LuftManu Posted Saturday at 11:00 AM Posted Saturday at 11:00 AM Server Name: Parallel 38 – Persistent COOP PvE Campaign Password: corsair Discord: https://discord.gg/HMq2Vf8rKp 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. Original thread: 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 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. Objective B, from the South approach (Grain elevator visible) 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, 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 11:23 AM Posted Saturday at 11:23 AM Maybe i missed the information, but which side will be available to play for the test, and which planes ?
LuftManu Posted Saturday at 11:27 AM Author Posted Saturday at 11:27 AM 6 minutes ago, Habu said: Maybe i missed the information, but which side will be available to play for the test, and which planes ? Hi! 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 Using Bf 109 E-7, IAR 80, Bf 109 F4, Bf 109 G2, Hs 123, Ju-87, Ju-88 and Bf 110. You can join already and take a peek 🙂 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 11:31 AM Posted Saturday at 11:31 AM Thanks, I should change my glasses. For the 110 and JU87, which version ? PS : Some of my teammates are interrested too.
LuftManu Posted Saturday at 11:33 AM Author Posted Saturday at 11:33 AM 1 minute ago, Habu said: Thanks, I should change my glasses. For the 110 and JU87, which version ? PS : Some of my teammates are interrested too. It's the E version and D3. The idea is to portray the Career mode into a persisten multiplayer scenario with day and night cycle. So planes from each battle should appear there. Nothing strange or out of place 🙂 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
Mainz Posted Saturday at 04:48 PM Posted Saturday at 04:48 PM Is there an associated website that tracks statistics for pilots and sorties?
Aapje Posted Saturday at 07:18 PM Posted Saturday at 07:18 PM (edited) @LuftManu Are you using dark mode? The first post in this thread shows up very badly in light mode. Edited Saturday at 07:18 PM by Aapje 1
LuftManu Posted Saturday at 08:24 PM Author Posted Saturday at 08:24 PM 3 hours ago, Mainz said: Is there an associated website that tracks statistics for pilots and sorties? Hi! First of all, thank you for your question and interest 🙂 So far, Current philosophy is to employ all resources into the mission. No extra goodies. In the future we might do something, but first we will wait Korea to release. And also, with other options such as interactive historical maps with real events and such. Kind regards 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 Saturday at 08:30 PM Author Posted Saturday at 08:30 PM 1 hour ago, Aapje said: @LuftManu Are you using dark mode? The first post in this thread shows up very badly in light mode. Yes! Thank you, it's fixed!!! 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 Sunday at 11:03 AM Author Posted Sunday at 11:03 AM Hello! Before getting into it, I just want to say thanks to all of you for showing up. Yesterday was the day we activated this Discord, and to showcase the work, I brought the server online—even though the official launch is planned for the 10th. I’m honestly blown away by the incredibly positive response and how smoothly everything went. Thank you all so much! I really think this proves there’s a place for PvE in this community. I truly don’t have words. I’ve carefully read your feedback in Discord and released patch 0.7 to fix a few things, but I also want to expand a bit on the philosophy behind the server, as well as some ideas going forward. THANK YOU! About Feedback and changelog, I will also post here the changes, so people don't need to download or use any other third parties: Version 0.7 uploaded Fixed: F001 - English localization Targets F002 - A Position of T-34 tank that was sent flying to the air after spawning inside a building. Managing to hit an Il-2 flown by AI (What are the odds!!) F003 - More daytime by changing the ingame season (no effect on historical conditions) F004 - Reduced 10% the AAA over Stalingrad Added: A001 - RRR and airfields guide in Discord (will drop them in the forum with the scenario starting on the official date) A002 - Some AAA runs out of ammo after several hours Difficulty & AAA Each scenario (I don’t call them missions) is its own unique world—and it should feel that way. Repetition is the worst thing that can happen to an online server, in my opinion. That’s why every scenario is different, and Stalingrad in particular is meant to be a tough nut to crack. Remember that they are also "timed" events. Every two weeks, for example! This is where persistence comes in. During the first hours, flying low over the city or attacking targets slowly is basically suicide. But over time, thanks to player effort, those AA defenses and enemy forces—both ground and air—start to weaken. This is something I mentioned in the original post: we’re used to attacking objectives, but the other side also wants to win the war. That said, things still need fine-tuning. I’ve slightly reduced AAA in the city by 10% and tightened their random engagement range. I don’t want “gamey” mechanics where people sit at the exact edge or hunt for pixel-perfect safe spots. I hope that’s okay! If we get shot down or things go wrong… we try again. The idea is to work together, adapt, and improve. If we over-adjust AAA or scale difficulty based on player count, Stalingrad would become a joke. Imagine attacking Berlin with just two P-51s because there aren’t enough virtual USAAF pilots—that wouldn’t make sense. I know it can be frustrating, but frustration should lead to better ideas, coordination, and stepping out of your comfort zone. I want this to become something different—and that’s in our hands. Also, AAA will eventually run out of ammo and become inactive over time. After about two days of constant firing, they’ll be depleted (At least, some) making the scenario easier as players push forward. On another note, static (inanimate) objects won’t count toward in-game stats. This is mainly for server optimization, not by design—but it also reflects the philosophy: the real goal is supporting the war effort. Stats are great, and we’ll explore options in the future—with help from experienced community members and other server experts. Day/Night Cycle The server doesn’t restart. Each mission runs continuously for 72 hours, so the day/night cycle happens naturally, along with persistence. Since we’re not using external systems, we save resources—but that comes with limitations, like shortening nighttime. A community suggestion was to cut the night short by restarting earlier, but there’s no save system for that. So here’s what we’re doing instead: 1. All missions will take place in June, maximizing daylight hours (even if it’s “winter” in-game, depending on the hemisphere). 2. Nighttime will still matter. Some scenarios—especially on the Western Front—will include illuminated airfields! and increased enemy activity. You definitely don’t want to be flying a 110 over England in total darkness while Mosquitos with radar are hunting you. 3. I already have contacted the team to have a MCU in Korea, taking into account the newer and better time progression. I have a good feeling. Finally, one more idea about this. After looking into options, I’ve noticed there are two main “prime times”: European evenings and US evenings. So how do we give everyone a chance to play both day and night? Here’s the crazy idea: Run TWO servers with the same mission, but different in-game start times—so each region gets daylight during their peak hours. Since scenarios are persistent, this would basically mean running the campaign twice. At first, I was worried this might split the player base . But thinking about it, people would likely move between servers depending on the day—and everyone would get the chance to play in both day and night conditions. What do you think? It's very important to share your ideas too! please! “Manu, you’re crazy!” Yeah… that’s why I started a PvE server in IL-2 Great Battles Have a happy Easter! 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 Sunday at 11:12 AM Posted Sunday at 11:12 AM Careful with the night mission. From my expérience, whith night mission, the number of players decreases. If it could be ok for some time, when the night is here, players fly on other server.
LuftManu Posted Sunday at 11:39 AM Author Posted Sunday at 11:39 AM 26 minutes ago, Habu said: Careful with the night mission. From my expérience, whith night mission, the number of players decreases. If it could be ok for some time, when the night is here, players fly on other server. Thanks Habu and yes. This is why I think two servers with two timezones could help. When night mission arrives, people can just move to the other one. But we cannot "slash" the night. Server is meant to run 24/7 for a few days. No stops, no saving structure. 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
Aapje Posted Sunday at 12:19 PM Posted Sunday at 12:19 PM Perhaps another option is to simply skip (most of) the night.
LuftManu Posted Sunday at 12:42 PM Author Posted Sunday at 12:42 PM 25 minutes ago, Aapje said: Perhaps another option is to simply skip (most of) the night. Hi, Aapje. That is not possible. As explained in the last message and also in the introduction of this server, there is no save option. Scenarios run the full course with no interruptions. Maybe this changes with Korea and new MCUs. Those "fast time advance" could come handy for this 🙂 As in the meantine, having two servers with opposite timezones will probably fix the issue. Players have the option to just change when the nighttime arrives. 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 Sunday at 12:50 PM Author Posted Sunday at 12:50 PM Also, just before wrapping up the server work for today, Ill show you some progress on the several scenarios that are already WIP and working. I want them to have some kind of soul to them, just like Stalingrad has the City full of AAA so still working on them and awaiting how the first full weekend goes. One is the battle for Aachen, so late 1944. We play with the USAAF against the Luftwaffe. Full of Phanters, Tigers and Stugs that cover the city approaches! But also the Mighty USAAF needs bombers so I added an air spawn in this one besides the normal USAAF squadron locations. I think air pounding will add something special and needed for West Front Aachen in late 44. Not a place to go on holidays! 88 will target both aircraft and Shermans! Beware Hope to replace this with a A-20G soon! Train Station at Aachen On the other hand, I'm doing a Leningrad push to Narva in January/February 1944, so we get to hunt fleeing Wermacht troops heading for Narva. This one has big search areas and also three points to push with tanks alongisde the frontle. Doing some fighting with P-39s against A6 and G6 is tons of fun too! All in all, tons of fun incoming and scenarios. Kind regards and have a nice Easter everyone! Airacobras and Yaks with Late-war gray camo Not localized yet! 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
CzechTexan Posted Sunday at 04:08 PM Posted Sunday at 04:08 PM "F002 - A Position of T-34 tank that was sent flying to the air after spawning inside a building. Managing to hit an Il-2 flown by AI (What are the odds!!)" - That is the most incredible case of friendly fire I've ever heard of! I'm not a participant but I have been following the progress of this idea. I think this is great for the community and will be for the future KOREA community. Perhaps I'll try it some day. Congratulations and happy Easter! 1
LuftManu Posted Monday at 04:25 PM Author Posted Monday at 04:25 PM Hello everyone! Yesterday was a big day for us — we surpassed 50 unique pilots within less than 48 hours. Most of them flew for at least an hour, mainly seen by the DServer tool. On top of that, players completed the Stalingrad mission in just 24 hours — congratulations! Once again, I want to thank you all for your support messages. I’m really glad you’re enjoying this server. I’ll keep working to deliver the highest level of detail and fun possible. And that’s exactly what I want to talk about today. More Content During the Week The success of the server has been so strong that we’re now going to offer content during the week as well. As you already know, the idea behind Parallel 38 is to provide persistent events lasting 1–2 days. However, since we’re having such a great time, we’ll also introduce additional content between these events. This will include: - Testing new maps - Trying out updates (like we did with Stalingrad) The philosophy of weekend “full mission” events remains unchanged — we’re simply adding more opportunities to play together. For those who can only play on weekends, we will see you all on the 10th April! An user flying the IAR over Stalingrad yesterday! Patch 0.8 & New Scenario Between today and tomorrow (hopefully today), Patch 0.8 will be released. Alongside it, we’ll launch a new scenario this Wednesday: “Road to Kalinin” An early-war scenario set in Autumn 1941, where the German advance begins to lose momentum as reality sets in. What once seemed like a rapid push east turns into a grueling struggle against two relentless enemies. The first: the infamous rasputitsa, the sea of mud that swallows vehicles, slows convoys to a crawl, and turns every movement into a logistical nightmare. The second: hardened Soviet defenses, dug in and ready, forcing every kilometer to be fought for at a heavy cost. MiGs, Early LaGGs and Yaks alongside some Land lease will make our life harder! Plus we only get Pz.IIIs and short cannon StuG and 38T from allied troops. This will be the last German-focused scenario this month. Upcoming ones will feature the Allies to add variety. Squadrons ready in Moscow! W.I.P The scenario will remain active until the Stalingrad event on the weekend — helping us avoid repetition (which I personally hate!). More info on Wednesday Logistics System (First Phase) For Road to Kalinin, we’re introducing the first phase of logistics: Ju-52 aircraft will drop supplies to ground forces This will generate reinforcement waves advancing to the front This means: Air players can directly influence ground operations You can support tank crews with additional vehicles Bf 109 attacking one LaGG East of Stalingrad, over an enemy Airfield More Improvements in Patch 0.8 Version 0.8 (Later today) Fixed: Stalingrad 1942 - F005 811 ShAP had no markings on their aircraft. Added: General - A003 New terminology for bugfixing and tracking. Now the map is added before if only applies to that map. Stalingrad - A004 IAR 81B has been added into Romanian units active in the area. Stalingrad - A005 Active units with He 111 Squadrons from Kampgeschwader have been added. General - A006 Historical research channel added. The purpouse of this channel is mission historial research for mission creation. historical-research Stalingrad 1942 - A007 Increased the amount of planes from flights from the IAP and PVO from 2 planes to 3 or 4 planes, depending on the units. Flights of 4 aircraft were adopted by the soviets in late 1943, but some units started to experiment with those before. Units with combat experience such as 629 IAP PVO will use them. General - A008 Simulating combat experience and unit service ratio. Task refreshing time for every squadron and ability has been added. Instead of a fixed time, squadrons will take more or less time to deploy flights depending on their combat experience. More experienced units will be faster after loses. This is also modular so can be adapted to different scenarios. This is also reflected in their skill level. Novice units won't have aces and will vary between novice and mid. Veteran units will have more aces and less percentage of novices. This is also reflected too in the "refresh time" for their tasks. For example, veteran squadrons will have a higher priority to defend an area than novice units in the editor, thus following better their tasks. That’s all for now! Have a great week as we head into Monday… and enjoy the skies! A big hug from Manu 4 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 Tuesday at 06:32 PM Author Posted Tuesday at 06:32 PM Version 0.9 Uploaded RELEASE CANDIDATE FOR STALINGRAD SCENARIO! Everything ready for this Friday! Fixed: Stalingrad 1942 - F006 Some unit placements have been improved Stalingrad 1942 - F007 Performance has been improved Stalingrad 1942 - F008 More detailed unit composition has been added to soviet tank units (Light tanks) Added: Stalingrad 1942 - A009 Regia Aeronautica CT21 with MC 202 Added to the scenario Stalingrad 1942 - A010 PVO IAP 439 Squadron with MiG-3 for medium altitude cover over Stalingrad sector Stalingrad 1942 - A011 BAP 54 Squadron with Pe-2 for Recce missions added over the Frontline Stalingrad 1942 - A012 Two new secondary objectives have been added: Search and destroy Soviet positions Stalingrad 1942 - A013 Kalach is now an usable airfield. 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 yesterday at 10:26 AM Author Posted yesterday at 10:26 AM Hello everyone! I’m very happy! Today I bring you a very important message, because after several days of work, I’ve finally managed to find a solution to some of the server’s issues and limitations. Thanks for letting me cook! This also changes how the server works a bit—and honestly, it’s even a better idea IMO. Until a few weeks ago, what I’m doing now seemed “impossible,” but it turns out it’s fun and addictive! And I’m really happy to see everyone enjoying it. Let’s keep being bold! Everything is possible if we are bold enough! Let’s talk about the changes… but first, a reminder that today, in 10h, we’ll launch the Moscow scenario test. Until then, the server will be offline. The reason is what it follows... Performance: The Il-2 server service, with its Dserver program, shows us the current load. If we add too many things, it explodes. Yes, it blows up. This is something all the great and blessed mission makers know well. This server has been optimized down to the smallest detail to allow for a very high number of units. Even so, the simulator isn’t really built for this, and over time, the load increases due to explosions, destroyed units, and so on… this is in fact called garbage in the "programming world" and we don't have garbage remover tools in this Il-2. All of this is reflected in the tick rate. If it gets too high… the party’s over. I’ve observed how the tick rate increases every day, even under the same conditions, because it accumulates load. The longer a mission runs, the more strain it suffers, leading to server overload messages and issues. This worries me! Especially since we still have modules to add, like logistics. And honestly, it’s a miracle we have missions that don’t crash for this long! Seems like we were blessed by Gabe Newell itself! Let's talk about more limitations: Night cycle: Another limitation is that the server has a night cycle because it doesn’t restart. This creates issues with time zones—some players only see nighttime. One proposal was to run two servers simultaneously. But since we don’t use scripts or anything that might affect performance, we don’t have a save function to skip it. AI: I want more. Even more! Great Battles should feel like… great battles! And I think we’re getting there. But we have to calculate usage not over a few hours, but over several days, so the server doesn’t degrade after, say, 48 hours. Repetitiveness: I hate missions feeling repetitive—joining a server and always seeing the same thing. I want to avoid that! The solution: Given all this, and with a master solution, I’m pleased to announce that we’re introducing staged scenarios. What does that mean? Pay attention—you’re going to love this! And best of all, it expands the server’s focus even further. Over the coming days (it may take about a week or two), scenarios will have multiple stages, simulating the passage of time in each theater of operations… along with changes in positions, objectives, and even the frontline itself! We will follow the historical route, always! These stages will last 10–12 hours—enough for “tangible progress.” We make the most of the daytime and minimize nighttime hours. And in each stage, just like with Stalingrad now… the frontline changes in real time! Yes, you read that right—the front line you see on the map will move! After thinking about whether players should switch maps or not, or even complete scenarios, I believe it’s best to let the battle follow its natural course. I’ve also decided each stage will run twice—so 20–24 hours total. This way, it covers peak times in both hemispheres and gives everyone enough time to play. As you know, each scenario requires a high level of editing—troop placement, historical airfields, historical frontlines… and that’s great. With staged scenarios, adjustments don’t require much extra work, but they massively improve the experience and also help in this! Example: Right now, we have Stalingrad in late August 1942, with the approaches to the city—this would be Stage 1. Then comes Stage 2, where German troops are already inside the city. Some squadrons have relocated, and the atmosphere and weather also change. Here, fighting becomes street by street—and I’ll be evil with troop placement. Finally, Stage 3: the battle reaches its peak in late 1942, with Soviet forces desperately crossing the Volga. In the end, we are mere “spectators,” and the environment is alive. If we start on Monday or a friday with Stage 1, by Wednesday or Thursday / Sunday the battle will have reached its conclusion—with real progression, different environments, and varied unit deployments. This adds much more variety per scenario, fixes repetitiveness, solves the night issue, and allows me to include even more enemies. And we still have a multi-day battlefield! For example: we’ll add gunners to various Il-2 squadrons and more will come, Soviet troops will run out of KV-1s but gain more T-34s in the city, more La-5s will appear, the “Mosca” will disappear, Yak-7 will arrive… (altough it will have bomb pylons to simulate late 42 production) the environment will feel even more alive. It even allows for timed offensives—since each stage lasts 10 hours, I can properly time the Soviet counteroffensive in Stage 3. And this is just Stalingrad! Imagine other scenarios—Normandy with three stages (Bombings, then one night scenario with paratroopers, then CAS on landing..., Leningrad… even more enjoyment, guys! I’m really excited. It stays true to our idea of historical scenarios, allows more fine-tuning, and doesn’t require starting from scratch—since every scenario already involves building the entire front. Oh—and I’m not done yet! Mission files use a .txt to store data… and I’ve created a system so that every time we fly, the weather is different! (but under certain limits to reflect real world weather in those battles) I won’t be able to include it in the mission briefing, but I will post it on Discord in the “Current Mission" in Discord or here when an event is happening. Also, I’ve started working on another scenario. I’ve listened to your feedback for players who only have the base game, so we’re getting Leningrad—played from the Soviet side on the Volkhov front in spring 1943, using some Stalingrad aircraft. The final stage will be January 1944, with a full migration of skins (did you know that during summer 43 soviet units started to use the two-gray camo?, some aircraft changes, and a different style of combat—as well as a fully snow-covered environment. P-40, Yak-1, Yak-7B, I-16… will give way to Yak-9, Yak-1B, P-39… I can’t wait! 1 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
Aapje Posted 20 hours ago Posted 20 hours ago Seems like a good idea. 10 hours is plenty long so you can see the effect of the effort of yourself and your team mates, but you solve a lot of issues this way. 1
MDzmitry Posted 19 hours ago Posted 19 hours ago Agree that making the server not permanently accessible is a better move. Especially considering that a significant number of Il-2 players have work or some personal errands to take care of during the day, the only problem would be finding the optimal time window to gather maximum players. 12:00-00:00? 13:00-01:00? Something along those lines would be my bet. 9 часов назад, LuftManu сказал: did you know that during summer 43 soviet units started to use the two-gray camo? Also a (not so) fun fact: this was caused by the fact that some factories experienced a shortage of some chemical solution that was necessary for a proper finish of the plywood cover. This lack of components resulted in a sub-par finish that cracked too easily when exposed to sunlight, causing quick deterioration of wing structure. The necessary component was also present within the green paint used for camouflage, so it was decided to update the paint scheme to exclude the necessary component and have it solely to apply as part of surface finish. 1
LuftManu Posted 4 hours ago Author Posted 4 hours ago Thanks for the feedback, guys! @Aapje and @MDzmitry. It means a lot to me! Also didn't know about that fact from the paintings! Also, final will be around 12h. So a few hours of night at the beginning and end. I also have some cool discussions in the forum about "persistance" so let me add the new patch notes! I think I found a middle ground 🙂 Hello everyone! Thank you very much for your feedback yesterday during the Moscow mission. A patch will be released today to fix the most urgent issues. And my sincerest condolences to the Stuka pilots who almost crossed the entire steppe Please take a look at the changelog — today’s announcement is related to that. changelog I really appreciate all the ideas, suggestions, and feedback you’ve been sharing. They help me improve the missions every time. As always, I promise to listen to everything — but I’ll only implement what fits the overall vision of the server. It’s important to stay consistent and follow a clear direction. And above all… be bold! What’s new today Today we’re adding SRS and fixing critical issues in Moscow. But I’ve also been working on features coming next week: Introducing Andromeda A new persistence system (currently affecting aviation only) that brings long-awaited continuity between stages. It will have a major impact on squadrons and make each one feel more distinct. I hear ya! AI Morale System Yes, you read that right. AI units now have morale: Rookie units may retreat if their leader is shot down or if they take light damage Veteran units will hold their ground until the end Tactical Bombing System You no longer need to destroy specific buildings precisely: Objectives can now be completed by bombing target areas The number of bombs dropped in the zone matters Precision is still rewarded, but everyone can contribute effectively Logistics System (Air) Within the mission: Airfields can be upgraded In certain scenarios, forward airfields can be created closer to the front lines (e.g., D-Day or Soviet advances) Logistics System (Ground) Ground units (like AAA) can: Repair bridges Clear obstacles These tasks are optional but can significantly help mission success. Reconnaissance System Recon aircraft (like the U-2 or Fw 189) can: Deploy flares near enemy positions (when historically appropriate) Trigger artillery strikes on those positions for 10 minutes, weakening enemy units Interception System Also implemented — more details coming soon! You can read the changellog after this! Thank you all again! This weekend I’m taking a well-deserved break — playing Stalingrad with you, and enjoying a cold beer under the spring sun. Big hugs to everyone! Version 0.95 ready and version 1.0 in the works Version 0.95 to be deployed TODAY Fixed: Moscow 1941 - F010 Tank spawns have been revised to avoid spontaneous combustion Moscow 1941 - F011 Air to ground tasks have been revised to avoid forests and low visibility areas and avoid that AI limitation Moscow 1941 - F012 Squadron deatchments have been added into more frontal airfields while the main force remains behind. This was happening as Axis troops advanced into Moscow. Moscow 1941 - F013 AAA complex system has been added Moscow 1941 - F014 AAA Skill levels and layers of activation/deactivation have been added Moscow 1941 - F015 AAA ammunition and limits have been added Moscow 1941 - F016 AI aircraft complex system has been added Moscow 1941 - F017 AI aircraft has been revised. Added: General - A014 SRS is now active on the server. Channels are as follows: 1 - Approaches/Landings/Planning missions 2 - Fighter ops 3 - Bomber ops 4 - Ground ops 5 - General channel ops (Coordination between channels) 6 to 10 - Free use! for you and your friends. Language free! C'est magnifique! Note: Use of English in Channel 1 to 5 is mandatory. For other languages, please use 6 to 10 or Discord. General - A015 SRS has auto-join function for the server General - A016 A new voice channel has been created. It's called SRS - InGame Players. This channel is meant to show people you are in SRS IN GAME! You won't have voice in this channel. The idea is to show people how many guys are in SRS to then join. To use Discord own's voip, please use the other channels. Version 1.0 To be deployed next week (I need a good rest) Added: General - A016 Andromeda system first implementation. Persistance between Stages! This is is how it works: When a stange changes, the Squadron will have 4 different templates depending on the damage that has suffered. 100% - Squadron will deploy again at full force 75% - Squadron will increase their deploy time but will stilll do all tasks 50% - Squadron will reduce planes in flights and also will only fly main tasks and airfield protection 25% - Squadron will only fly airfield protection For ground units, the system is still bein worked at. General - A017 Morale system is added to AI Besides the "Skill simulation" and "Aircraft ops". This is how it works: Novice AI will also run away when their flight leaders are destroyed. AI will also run away faster with a lower damange treeshold. For morale system too, AI will gain experience as combat goes on. Units will increase their skill level in every stage if they stay on the battlefield. General A018 Tactical bombing implementation! This is how it works For bombing objectives, targets being only a few buildings is cool! but sometimes it can be frustrating and not fun to be a sniper. We are in WW2, not using Guided munitions. To fix this, when a bombing target appears (It will say Tactical bombing) the way to complete is to actually bomb the place. The objective will be completed with a certain amount of bombs in the place or the destruction of certain buildings. This makes level bombing fun but also rewards player accuracy. Tactical bombing targets can be cities, industrial areas... General - A019 Logistic system phase 2 implementation!. This is how it works: Transport planes will be able to land in existing airfields. When a logi plane lands in an airfield, it disables the original spawn and creates another one with twice the avaiible units for the rest of the mission. Transport planes will be able to create forward airfields. This is very misison dependant! Such as in Normandy in D-day or during soviet advances. This is not meant to be a gamey mechanic, but something realistic. Planes will be able to move from airfields to airfield and preserve the numbers during an stage. that means, you can move a few planes from the rear airfield to the main ones and have higher numbers. General –A020 Logistic system for ground combat also availible AAA trucks will be able to perform tasks to help ground advance. Such as repair a bridge or destroy an obstacle. These task are not mandatory for the ground mission but will help and make things easier for tanks. General – A021 Recon system phase 1 implementation! This i show it Works: In a few scenarios and when historically correct, recon planes can fly to the enemy positions and drop a flare. This will make nearby friendly artillery to shoot to enemy positions for a few minutes. General A022 Interceptation, radars and observation units. Several squadrons will also have interceptation tasks if enemy units overfly certain points. Radars will cover big spots but can be destroyed. Observation posts cannot but they cover smaller parts. If a squadron is destroyed or disabled, they won't be able to fly the interceptation. 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
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now