LuftManu Posted March 29 Posted March 29 Hello everyone! I’d like to introduce a personal project I’ve been developing over the past few months, now evolving into something bigger with the arrival of Korea. This project started as a beta PvE server for the Spanish community last year, and the feedback has been extremely positive. (And it surprisingly worked really well! honestly, I did not know things were going to work once I started working on this) While PvP is the most common approach in IL-2 Sturmovik, I believe there’s still a huge untapped potential for organized PvE gameplay and that’s exactly what this is about. I'll share some screenshots from the already working GB scenarios. At its core, this is not a competitive environment, but a recreation-focused experience. These are events designed to enjoy flying in diferent scenarios and with different aircraft, sometimes ommited as they are not useful in other areas. There are already excellent PvP servers out there offering intense and exciting gameplay ( Shootout to Apollo from CB, TAW or the Finnish server...they come to mind and big KUDOS for their work) but PvE remains a much less explored space. This is where this project comes in. I know there are some limitations, but we are here to make full use of what we have to have an enjoyable experience. Over time, I’ve had the chance to talk with many players, and a common idea keeps coming up: Some are simply looking for a more relaxed and immersive environment, a place where they can enjoy flying without the constant pressure of competition. Others are interested in experiencing historical scenarios as they unfold, focusing on authenticity and atmosphere rather than performance or results. And others just want to fly and enjoy every kind of scenario. And then there are those who have never really taken the step into multiplayer. For them, the usual PvP environment can feel overwhelming, and what they’re looking for is a more structured and approachable way to get started something that allows them to learn, participate, and enjoy the experience at their own pace. This is really importante as we prepare for the launch of a new generation of Il-2. These events aims to provide exactly that. The goal is to create something that feels like a natural evolution of the single-player experience. In many ways, you could think of it as: An extension of Career Mode into cooperative multiplayer A place where players can fly together, coordinate, and take part in a shared battlefield where players are just part of the equation, not the protagonists. And another important point is language: We will localize the missions into all the game's availible languages. This is really important to help people join in and understand what happens. One of our inital tests, attacking Mamayev Kurgan. AAA was strong as this was the start of a 3 day campaign. Let's start! What's this? Parallel 38 (formerly Moving Frontline) is a series of small persistent cooperative PvE campaigns designed to deliver a more immersive and organized experience against AI. The key points are: - No mission rotations - No restarts - The campaign runs continuously for 2–3 real days. Long missions? short campaigns? You name it. - Full day/night cycle affecting gameplay and AI behavior changes accordingly - Facing off against an enemy group instead of just AIs randomly placed on the map The idea is to take an snapshot of a certain point in the war and then, mix in an adaption into the game to be part of it. All of the information and historical aspects are taken from Career mode, so this is why I've wrote above this was an extension of career. During one Leningrad test, 110 attacked while their escort intercepted the players (They got trough doh!) Before continuing, did this ambitious thing work? or even works? YES it did. We ran several scenarios for various days. The ability to be in the same mission for that amount of hours makes things easier. No need to persistent system (In game stats track till the mission finishes). And let me tell you that the feeling of seeing the night arriving and things slowing down is great. Honestly, I was surprised to pull it off, but also had tons of fun learning the editor and really useful MCUs such as "Time of day". (They come really handy!) These missions are designed as large-scale historical scenarios, where the focus is not just on flying, but on being part of a wider battlefield. Airfields, squadrons, and ground units are placed with a sense of realism, creating active frontlines with meaningful strategic objectives. Air and ground operations are not isolated, they are connected, allowing players to interact with an environment that feels "big". Of course, Korea won't have Tank Crew but we will speak about that later... And yes, we all know the limitations of AI in IL-2 Sturmovik. But instead of being a limitation, this has been an opportunity to explore creative workarounds within the mission editor, pushing immersion much further than expected. And I expect to push it even further with Korea and it's improvements. If it already worked out great, then... we will enjoy a even better experience. Let's begin with how it's built: With Korea representing a new step forward for IL-2 Sturmovik, this project is being built around a modular system that will allow it to grow over time. Each module represents a different layer of the battlefield, all of them working together to create a cohesive and evolving experience. Some of these modules will be part of the experience from the very beginning, forming the foundation on which everything else will be built. Base modules: Scenario module: At the core of it all is the scenario itself. Each mission represents a specific moment in the war, not just through objectives, but through the state of the environment. The battlefield reflects this, with damaged areas, shifting frontlines, and visual cues on the map that help players understand where activity is taking place. The idea is to give context—to make every sortie feel like part of something larger. Our Stalingrad Scenario Planes, planes and more planes Players module: On top of that sits the player layer, which defines how participants are integrated into the scenario. Airfields are not arbitrary, but tied to historical usage, along with the aircraft types, units, and even their visual identity through liveries and markings. The intention here is simple: when you take off, you’re not just flying a plane—you’re stepping into the role of a specific unit, operating from a real place within the conflict. Different groups, skins and tasks, yay! Setting up the markings in the editor is a lot of work, but worth it once you enter. Everything is prepared. Enemy management module: Perhaps the most important piece, however, is how the enemy is handled. The goal has never been to populate the map with targets, but to create the sense of facing an organized and reactive force. Enemy air units are structured into squadrons, each with their own base of operations and a limited number of aircraft. These squadrons are not static—they generate their own activity. They patrol, they react, they scramble when threatened, and they intercept when players enter contested areas. Patrol over Stalingrad, some other players got into the city and the AAA told them "Hi". Losses matter. Aircraft that are shot down are not simply replaced, and over time, a squadron can be worn down or even rendered ineffective. At the same time, their presence is tangible. Airfields are active spaces, with aircraft on the ground and operations taking place. Attacking these locations has real consequences, whether by catching aircraft in the air or destroying them before they even take off. On the ground, the same philosophy applies. Instead of scattering units across the entire map, activity is concentrated in meaningful areas—objectives, frontlines, and zones where combat is expected to take place. This keeps the battlefield focused and believable, while still allowing air activity and air defenses to exist across a broader area. An enemy LaGG-3 squadron finishes their patrol and lands in Stalingrad Anti-aircraft defenses, in particular, are designed to be taken seriously. Not all AAA is equal. A few isolated guns in the middle of nowhere will behave very differently from a dense, coordinated defensive network protecting key assets or troop concentrations. The result is a battlefield where threat levels must be assessed, not assumed. Using ability of AI plus range-detection will help us with this. I mean, you are not thinking in taking out Stalingrad alone in a 109 with bombs, right? All of these elements come together with a single goal in mind: to create an environment that feels alive. A place where the enemy behaves like a force with intent, where the battlefield evolves over time, and where player actions—whether small or large—can shape what happens next. Bodenplatte "Air defence mission" during night. B-25s pouding Duisburg Situation was differnet during the day... high altitude B-26 interception and... Mustangs! Another aspect I wanted to highlight within this modular approach is the adaptation to day and night operations. Thanks to specific MCU logic and the use of “time of day” conditions, AI behavior can change depending on whether the mission is taking place during daylight or in darkness. This allows the battlefield to transform naturally over time, rather than simply becoming darker. Certain squadrons will operate specifically at night, while overall enemy activity will shift to reflect more realistic patterns. For example, North Korean ground forces may choose to move under the cover of darkness at specific moments, creating new opportunities—and new threats. During the night, U-2VSs flying over our frontlines. More relaxed hunting... if you manage to land This also forces players to adapt. Flying at night is not just a visual challenge, but a tactical one. It may require the use of illumination bombs, better communication, or more careful coordination between pilots. In this environment, difficulty is no longer just about shooting down enemy aircraft, but about understanding when and how to operate effectively within a changing battlefield—and that’s where the fun begins. (Pod racing, anyone? 🙂 ) Other modules will include logistics, level bombing (Content for bombers is very, very important! and other areas). For bombers, for example we already have a working "on request" prepared. If you are on a fighter you can actually spawn an small group of bombers to escort, and it is planned that you can also do that while being on a bomber. 2 or 3 bombers not only is not realistic, but also dangerous. With this, we plan to have the ability to choose different targets and spawn bombers to bomb with them and being escorted with AI or other players. Logistics will also be a really important part, using trains and other things to hamper enemy lines and their availability of units and squads... but later on! A snippet about the enviroment during the campaigns: Another important aspect to mention is the idea of challenge—or rather, how difficulty is approached within this experience. During the early design phase, there was the temptation to adapt the mission to the number of players. But in the end, that would have gone against the core philosophy. Instead, the decision was to keep the battlefield consistent, and let players adapt to it using the tools available to them. The enemy is the enemy, regardless of whether there is one player or twenty. After all, if you think about it—would a single aircraft realistically be able to attack a heavily defended target like Stalingrad or Seoul and complete objectives on its own? Not a chance. But that doesn’t mean there is nothing to do. Quite the opposite. When player numbers are low, the experience shifts rather than breaks. There are still many meaningful roles to take on, and each action contributes to the broader effort. In fact, this often reinforces the feeling of being part of an ongoing campaign, where progress is gradual and shared. This ties directly into how objectives are designed. Rather than presenting clearly marked, isolated targets on the map, objectives are delivered more as operational intentions. Players are given direction, but interpreting and executing those orders becomes part of the experience. You won’t find a refinery sitting alone in the middle of a field waiting to be destroyed, nor enemy tanks conveniently lined up by a river. The battlefield is built as a whole, and because of that, almost any action can contribute to the mission. Reconnaissance flights to identify enemy activity, gradually weakening squadrons operating in a sector, or taking advantage of night conditions to reduce anti-air defenses—these are all valid and valuable ways to influence the outcome. In the end, success is not about completing a checklist, but about understanding the battlefield and acting within it. To wrap things up—when and how will this be available? The goal is to have everything ready around the release of IL-2 Series Korea, whether that means within the first few weeks or as soon as possible after launch. Of course, there may be adjustments needed depending on changes introduced from Great Battles, but everything shown so far is already working within the current IL-2 Sturmovik environment. But we could also re-run some scenarios from GB in the meantime to have a taste of what it is! As for how it will be played, instead of running a permanently open server, the idea is to organize scheduled events, typically lasting over a weekend. This allows for better coordination, more structured gameplay, and a stronger sense of shared experience. Squads and players can join in, of course! From there, the plan is simple: keep improving, expanding, and refining the system step by step—with your help. Hopefully, this project can also serve as inspiration for others in the community. There is so much potential for cooperative content, whether through new scenarios, squadron missions, or different approaches to PvE—and it would be great to see more creators exploring this space. And finally, my sincere thanks to everyone who has taken part in the testing over the past months. Your feedback and participation have been essential in shaping what this is becoming. And thank you all for reading this! As you know, I'm a fan of Il-2, been here for ages...It also means a lot to me to be able to share my own vision—my idea of what I’ve always wanted to experience and enjoy within IL-2 Sturmovik. Please, give me your impressions and feedback so we can tailor this. Kind regards, 21 Rig: RTX 5090 Astral 32 GB / Ryzen 9850 X3D /Gigabyte X870E Pro X3D Motherboard / 48 GB DDR5 Teamgroup 8000 MT/s / MSI 321 URX QD-OLED 32" 4K
LuftManu Posted March 29 Author Posted March 29 Reserved Rig: RTX 5090 Astral 32 GB / Ryzen 9850 X3D /Gigabyte X870E Pro X3D Motherboard / 48 GB DDR5 Teamgroup 8000 MT/s / MSI 321 URX QD-OLED 32" 4K
Barnacles Posted March 29 Posted March 29 Wow, absolutely amazing, Manu! This will be great with Korea, I reckon, given the excellent ground detail that's been teased . 1
Leifr Posted March 29 Posted March 29 Great, just what I'm looking for in Korea really. It becomes very evident that, despite best efforts and intentions, most online campaigns devolve in to trying to find balance between aircraft and mods that weren't ever really balanced in the first place, or had different jobs than intended, or didn't rely on virtual pilots doing the obscene and impossible with their aircraft. A PvE experience shared by many sounds very, very fun - looking forward to it. 1
BlitzPig_EL Posted March 29 Posted March 29 (edited) This is a great idea. As the numbers of actively flying BlitzPigs has shrunk over the years, the three of us that regularly fly together now mostly fly online in PvE missions that I host. My missions are no where near as complicated as what you have developed, but it allows us to fly together with common purpose, working together to achieve a common goal, and still have fun doing it. We could fly against each other, like the old days, but we find little fun in that anymore. This concept you have designed is a wonderful addition to the sim, and I for one look forward to it. I know that you are mostly an axis based squad, so how will you accommodate those who have different side preferences? This could be an issue, and it would be good if it was possible to have alternating mission weekends, one for the UN, the next series for the Red side. I would like to fly all the types of aircraft, not just one side all the time. Hope this all pans out well, and I look forward to joining in on the fun. Edited March 29 by BlitzPig_EL 1 1
Mainz Posted March 29 Posted March 29 This is amazing! Are there plans to make a public server for Great Battles too? 1 1
Aapje Posted March 29 Posted March 29 Love the concept. In general I feel that the developers have underutilized the single player possibilities, and Pat made a big improvement by creating missions where different units do their own thing, instead of the missions being scripted around the player. This seems like a nice step beyond that, which will allow a social experience, without the issue of fighting against players with 10 billion years of experience and/or not actually doing somewhat realistic things, but doing stuff just to get that kill rate up. It seems like it will allow for various levels of skill and cooperation, depending on what targets people choose and whether they will form a unit with other players or with the AI. @BlitzPig_EL I think that it is a bit premature to ask for this. First order of business is likely just to get one event out to the public that can run across a weekend and has all or most of the desired functionality. Then they can get feedback to see if things need to be improved, or whether they are ready to branch out to the other side, other maps, etc. Apparently, they are making it modular so it is easier to create new scenario's without having to redo everything. 1 1
Enigma Posted March 29 Posted March 29 That Hoggit server that DCS had was, IMHO, one of the most important servers because it was a place where a ton of people got together to learn to play and meet each other. Hoping this server hopes to bring in a whole new class of players into Multiplayer. 1
LuftManu Posted March 29 Author Posted March 29 Hello! Thanks for all of your feedback! @BlitzPig_EL thanks for your comment! And yes, these screenshots come from various historical scenarios where the player side is on the offensive, which in early war happens to be the Axis. It’s simply easier to design scenarios where players attack rather than relying on AI to do so. (Defence situations). In future updates, I’ll go into more detail about this, as some scenarios can be built around active defense instead (which is trickier to design). I actually have a lot to talk about on that front! For example, in a 1945 Rhine scenario we had the USAAF providing CAS. How do we represent that? The idea is to give American troops Shermans and M3s and have them wait outside towns. Once the town is cleared, you drop a flare and the troops advance, revealing hidden German ambush groups as they open fire — all along the frontline. No aircraft needed for May ’45, and the Jugs really shine in this setup! On top of that, in my Normandy ’44 scenario I managed to merge the city of Paris from Flying Circus into the Normandy map. It works as a landmark and… honestly, it just has to be there! I feel like there’s a lot of potential for creative scenarios. The main idea is not to build a mission around a fixed script, but to create a kind of sandbox — almost like a tabletop game — where elements are placed and players use them to achieve the objectives. I’m focusing on different aspects here, since these scenarios serve a different purpose than dynamic online campaigns (Which are great and they have even more work than this, again KUDOS for their work). PS: Crossing the Channel with the radial engine now gives more survival ratio for those Jugs. And another benefit for these kinds of missions 🙂 I think Red side missions will be a lot of fun, especially with a more ambush-oriented style. The PLAAF and North Korean Air Force carried out limited operations and occasionally had localized air superiority, which opens up interesting gameplay possibilities. But overall, this isn’t really side-dependent 🙂 @Mainz Sure! we can play one weekend in GB. Everything is and was working great. We can run a Moscow scenario. @Aapje yes, we still need to test everything with the Korea engine, but so far everything has been working well. The modules really help expand the scenarios, and replayability is high depending on how players approach the objectives. Also modules and editor layers help to implement features. Which comes really handy if something changes. That said, the biggest challenge will probably be organizing ourselves. Thanks again everybody! Again, I was surprised to see it working. I can't promise everything will be up to everybodys standard, but so far, everything has been smooth 🙂 2 2 Rig: RTX 5090 Astral 32 GB / Ryzen 9850 X3D /Gigabyte X870E Pro X3D Motherboard / 48 GB DDR5 Teamgroup 8000 MT/s / MSI 321 URX QD-OLED 32" 4K
CatteMoto Posted March 29 Posted March 29 This sounds incredible, is this project going to be available for IL-2:GB as well as Korea? 1
Mandra Posted March 30 Posted March 30 Thats a good work for new players to play it in low level campaings too. And it's almost a PVE academy, so we can create a biggest player base. 1
LuftManu Posted March 30 Author Posted March 30 11 hours ago, CatteMoto said: This sounds incredible, is this project going to be available for IL-2:GB as well as Korea? Hi! Thank you! This project was born in GB and this is where we tested every feature. The main goal is to portray it to Korea, but there is no problem in running GB scenarios. In fact, I think we should run at least one to show people how everything works. Stay tuned! 4 2 Rig: RTX 5090 Astral 32 GB / Ryzen 9850 X3D /Gigabyte X870E Pro X3D Motherboard / 48 GB DDR5 Teamgroup 8000 MT/s / MSI 321 URX QD-OLED 32" 4K
LuftManu Posted March 31 Author Posted March 31 Hello everyone! I’m really happy to see the positive reception the project has received. Today I’d like to share more details about the design philosophy we’ve chosen, as well as comment on a few key aspects. Hurricanes over Leningrad meeting some Emils over the Gulf First, I want to talk about performance and how important it is to ensure everyone can enjoy a smooth experience—whether in 2D or VR. We’ve kept all users in mind, and this is achieved through optimization. For missions, we’ve created templates with a defined number of units (with some margin), based on performance testing and how clients behave (including the host), to avoid stutters or inconsistencies. These templates are then used to populate different maps, adjusting minimums and maximums as needed. This approach ensures consistent performance across scenarios. Variations may occur only when many objects are clustered together, depending on mission types—which I’ll discuss later—but for now, let’s focus on missions themselves. Micro-stutters are frustrating, so missions are designed so that triggers spawning units operate asynchronously. For example, nearby groups may spawn at alternating intervals (some on even seconds, others on odd ones). The goal is to reduce spikes and keep everything running smoothly. The ground environment is also important. As the saying goes: “Out of sight, out of mind.” Elements that are not visible to players won’t be rendered, although their state is preserved if they’ve already been destroyed. This helps reduce overall load. Ground vehicles remain always active, while anti-air units spawn and despawn with a buffer. These latter units are more resource-intensive. We also use simpler ground units where possible. Even though Tank crew units exist, the high number of units makes simpler versions more efficient. Even if we have Tank Crew in missions. On the other hand, the map is fully detailed—no buildings are cut at the edges or simplified. That wouldn’t be appropriate. Imagine flying a bomber and needing to reroute—you rely on towns and buildings for navigation. This doesn’t pose a problem, as it mainly affects VRAM usage, which remains within safe limits. Soviet tanks defending a riverbank in our Moscow scenario For example, maximum VRAM usage at 4K with MSAAx8 and ultra settings is around 10 GB. Anyone running the game at those settings will typically have more than that available. In 2D, usage is usually around 6–7 GB, and in VR around 10.5 GB. Of course, this depends on your graphics settings, but there’s no noticeable variation compared to other scenarios. Only in highly congested areas, flying low with everything in view, might you see a higher load. In short: you won’t notice a difference from your usual experience. As many of you know, I’m passionate about hardware, and I’ve conducted extensive testing in Great Battles. I’ve used different systems to measure performance and ensure stability. I’d also like to thank everyone who has participated in testing over the past months. Spitfires from 2º TAF over Caen in that scenario Additionally, missions are downloaded in an optimized format. If a mission is 15 MB, you’ll only download 3–4 MB, reducing bandwidth usage and loading times. All of this allows missions to run for several days. Over time, tick delay increases due to destruction, leftover objects, and general “debris.” That’s why missions are designed to last several days, rather than running 24/7 indefinitely. The goal is for scenarios to run at least 48 hours, followed by a short reset before the next one begins. Bff 110 pounding the Soviet defences in the Stalingrad mission. Notice trucks, service vehicles and... tanks! Another topic that came up is nighttime. What happens at night? Well—night has to be played through. It’s an essential part of combat that offers completely different opportunities and pacing. Adapting to it with the right equipment is part of the experience, just like weather conditions. I understand that this might end up having your timezone only at night, but we will change everytime we launch these missions, so it will be random 🙂 For scenarios, we aim for average weather conditions typical of those battles. If the historical weather was poor, we replicate similar conditions without going to extremes. Very bad weather would prevent flying altogether, and our goal is not to make scenarios artificially difficult just for the sake of it. Stukas coming from a mission at Dusk in the Stalingrad mission Earlier, we mentioned ground units—let’s return to that. The goal of Paralell 38 is to create a realistic environment, and that includes a believable ground war. As mentioned before, ground units are deployed, not stacked waiting to be destroyed—they are trying to win the war. Soviet Zis Gun ambushing tanks after they cross the hill The positioning of vehicles, defenses, and other elements is crucial. From the air, you’ll need to locate and attack them—or be deceived by them. Camouflage is also possible. To recreate a realistic environment, we aim to represent the different groups deployed in the area, approximating real numbers as closely as possible. This is challenging, as real-life numbers are much higher than what we can simulate, but we can still achieve a similar feel. And that's the key part... the feel! If we are fighting against armor batallions, there must be units resembling that. If we are fighting against a fleeing army (Convoys in Bodenplatte scenario) it must feel like that. (Unfortunately, infantry is not available in Great Battles—but it will be in Korea.) German convoys in our Aachen mission (No horses!) On top of all this, it’s important to remember that everything we’ve discussed so far is the “guts” of the system… but a project also needs heart and soul. Scenario development is important, but scenarios must have personality. They need care and attention. Elements like using smoke to indicate where combat is taking place, destroyed units to mark the frontline, or details such as including Paris—not only help with navigation and mission flow, but also add a unique, personal touch. We shouldn’t forget that 🙂 Soviet defensive positions Northwest of Mamayev Kurgan, Hard to miss! And let’s not forget service vehicles. Armored units, for example, don’t operate alone. Where are the trucks, support units, and troops? These are not “ghost units.” In our scenarios, when an army has moved through an area—it shows, especially from the air, as you would expect. Approaching the Grain elevator in Stalingrad. Things are nasty but the first layer is down. Finally, I’d like to touch on server settings. The goal is to strike a balance between realism and accessibility. This works well with full realism combined with technochat enabled. I considered disabling it, and while that does enhance immersion, it can make things very difficult for new players. For that reason, we allow players to disable it individually, and we design the scenario so that no critical HUD messages are missed. Important updates can appear directly on the map if needed. Also, since everyone is on the same side, no one gains an advantage from using technochat. German field artillery. Some groups are taken from career mode and modified Now I’d like to ask you: what would you like to do about external views? It would be great if, in Korea, we could configure external views only for your own side. I think that would be the perfect middle ground. With that, we wrap up today’s message. I hope you all have a wonderful Easter week and enjoy time with your loved ones! On my side, I’m very encouraged by the feedback and working toward preparing a small test event over a weekend in the coming weeks 🙂 Best regards! 2 1 Rig: RTX 5090 Astral 32 GB / Ryzen 9850 X3D /Gigabyte X870E Pro X3D Motherboard / 48 GB DDR5 Teamgroup 8000 MT/s / MSI 321 URX QD-OLED 32" 4K
BlitzPig_EL Posted March 31 Posted March 31 It would be a shame to have the view locked in the cockpit and not be able to view all the amazing things you have built into these missions. 1
Aapje Posted March 31 Posted March 31 5 hours ago, LuftManu said: I understand that this might end up having your timezone only at night, but we will change everytime we launch these missions, so it will be random I was wondering about this. Changing game times would indeed be the most fair and allow everyone to experience flying at different in game times, if they play multiple events. 1
LuftManu Posted April 1 Author Posted April 1 18 hours ago, Aapje said: I was wondering about this. Changing game times would indeed be the most fair and allow everyone to experience flying at different in game times, if they play multiple events. Hi! One idea, for example, would be to run the same scenario over two consecutive weekends, alternating the start time. That should help more people take part depending on their availability. 1 Rig: RTX 5090 Astral 32 GB / Ryzen 9850 X3D /Gigabyte X870E Pro X3D Motherboard / 48 GB DDR5 Teamgroup 8000 MT/s / MSI 321 URX QD-OLED 32" 4K
LuftManu Posted April 2 Author Posted April 2 Hi everyone, I’ve got some good news. We now have a date for the first full “dress rehearsal.” Yesterday I ran some tests with a few friends, and the mission stayed up for 14 consecutive hours. Today we’re continuing to see if it can reach 72 hours as well, but since we’ve already tested that before, this was mainly to show how everything works in practice. With that in mind, I’d like to host a public test from Friday, April 10th to Sunday, April 12th. The goal is simply to let you see how everything works with your own eyes—there’s really no better way to demonstrate it. I will create a proper message for that later on. Leningrad under Siege To participate, I’ll post the server name and password here in this same thread. Since coordination is important, I think using a visible password is the best approach—but at least this way people will read the post and understand the tasks as well. What do you guys think? Should it be open or an easy to see password availible to everyone? This test won’t include anything special—just flying over Stalingrad and engaging Soviet ground and air units and try to get into the city. I’m also setting up a Discord server, but it’s important to mention that ALL official announcements will still be posted on the forum. I don’t want anyone to feel they need to download another platform just to stay informed. If you want to join, you’re more than welcome—but it’s completely optional. If you want to join: https://discord.gg/HMq2Vf8rKp Mind you it's work in progress. I want this to be simple to use, fun, and not dependent on any third-party tools. Keep it simple! That’s the philosophy. In the future, we can explore additional communication options like optional SRS, but for now, simplicity comes first. Crossing the Channel on the early 44 Channel Scenario They say Paris is great in Spring! If you manage to evade the Luftwaffe Now, let’s talk about logistics… because wars are won with logistics, my friends. The logistics module will be tested in Great Britain, since it looks like we won’t have transport aircraft in Korea (at least for now). So, how does it work? In certain scenarios (we won’t call them “missions,” since these are living environments), we’ll have transport aircraft like the Ju-52 or the C-47, to name a couple. How do we make their role both useful and fun? Pretty simple. Li-2 is a workhorse! First, all aircraft in these scenarios will be limited. Squadrons will have a limited number of planes, so staying alive is important—not just for you, but for your teammates as well. That said, this isn’t meant to make the campaign stressful or punishing. Every 24 hours, the inventory will automatically refresh. This allows us to care about our resources, while still being forgiving if things don’t go our way. Now, regarding logistics specifically: Transport aircraft will be limited and will not respawn, and they can perform two very important tasks. West Front is a different theater and must have different things! 1) Supplying airbases To keep things simple: when a transport aircraft lands at an airbase, that airfield is deactivated and replaced with a new one for 6 hours, which has double the number of available aircraft. After 6 hours, it disappears and the original airfield returns. This allows players to boost the intensity of an offensive and support their teammates simply by flying supply missions. 2) Supporting ground operations When there are ground objectives—such as attacking and capturing positions—if you drop supply crates at the starting point of friendly troops, it will trigger an AI wave. This means ground attacks can continue even without human players on the ground. These waves are effectively unlimited, as long as you still have transport aircraft available to generate them. A Marder gorup awaiting soviet T-34s All of this combined gives transport aircraft a real, meaningful role on the battlefield. But of course, it’s not without risk. One concern that came up was: what if the enemy attacks our positions while no one is around to defend them? To address this, under certain conditions—such as taking off in a transport or bomber—there’s a chance that an enemy airbase will generate a patrol flight over our territory. You’d have to be unlucky for it to be you and for them to show up exactly where you are… but it’s enough to keep you alert, just in case. And the more, the more chances they might appear. German armor advancing in the Bulgue! Get those Mustangs! Help our boys in the ground! Again, I don't want to balance difficulty but in this part, this is the perfect choice as the enemy force will always be in full. With all of this, the goal is to create scenarios that feel alive, engaging, and meaningful. As for the enemy side, logistics are not yet implemented—we’ll talk more about that in the future. Next talk will be about... bombers and level bombers. Stay tuned! 9 Rig: RTX 5090 Astral 32 GB / Ryzen 9850 X3D /Gigabyte X870E Pro X3D Motherboard / 48 GB DDR5 Teamgroup 8000 MT/s / MSI 321 URX QD-OLED 32" 4K
LuftManu Posted April 3 Author Posted April 3 Hey everyone! Tomorrow I'll do the proper annoucement of the "grand opening". And comment on skins, markings and so on. Kind regards and... Stay tuned! 1 Rig: RTX 5090 Astral 32 GB / Ryzen 9850 X3D /Gigabyte X870E Pro X3D Motherboard / 48 GB DDR5 Teamgroup 8000 MT/s / MSI 321 URX QD-OLED 32" 4K
Habu Posted Saturday at 09:03 AM Posted Saturday at 09:03 AM If i can, i will be present for the test. 1
LuftManu Posted Saturday at 10:42 AM Author Posted Saturday at 10:42 AM Hello everyone! The day has finally arrived! After 50 continuous hours of testing the beta version with some teammates—and achieving great success—Parallel 38 will have its first open test this coming weekend! Start: April 10, 22:30 CEST → 16:30 EDT End: April 13, 01:00AM CEST -> 19:00 EDT Mission begins: 12:00 noon local Stalingrad time This timing ensures daylight for Europe and America in the afternoons and evenings, when most players are online. Server Name: Parallel 38 – Persistent COOP PvE Campaign Password: corsair Discord: https://discord.gg/HMq2Vf8rKp Get ready for the Battle of Stalingrad! We chose this scenario because it is the most challenging, involving both aircraft and tank crews. The logistics module is still in development and will be added for this and future scenarios. This will be an important test. If it works well, it will demonstrate the viability of this type of scenario and online PvE. With Korea, we are also starting a dedicated PvE community with ambition and aspirations. Let’s be bold! Achtung Panzer! Important Notes Before You Start This is the first attempt at something like this. We hope everything runs smoothly, but issues may arise—please be understanding. If you enjoy it, share it! If you encounter problems, please provide useful feedback. Most importantly, these scenarios (not simple missions) require coordination. Going solo into the densest enemy areas is—and will be—suicide. Stalingrad in this scenario is a fortress: AT guns, tanks, AA… Approaching by air? The VVS and PVO will hunt you, and AAA will fire on you Approaching by ground? ShAP squadrons will target your tank, and T-34s will be waiting if you get close. Soviet defence positions from Mamayeg Kurgan extend to the Shkolniy airfield Coordination and thinking outside the box are key. Parallel 38 is designed for creativity and using the entire battlefield, as scenarios are edited for the battlefield—not for the player. Tips: Bomb at altitude, flank, don’t take unnecessary risks. Charging straight ahead is rarely a good idea, especially in a city like Stalingrad. During this first mission, everything will likely be very difficult as we struggle to coordinate—but think of it like other multiplayer campaigns. These scenarios shine when everyone performs their task, and even solo players can be useful! Imagine one group bombing at night while another moves tanks into softened zones the next day. The Luftwaffe hunts in the air, gradually thinning enemy squadrons. That’s how Parallel 38 works at its best. So yes, this first test will be tough—but the fun lies in adapting and solving problems with the tools available, in this case, the OOB. 6th Army near Mamayev Kurgan Enjoy the Map! It’s packed with detail. Enjoy flying in the simulator—relax a bit, but stay challenged. Experience aircraft that don’t often see action elsewhere. Appreciate the historical setting, the unit count, and my humble attempt to replicate it as faithfully as possible. 4th Panzer Army awaits in the outskirts Logistics Since the Logistics module is not yet implemented in Parallel 38, we use the in-game airfield refill system to manage planes. That means planes don’t magically reappear instantly—they take time to “respawn” after being lost. Kampgeschwader airfield packed! Plane Refill Times Single-engine fighters and small attackers: 1 hour and 30 minutes Twin-engine attackers: 2 hours Bombers: 4 hours How it Works Takeoff: When you select a plane and take off, it is “active” and unavailable for other pilots. Death: If your plane is destroyed, a timer that started when you took off will be active. If you die 1h 30m in a 109 after take off, it will come instantly. Return Alive: If you land in your airbase, or even ditch, before the timer ends, the plane is returned to your squadron’s inventory immediately. Multiple Losses: Each lost plane adds to the respawn time. For example: If you lose two Bf 109s in the same squadron, it takes 1.5 h for each individually. There won't be two timers at the same time for the same selected squadron. Planes take time to respawn after being lost. Survive and your plane goes back instantly. Multiple losses increase the waiting time. JG squadrons and Romanian planes on the frontline. This will have more meaning with our Logistics module NOTE: There are no refill for ground vehicles. Skins and Markings Realistic options have been applied on the server. Exotic or out-of-theater skins are not allowed. You can use custom skins without problem. In-game skins are also pre-prepared. Squadron symbols and markings are accurate. When you see a “0,” add a number for your aircraft. When you see a “Z,” add a letter. Colors are pre-selected—no further action needed. Let’s keep the scenario visually consistent. On fighters, change the number. Each faction will be diferent On bombers, change the Z letter. Colours are already prepared Briefing The scenario briefing is available in English, Spanish, French, and German, so players will see it automatically in their chosen language. The enemy OOB shows who will try to stop us! Ground forces are not fully counted—better that way. Discord Coordination We also have a Discord: https://discord.gg/HMq2Vf8rKp The idea is to coordinate through Discord alongside the forum. Virtual squadrons in the scenario are based on historical units, performing tasks at different times—but that’s a work in progress. Get ready, and enjoy the briefing! Stalingrad map and unit deployment! Arrows indicate where to push with ground units The Battle of Stalingrad had already been raging for weeks when its most intense phase began in August and September 1942. The German 6th Army under Friedrich Paulus advanced toward the outskirts of the city, while the Luftwaffe unleashed massive bombing raids, reducing streets and buildings to rubble and striking terror into the civilian population. The city became a brutal urban battlefield, perfectly suited to Soviet defensive tactics. By September, the fight had moved into the very heart of Stalingrad. Soviet troops, led by Vasili Chuikov, employed the “hugging the enemy” tactic—close-quarters combat designed to neutralize German superiority in artillery and air power. Every street, building, factory, and station became a hard-fought defensive position. While the Germans tried to secure the Volga riverbank, Soviet forces ferried reinforcements under constant fire, turning the city into a symbol of resilience. For Hitler, Stalingrad was a strategic and propaganda objective; for Stalin, a matter of national honor. August and September marked the transition from a rapid German offensive to a brutal, grinding urban battle. In this Parallel 38 scenario, we are placed in late August and early September, with German forces on the brink of entering the city. This version is a test, so don’t expect everything to function perfectly! Objectives Ground: Capture point A and point B with your ground troops. Air / Support: Secure air superiority over the city, strike Soviet logistics on the far side of the Volga, and support ground operations. Objetive A, at the other side of Mamayev Kurgan Objective B, from the South approach (Grain elevator visible) Weather Light clouds at 2000 m Light wind from the east Good visibility Order of Battle (OOB) Germany Ground: 12x Pz.III M, 20x Pz.IV G, 14x StuG III G Air Fighters: I./JG3, III./JG3, I./JG53 Ground Attack: 4./Sch.GI, 6./Sch.G1, 8./Sch.G1, I./ZG1, StG.2 Bombers: I./KG51 Romania Fighters: Grp7.Vanatoare ARR, Grp.8 Vanatoare ARR USSR Fighters: 273 IAP, 629 IAP PVO, 27 IAP, 629 IAP, 296 IAP Ground Attack: 503 ShAP, 811 ShAP, 596 NBAP Feel free to ask any question! Kind regards, 7 Rig: RTX 5090 Astral 32 GB / Ryzen 9850 X3D /Gigabyte X870E Pro X3D Motherboard / 48 GB DDR5 Teamgroup 8000 MT/s / MSI 321 URX QD-OLED 32" 4K
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