LuftManu Posted April 12 Author Posted April 12 18 hours ago, Habu said: Pictures from yesterday and today. Thx to the 109 pilots who helped my buddy on Karpovka. To Luftmanu, may you activate the Tacview option on the server please. Thank you for the feedback, Habu! I hope you had fun! Note about tackview. 1.0 is coming this week with several modules added such as Recce flights, Supplies and so on. But I'm taking the weekends off to rest 🙂 Ill add Tacview during the week as I use the week for testing. Kind regards! 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 April 12 Posted April 12 Yes we had fun with my teammate, even if it was tricky with the flak. About Tacview, it won't take you too much time, it's a check box in the Dserver. 😉
CatteMoto Posted April 12 Posted April 12 I was able to spare some time to check out the server and I got bounced several times by MiGs lol. I thought I was safe... but then I wasn't. Managed to hit a few planes but no victories. Hope to be back soon Also I did destroy two fuel tanks while attacking an airfield but didn't receive any score for that
LuftManu Posted April 12 Author Posted April 12 Hello everybody! Server is down for the implementation of 1.0 Patch and other news I'll share in a few hours! Event completed! Hey guys! the official launch of the server was a huge success, with an incredible turnout and a fantastic atmosphere from the very beginning. Seeing so many players join and enjoy the experience was truly rewarding (Server was full for a few hours!). Performance remained excellent throughout, with no technical issues even under full load. This strong start allows for further improvements to enhance the overall experience. We currently have stable scenarios like Stalingrad, alongside others in active development such as Moscow, with new features and modules being introduced progressively. To keep missions engaging during high-population events, more slots will be aded to the server alongside adjusting the missions for a higher player numbers! Additional systems, including logistics and historical balancing, will help create a more immersive and consistent battlefield, where outcomes feel organic rather than artificial. Looking ahead, new features such as persistence, reconnaissance systems, interceptor mechanics, and AI behavior improvements will be introduced, further deepening gameplay. This are coming... this very week! I'll do a nice writeup of everything once it's ready. Overall, this marks a very strong and promising start—the server has truly come to life thanks to the community. And remember, this is just the tip of the Iceberg. What we just played was "Stage 3" of Stalingrad. Each Scenarios will have various Stages and for Stalingrad, we will have 4. As I was writting the other day, each day that passes in the server, makes the scenario move forward (in stages) so we will be able to enjoy a lot! The various stages of Stalingrad will be: Stage 1: Road to Kalach and bridgehead Stage 2: Stalingrad outskirs and Basargino Stage 3: Enemy at the gates (This scenario) Stage 4: Winter sets in Both Stage 1 and Stage 2 are being finished as we speak. A full week of different missions with the stages will add a lot of inmersio! and with some persistance! All of this while seasons change, enemy units also change and add newer aircraft types... @Habu Tacview added @CatteMoto Yes, it is normal for static objects to not add points. Optmization! Only units add "points" but they are not the only useful thing. Remember! the idea is to complete the mission! sometimes that means destroying other thing than units 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
Patricks Posted April 15 Posted April 15 Jumped on yesterday, all went quite well, looking forward to spending more time on here. It's just the thing for people like me that enjoy historical campaigns and career mode and are no longer into the "air-quake" mentality of the normal multiplayer servers (not bashing, just not my thing). Cheers to @LuftManu for doing this! 1 ALL testing is done in VR - GIGABYTE X870E AORUS Elite WIFI7, Thermaltake 1200w PS \AMD Ryzen 7 9800X3D - Corsair iCue Titan Liquid CPU cooler \ 64GB G.Skill Z5 DDR5 \ SBlasterX G6 \ 4TB NvMe M.2 Boot Drive \ ZOTAC GAMING GeForce RTX 5090 SOLID OC 32GB GDDR7 - Nvidia 610.47 drivers \ 3 Samsung LC32G53TQWUXEN 32" 7680x1440 at 144Hz Gsync \ Win11 Pro Ver. 25H2 - Build 26200.8457 \ TIR 5 \ Warthog HOTAS with VPC WarBRD joystick base \ MFG V3 Pedals \ TM MFDs on 2 8" Lilliputs \ Simgears ICP \ Meganex 8k VR running 75hz at Steam 150% 4760x4292 (per eye) OpenXR.
LuftManu Posted April 16 Author Posted April 16 You can join the server in the Dogfight Multiplayer tab: Server Name: Parallel 38 – Persistent COOP PvE Campaign Password: No password needed this time. Pilots, soldiers, comrades—listen well! We are proud to launch Parallel 38 v1.0, officially moving from BETA into a full release version. This is a huge milestone — and from here on out, building new scenarios will be much faster thanks to a complete and fully functional base system… and with it, we start the first full campaign of several days. 🇪🇸 Spain (CEST): 22:30 🇵🇹 Portugal (WEST): 21:30 🇬🇧 UK (BST): 21:30 🇫🇷 France (CEST): 22:30 🇩🇪 Germany (CEST): 22:30 🇫🇮 Finland (EEST): 23:30 🇷🇺 Russia / Moscow (MSK): 23:30 Eastern Time (EDT): 16:30 Central Time (CDT): 15:30 Mountain Time (MDT): 14:30 Pacific Time (PDT): 13:30 Server is already UP with the changes. Major improvements have been forged on the stages. At last, armored divisions can rearm and resupply in dedicated zones—no more slow manual recovery. Return, reload, and roll back into the fight faster than ever before. In their spawns. All operational modules are now fully deployed across every map if it's correct. The battlefield is alive: call in artillery, deploy paratroopers, shape the front with your decisions. Gone are the days of lifeless “Target A” and “Target B.” Now, you will fight for real places—historic ground—marked and named, where every objective carries meaning, and every victory echoes through history. A new Current Mission system is now in place, clearly indicating the active map, weather conditions, and its full briefing—so every pilot enters the fight informed and ready. From now on, historical adjustments will be applied during events, shaping each scenario to better reflect the realities of the front. Additionally, a new system has been introduced to represent different aircraft variants by name, allowing for more immersive unit retrofits—just as seen with models like the E-4 and E-7. This ensures greater variety and authenticity across the battlefield. And now… the centerpiece. Stalingrad—fully realized in three stages. The campaign unfolds as it did in 1942: The crossing of the Don at Kalach The battle for the outskirts The final assault on the city itself All three stages are complete. All systems are in place. You can test them now in the server! We are ready. Ready to launch a full chronological campaign, driven by progression, persistence, and the Andromeda system—where every action matters, and every loss carries forward. This weekend, the culmination of all this work will be yours to experience. This weekend, the culmination of all this work will be yours to experience. Until Saturday the three missions will rotate randomly (non-chronologically) to fully test the system and ensure everything is ready for the campaign ahead. (And probably do some small adjustments!) The campaign will last from Saturday to Monday! How will it unfold? Each stage will be fought twice over extended operations, before the front advances to the next phase. Day by day, the battlefield evolves—offering a new chapter to those who return to the skies. This will be done automatically! A Guide! And remember this: Every aircraft counts! Enemy squadrons weakened. Ground gained at a cost. Every meter toward Stalingrad must be earned! (It's been a pleasure editing for you all! With this we finish the first East Front Campaign with a bang! And working on the West Front) 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
Habu Posted April 17 Posted April 17 The server has re launch and we have a file error transfer. About the launch of the mission, 22h30 CEST is too late. I know it's hard to have an hour which suit for everybody. But for our squad, we begin our flight at 21h CEST.
LuftManu Posted April 17 Author Posted April 17 1 hour ago, Habu said: The server has re launch and we have a file error transfer. About the launch of the mission, 22h30 CEST is too late. I know it's hard to have an hour which suit for everybody. But for our squad, we begin our flight at 21h CEST. Hi! Thanks Habu! Something was mixed in the .list file. It's fixed now. About the hour. We have launched a voting in the Discord and that was the option chosen. What do you guys prefer? 21 CEST? I can push for 21:30 CEST. Would that be good? Kind regards, 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 April 18 Posted April 18 I was sure that it was a list problem. It's the most common error. 😉 We prefer 21h CEST. For all our missions and intersquad matches, we start at 9 p.m. It’s the best compromise for those coming home from work or who have to work the next day. Waiting until 10:30 p.m. to log in is too late for us.
LuftManu Posted April 18 Author Posted April 18 3 hours ago, Habu said: I was sure that it was a list problem. It's the most common error. 😉 We prefer 21h CEST. For all our missions and intersquad matches, we start at 9 p.m. It’s the best compromise for those coming home from work or who have to work the next day. Waiting until 10:30 p.m. to log in is too late for us. Hi! I will see what I can do as 24 people signed for 22:30 already 🙂 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
MDzmitry Posted April 18 Posted April 18 26 минут назад, LuftManu сказал: Hi! I will see what I can do as 24 people signed for 22:30 already 🙂 Kind regards, I might be misunderstanding, but isn't it alright to start earlier if a server is supposed to run for 10-12 hours?
LuftManu Posted April 18 Author Posted April 18 1 hour ago, MDzmitry said: I might be misunderstanding, but isn't it alright to start earlier if a server is supposed to run for 10-12 hours? Hi! yes! I can't change the event as many people have signed up, but the server will start at 21:30! This will help fellow Europeans @Habu 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 April 18 Author Posted April 18 Get ready, soldiers! Today we start the 3-day campaign of Stalingrad. The event starts at 18 April 22:30 CEST Server Name: Parallel 38 – Persistent COOP PvE Campaign (Under Dogfight mode) SRS: Autoconnect (luftmanu.ddns.net:6005) The server will be started around one hour early, to give time AI to start their routine flights and for doing some recon or to just be prepared: 18 April 21:30 CEST The opening of the battle is scheduled to 18 April 22:30 CEST so the big operations will start around this hour. (Same as the event) Remember! Coordinate with your teammates! Use SRS and let's see how we fare in the campaign. Use logistics, artillery and be smart! This time, enemy can counterattack so keep the skies clear even if things are calm. Server will restart every 12h and each stage will be played twice for two time zones. We will have 3 stages: Securing Kalach (Starting 18 April de 2026 22:30) Approaching the city (Starting 19 April 2026 21:30) The siege of Stalingrad ( Starting 20 April 2026 21:30) The whole event and server (Both at the same time) will end 21 April 2026 21:30 In case of technical trouble, we will resume the ongoing Stage. Server will be offline for the day until one hour before the event, so get ready! Also, be prepared! A few surprises might happen 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
murkz Posted April 22 Posted April 22 I wanted to reach out and say thank you LuftManu for the effort you’ve put into this project. Also thanks to Detcord as well for pointing this out on another games Steam forum! I’m very glad he did. As a now returning player to Tank Crew, this server gives me the reason to return and I was impressed, but I have one wish for any planned future updates, the continued focus on tanker immersion. When the ground war feels alive, it benefits everyone, including the pilots, who get a more dynamic and target rich environment to look down upon. During the recent test, I found myself as the sole player on the server for a while, and it did feel a bit lonely. If it’s technically possible within the mission logic, having AI tanks engaging in distant attacks or ambient skirmishes would be a game changer. Even if they aren't the player's primary objective, seeing the war on the horizon makes you feel like a small part of a massive, ongoing conflict rather than just a lone unit in an empty field. The work you’ve done and the persistent nature of the campaign is fantastic. I’m looking forward to the next test! 3
LuftManu Posted April 22 Author Posted April 22 10 hours ago, murkz said: I wanted to reach out and say thank you LuftManu for the effort you’ve put into this project. Also thanks to Detcord as well for pointing this out on another games Steam forum! I’m very glad he did. As a now returning player to Tank Crew, this server gives me the reason to return and I was impressed, but I have one wish for any planned future updates, the continued focus on tanker immersion. When the ground war feels alive, it benefits everyone, including the pilots, who get a more dynamic and target rich environment to look down upon. During the recent test, I found myself as the sole player on the server for a while, and it did feel a bit lonely. If it’s technically possible within the mission logic, having AI tanks engaging in distant attacks or ambient skirmishes would be a game changer. Even if they aren't the player's primary objective, seeing the war on the horizon makes you feel like a small part of a massive, ongoing conflict rather than just a lone unit in an empty field. The work you’ve done and the persistent nature of the campaign is fantastic. I’m looking forward to the next test! Thank you very much for the feedback! Alongside supply drops generating waves of tanks to fight, I will try to have something so tankers can also spawn groups or have battles going on. 🙂 Thanks! Hey everyone! Battle of Stalingrad just finished yesterday! The campaign raged on for three intense days straight, filled with action packed moments, strategy, and unforgettable moments. Every hour brought new challenges, learning new tactics and engaging against an enemy that was not as easy as it seemed! When we teamed up, things shaped greatly! The server has seen up to 97 different players since the beginning, with a peak on fridays of 30 people. During Saturday, the playerbase was lower but numbers peaked up again on Sunday. A huge congratulations to all participants—you made this campaign something special. Whether you were on the front lines in a plane or tank, your efforts truly mattered and helped shape the outcome. I even recorded some combats like a "candid camera" that we saw on Enigma's cold war. Will be fun to see how AI and players fare in different situations. I’ll be sharing some detailed statistics and insights from the battle. There are a few surprises in store that might change how we see what happened—so stay tuned! And yes, those pesky MiG-3s were dangerous! but more the P-40s. I will explain more tomorrow. For now, the server will be off until we set up the next scenario for testing this very week! To make tracking a thing, I added checkzones with counters to see where aircraft were lost, along with takeoff and landing tracking with "OnPlaneTakeoff" and "OnPlaneLanding". Starting with the air war, Phase 1 saw us lose 69 aircraft, while the Soviets lost 40. Our biggest enemy was anti-aircraft fire, not fighters. On their side, the 503 ShAP and 811 ShAP (Il-2) took heavy losses, along with the 629 IAP PVO (I-16) and some Yak-1s from 27 IAP. However, some MiG-3 PVO units performed very well, in some cases shooting down up to 9 German aircraft with only 3 losses. By the end of the phase, the ShAP units were nearly inoperable. On our side, the Bf 109 suffered the highest losses, including accidents, and the He 111 had a high loss rate per deployment. The most effective aircraft were the Bf 110 (5 losses / 17 sorties), the IAR 80 (low sorties, low losses), and the Hs 129 (2 losses out of 5 takeoffs). Most losses occurred around Kalach, with some up to 30 km inland. Losses were highest at the beginning, dropped, and then spiked again during European peak hours. Meanwhile, German tanks suffered very few losses. In Phase 2, things evened out: we lost 53 aircraft, and the Soviets 55. Activity from 503 and 811 ShAP dropped significantly, but 629 IAP (MiG) and 297 IAP (P-40) increased their presence and caused most of our air-to-air losses, while keeping their own losses relatively low. The 629 IAP PVO lost nearly half of its I-16s, while 27 IAP had light losses. Most losses occurred near Basargino, with some aircraft failing to return after being damaged. On our side, Bf 109 losses continued but started to decrease, while we began losing Stukas and even a transport aircraft. The Bf 110 and Bf 109 Emil stood out in ground-attack roles. This phase also saw the first Hurricanes, which also suffered losses. On the ground, Panzer losses increased compared to Phase 1, but we also carried out logistics missions to spawn assault groups, adding a new layer to operations. In Phase 3 (assault on the city), activity dropped due to weekday timing. We lost 23 aircraft, with around 70% due to anti-aircraft fire. Soviet losses mainly came from I-16s (PVO), some MiG-3 (273 IAP), and the first La-5 losses (27 IAP), although the La-5 achieved no confirmed kills. During night operations, the 596 NBAP performed very well, with only 2 aircraft shot down. Our ground forces performed better than in Phase 2, similar to Phase 1. Overall, Soviet counterattacks only happened in Phase 1, and German air superiority was fully achieved only in Phase 2 (in Phase 1 it was only local and toward the end). Over the next few days, I’ll upload random combat videos. Player names won’t appear, but I’m sure many of you will recognize yourselves. Work on Normandy continues, and with some luck we’ll have a very basic test this Sunday, but only if it meets the quality we want. Otherwise, we’ll continue testing with Moscow. 🙂 Thanks everyone! 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
Pinguim Posted Monday at 02:20 PM Posted Monday at 02:20 PM Good job! Nice to have a place for people that prefer fighting the AI.
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