campaign/plotting map from Scoobared, lovingly crafted from photographs of the plotting tables at RAF Uxbridge and RAF Duxford;
illustrations in The Narrow Margin; the Royal Observer Corps website;
plus various other sources scattered across the web.
Battle of Stalingrad
1C Game Studios has been pretty good at updating news about the sim every couple of weeks, and answering questions from Eastern Front enthusiasts. You can always get the up to date summary here:
1) Will the bombers andattack aircraftneedin the strategic planorthey will justas preyfor the fighters?
Each class (fighter, attack aircraft, bomber) will have their own
mission in the main campaign. So, whether they are needed, it depends on
the players. Gameplay for each class will be unique in many ways. I
think that of course you need to try everything.
2) Whether you considered opportunity to make the map of Gulf of Finlandin the future, as in "IL-2"?
It's almost standard issue. I'll no longer respond to such questions,
because the answer is always the same. About the future we need to talk
in the future. Of course, we dream to make all theaters for all the wars
in which the aircraft used. But after the dream work starting and we're
working to make this future a reality. It is a matter of probability.
3) Loft,I have a question. Veryoften we can findonthe forums argumentsto players aboutwhat is a"simulator" as a game genre. Tell me what youmean by "simulation"? Is thissome kind ofan objectiveentity orit dependson the needs ofthe target audience?Ifthis is the first, what characteristic featuresshould havethe game andon whichthe principles itshould be builtso that it canbe called a"simulator"? Thank you.
This is a great and very personal question. I'll answer it, speaking
only for myself. I.e. let's assume that my colleagues may not agree with
The definition of the genre can be found in Wikipedia. But the question
was about something else; Where does the simulator end and where does
the game begin (and vice versa). The border is very unsteady. And for
the audience it is also very shaky. Simulations can be divided into two
1) Simulation of equipment
2) Simulation of situations and events
Both types can be part of a whole, or they can be completely
independent. I was always more interested in the second type. Every day I
drive my car, it's available for me, as many other people do. But,
nevertheless, I have no opportunity to participate in the Dakar Rally.
This example describes my attitude to the subject. I’ve flown in
different aircraft, propeller-driven and jet, but I never took part in a
dogfight. I’ve also never killed a dragon, didn't shoot an arrow at an
Orc, never driven a space repairman, not fought with swords under the
walls of Troy and in general I try not to expose myself to danger
without the need.
The question is about the depth of the simulation, as you rightly
pointed out, depending on the target audience (including age). In
general, this is a huge question and answering it is like defending a
doctoral dissertation. The quality of the simulation should be evaluated
according to the result (without regard for what audience it's
directed). You need to look as far as the result is correlated with the
data that we see in the real world. If the planes are breaking the laws
of physics then the simulation is shit, but it does not say anything
about how the way we obtain the result. You have created a million lines
of code to get a good result in the simulation or you wrote thousands
lines of code. I think this is Chinese proverb: it'seasy to drawthe gods and demonsbecause no onehas seen them, but it's hard to drawa roosterand a dogbecause all seen them.
From Jason: This is the biggest problem for any flight-sim development
team. What systems to create faithfully with full realism and which to
compromise on. Albert has touched upon the big issue. Are we going to
just simulate the systems and machinery or also the external situations
and events with extreme accuracy? Unfortunately, it is impossible to do
both in a PC simulation, especially when you have a finite amount of
resources and time. Albert likes to create the overall illusion and
experience of flying an airplane in combat, which he does very well.
Some in the community want every button and knob to work as it did in
real life. I am more inclined to that approach since I love to learn
about systems and machines and that can be a challenge itself. But if we
try to do both “situations and systems” to the extreme, will only end
up killing the project. We are confident that in the end we will have a
simulation, not an arcade game that the large majority of
flight-simulation enthusiasts will enjoy.
4) Do I needa permanent connectionto the internet?Oreverything will be doneas inRoF: I once logged inand thenI canalwaysplay inoffline mode.
Connection required for activating the game or installing any add-on.
Also, some game modes (including the main mode) will require an internet
connection. But we also make a mode where you can play even
5) Willcriticisms from CloD taken into accountfor BoS?
Yes, they are already taken into account. And for this reason, this forums has a lot of dissatisfied people J
6) What would you doif you see thatyoudon't have time?
I dismiss myself and dismiss all who believed me. J More seriously, we
need to take into account too many factors to answer you. You can not
keep up in different ways. But if we don't have time and it will be a
critical influence on the quality of the final product then I'll insist
on the postponement of the release. I promise you that I'll say this
openly and loudly.
7) Nowenthusiasts from ATAG themselvescorrectCloD (copyright for this gamebelongs to you). Whetherany cooperation withthis team?
So far none of them have tried to contact with me (or with anyone else
from 1C-777) and discuss this possibility. This is a bad sign. They
don't respect us. If there is no respect for other people's property,
any dialogue is impossible. I hope that this is due only to the fact
that this boys don't yet know what they want and what they have done.
Therefore, they are shy.
8) Will there be special
and elite bonuses for registered and paid for pre-order, intended to
stimulate teleporting money out of our wallet in your wallet?
Yes, of course. All details will be disclosed in a future announcement,
but I'm sure that we can thank those who help us in the most difficult
9) Will there be reflections from scratches in the canopy glass?!
IMO this would look absolutely great as it really gives you the feeling
that you are sitting in glassed in surrounding. It doesn't have to be
disturbing and should maybe be visible in certain angles only while