Archive for April, 2015


18229_10155514730765564_9008078877951001865_nHi everyone,

This week has seen the release of the latest Mac beta build and an accompanying PC build (it’s 1.2.07, the same as the current released game, but running on a different server setup), so even if you don’t have a Mac, and you have beta access, you can help the beta out as we’re focusing on looking for any issues playing between Mac and PC. This is an important step towards the Mac release and is the first time players from different platforms will interact with each other in the Elite: Dangerous universe. As always thanks for the feedback so far, it had been invaluable.

In last week’s Powerplay AMA David mentioned that I would be doing a crime special covering the changes relating to crime in the Powerplay update. We’ve covered a few in previous dev updates, but I’ll collate them all here in one place for easy reference.

Fines will now take seven days before they mature into bounties, so giving you more time to clear them off.

Active bounties are changing so that they are issued by minor factions only, even for systems owned by one of the three major factions. You won’t be able to pay these bounties for seven days. We’ll tweak the friendly fire to be a bit more forgiving and we can balance this number further if needed. We’ll also apply the friendly fire to hits on players in the same way they are for NPCs.

Whenever you commit a new bounty offence in a jurisdiction where you already have an active bounty then the bounty value is increased and the timer reset to seven days. If you gain a fine in the same jurisdiction then the bounty value is increased, but the timer is not reset.

An active bounty is resolved in one of the following ways: Firstly if a ship detects the bounty and destroys you then the bounty is claimed and removed. Secondly if your ship is destroyed, but the bounty is not detected then the following happens: The bounty becomes dormant and can only be detected by authority scans by agents of that jurisdiction and if detected will become an active bounty with a new seven day timer. If a dormant bounty is not detected within seven days then it is removed. If an active bounty is not claimed or made dormant within seven days then it will be cleared.

Note that when a bounty is removed, for whatever reason, it is added as a legacy fine for the same amount and for the same jurisdiction. Legacy fines never expire and are automatically added to the rebuy cost if you restart in a station or outpost owned by that minor faction.

We recently added caps to bounties per jurisdiction. These caps will remain although they do not apply to fines and legacy fines.

During the Powerplay beta we’ll also trial a new crime of ramming at speed within no fire zones. If travelling at over 100 m/s and you collide with another ship within the no fire zone then it will be considered a crime. There has been some vigorous debate on this so it will be interesting to hear peoples’ thoughts on this once it’s in place.

Something we’re looking at a bit futher down the line, but might not make the Powerplay update is the concept of interstellar bounties. These occur when fines and/or bounties for minor factions within a major faction cross a threshold then they are combined into an interstellar bounty. They work in the same way as normal bounties except that the jurisdiction is counted as the whole of the major faction. There will be legacy interstellar fines in a similar way to the legacy fines already described.

One last piece of news for Powerplay before I sign off for this week and that is an improvement to how we cache shaders, especially for celestial objects like planets and stars, which is one of the causes for stutters that have been identified. We’ll continue to investigate other causes.

Thanks!

Michael

forums.frontier.co.uk


unnamedDCS World Website Update
The new and improved DCS World website is now live. The website has been reformatted to make it more organized, look better, and more mobile device friendly. Please visit the revamped new site at:

http://www.digitalcombatsimulator.com/en/index.php

DCS World 2
Each day we are making more progress in moving DCS World 2. Since the previous newsletter, the team has made great progress on AI landing logic, an all-new multiplayer interface that includes such features as Favorites and Filters, new smoke effects, improvements to the lighting and shadows, replaced the general ground texture with a higher resolution one, increased new terrain graphics performance, the ability to load and work with different maps in the Mission Editor, improvements to the Graphical User Interface (GUI), dedicated server, and a new protection system.

We often read questions regarding how the current Black Sea map will look in DCS World 2. Rather than try to describe this in words, we have included a non-edited gameplay video of the freely available Su-25T Instant Action mission “SAM Killer”. We hope this will paint a clear picture.

We are burning the midnight oil and we will release an alpha of Nevada Test and Training Range map once we feel it is ready. Before we can do so though, there are still several items that need to be addressed. These will also include: completing the new multiplayer interface, performance optimization, various unified .exe issues, remaining crashes, and some night lighting issues.

DCS: L-39 Albatros
The next aircraft module to be released by Eagle Dynamics will be the L-39 Albatros. The front and back cockpit are nearing completion as you can see in the included video. This video also gives you another look at the Black Sea map in DCS World 2.

Primary aspects to still complete are an all-new external model and the completion of the cockpit systems and flight dynamics.

The biggest innovation for this aircraft, and a big part of our reason choosing it, was the inclusion of multiple network players in the same aircraft. This technology has been a big focus of the team as of late. This has also been a big reason for our re-design of the multiplayer interface. It is to be determined if this features will be part of the initial beta release.

DCS W2: Nevada Test and Training Range (NTTR) Map
We are further improving the Nevada map and moving it closer to Alfa. Items being worked on include adding the various TACAN and VORTAC stations, improving the mountain textures, improving ground object shadowing, and adding collision models to most ground objects.

Included is a video demonstrating the urban density possible with DCS World 2 and the tremendous sense of speed it provides when flying at low altitude. No, no time acceleration is used.

DCS: Strait of Hormuz Map
When not working on the Nevada map, our map team is making steady progress on the Strait of Hormuz Map. Most of the airfields are now placed and a great deal of work is being done on manually improving the elevation mesh and textures. However, this map still has a long way to go with items such as airfield taxi routing, water textures, airbase lighting, ground object placement, navigation aids, and ATC still needed to be addressed.

DCS: Combined Arms 1.5

A lot of new work is going into Combined Arms in regards to improved user control (particularly from the external unit movement control), intercom messages, and improved AI. While a bit too early to show off these new features in this newsletter, we hope to be showing these advancements off soon.

DCS: P-47D and DCS: Spitfire
Work continues on the object models, cockpit systems and flight models, but there is nothing new to show this month.

DCS: F/A-18C Hornet
Work is mostly focused on the air-to-ground radar that is making good progress; the team is now starting to create the various sub-modes such as the expanded modes. We have included a couple of images that show samples of the new air-to-ground radar technology that is based on radar reflectivity logic.

Future Newsletters
When there is sufficient new news to justify a newsletter, they will be provided. However, there is no set schedule.

unnamed-1 unnamed-2 unnamed-3 unnamed-4 unnamed-5 unnamed-6


pCARS logo 1Alpine A450
Ariel Atom 300 Supercharged
Ariel Atom 500 V8
Ariel Atom Mugen
Aston Martin Rapide S Hydrogen Hybrid
Aston Martin Vantage GT3
Aston Martin Vantage GT4
Audi R18 TDI LMP1
Audi R8 LMS Ultra
Audi R8 V10 Plus
?
BAC Mono
?
?
?
BMW 1 M Coupé (E82)
BMW 320 Turbo Gr.5 (E21)
BMW M1 Procar (E26/1)
BMW M3 Gr.A (E30)
BMW M3 GT (E92)
BMW M3 GT4 (E92)
BMW Z4 GT3
Caper Monterey Stockcar
Caterham Seven Classic
Caterham Superlight R500
Caterham SP/300R
Ford Capri Zakspeed Gr.5
Ford Escort RS1600
Ford Focus RS
Ford Mk. IV
Ford Mustang Boss 302R1
Ford Mustang Cobra SCCA TransAm
Ford Sierra RS500 Cosworth Gr.A
Formula Gulf 1000
Ginetta G40 Junior
Ginetta G55 GT3
Ginetta G55 GT4
Gumpert Apollo S
Lotus 49 Cosworth
Lotus 72D Cosworth
Lotus 78 Cosworth
Lotus 98T Renault

Marek RP219D LMP2
Marek RP339h (PM 06a) LMP1
McLaren 12C
McLaren 12C GT3
McLaren F1
McLaren P1
?
Mercedes-Benz 190E 2.5-16 Evo2 DTM
Mercedes-Benz 300SEL 6.8 AMG
Mercedes-Benz A45 AMG
Mercedes-Benz C-Class Coupe DTM
Mercedes-Benz SLS AMG
Mercedes-Benz SLS AMG GT
?
Mitsubishi Lancer Evo X FQ400
Oreca 03 Nissan
Pagani Huayra
Pagani Zonda Cinque Roadster
Pagani Zonda R
Palmer Jaguar JP-LM
Radical SR3 RS
Radical SR8 RX
Renault Clio Cup
Renault Mégane R.S. 265
Ruf CTR3
Ruf CTR3 SMS-R
Ruf RGT-8
Ruf RGT-8 GT3
RWD P20 LMP2
RWD P30 LMP1
Sauber C9 Mercedes
SMS Formula A
SMS Formula B
SMS Formula C
SMS Formula Rookie
SMS Kart 125cc (Kart01)
SMS Superkart 250cc (Kart02)
W Motors Lykan HyperSport

www.projectcarsgame.com

_5309298_orig


Scandinavia expansion features Sweden, Norway and Denmark, you’ll be exploring mile upon mile across these three beautiful Nordic countries. New ferry terminals also allow you to board ferries directly and to discover 27 Scandinavian cities, new industries, with over 80 new cargo.


AC logo

1.1.6 Changelog:

– Fixed no collision bug between first 2 cars in the server list
– Fixed TCP connection getting dropped for timeout
– Fixed Pagani Huayra rear wings animation bug, wrongly connected to the animated suspensions on the last update. Physics unchanged and unaffected
– Updated suspension on LaFerrari, missed on last updated due to time constrains
– Fixed server output for “LAP WITH CUTS”
– Fixed KERS not recharging when car is reset
– Telemetry speed graph is now autoadjusted for max speed
– Fixed animations running at wrong speed during replays
– Fixed CPU time in render stats with negative numbers on PC with timer drifting
– Fixed pitstop automatic controller not pressing the clutch and sometimes leaving the car moving away
– Fixed Essential and RacePosition app wrong values in replay mode
– Fixed Leaderboard in online races
– Added flags, penalties, kers to the shared memory
– Fixed wrong tyre temperature value in the car setup screen
– Fixed crash if a non existent PP effect is selected
– Fixed problem with TAB leaderboard on change session
– Removed invalidation message from drift and time attack modes
– Change camera button can now be assigned properly to another key
– Fixed penalties on time attack
– Fixed bad rear pressure slider placement on Lotus 2-11 setup
– Default launcher theme: skip YouTube device support message
– Ferrari F40 S3 brake bias adjustments in setup
– Mclaren F1 GTR front left Toe-in setup slider value fixed
– Added Fuel pressure (shows fuel quantity) to BMW M3 E30 DTM and Group A
– Fuel indicator working for Alfa Romeo GTA, Lotus 2-11, Lotus Elise SC, Lotus Exige 240, Lotus Exige Scura, Lotus Exige S & Roadster & V6cup, Lotus Evora S & GTE & GTE Carbon, Mercedes SLS, McLaren MP4 12C, Pagani Huayra
– Corrected fuel indicator scale for BMW M235iR, McLaren P1, Shelby Cobra
– Working LCD screens for Mercedes 190 DTM EVO 2, Mercedes C9 LM.


DiRT Rally logoDiRT Rally marks the return to a more authentic and dangerous off-road racing experience. We deliver free new content every month, plus a continuous stream of gameplay improvements. “the best thing that’s happened to rally games for years” – Eurogamer.

შეძენა სტიმზე STEAM
ოფ. საიტი www.dirtgame.com
სხვა საიტები mesa.extra.hu & www.rallygamer.com

About This Game

Welcome to DiRT Rally – a new world of DiRT. A pure expression of rally, the pinnacle of off-road motor racing and it begins now, in Early Access, with regular free updates including new locations, new game modes and new vehicles.

DiRT Rally captures the essence of what makes rally unique – that sense of trying to remain in control of your emotions, as you hurtle along dangerous, undulating roads at breakneck speed, aiming to squeeze everything out of your car whilst knowing that one crash could irreparably harm your stage time. It’s the ultimate test of a driver’s skill, and it’s the ultimate in high risk, high reward gameplay.

Every stage will test you differently, as you feel out grip across varying surfaces and adapt your style to a range of different weather types. As the car suffers attrition you’ll need to account for mechanical damage whilst your dedicated rally team tries to keep you competitive with time-limited repairs between stages. As stages string together, each rally becomes a marathon-like test of concentration and skill, as you trust in your co-driver and your own ability to react and adapt, in order to stay competitive and chase that ever-elusive perfect run.

• DiRT RALLY AND THE COMMUNITY: The community is DiRT Rally’s co-driver and their feedback will help shape the evolution of the experience. For players joining DiRT Rally in Early Access and the road ahead, the team want their feedback. They’ll be helping to test theories and providing vital data that will help to refine DiRT Rally.
• EXPERIENCE 4 MASSIVE NEW REAL-WORLD RALLY LOCATIONS: DiRT Rally now offers four massive environments and 38 challenging stages, with more to follow. Drive them during the day – in dry, overcast, sunny, misty, wet, rainy and snowy conditions – and then take them on at night for a very different, intense experience that will challenge the elite.

• Pikes Peak, USA – the epic hill climb over tarmac and gravel, it’s a battle of nerve and speed to the top.

• Powys, Wales – Muddy, wet gravel stages and forest runs often in the rain during the day and at night.
• Monte Carlo, Monaco – Tight, twisting, dangerous roads covered with snow and ice that wind through the Alps. Snow and mist affect visibility during the day and at night.
• Argolis, Greece – Sweeping dusty gravel stages that take their toll on even the strongest rally cars in the intense heat of the Mediterranean in the bright daylight or at night.

• 20 CARS OVER 7 NEW AND CLASSIC CLASSES TO DRIVE NOW: Rally is about having the right car and DiRT Rally will have all of the right cars. At the start of Early Access, DiRT Rally delivers 20 cars and will be adding more cars over more classes in the future.

• NEW DRIVING MODEL: The physical simulation for DIRT Rally has been completely rebuilt to adequately capture how it feels to race across changing surfaces, and loose surfaces collect under the wheels during lateral sliding, creating a completely new feel to sliding around corners.

• RALLY CHAMPIONSHIPS, RALLY ASYNC & CUSTOM RALLY EVENTS: Take on a single stage and learn the calls in Custom Rally events, compete against increasingly skilled opposition in Rally Seasons or prove yourself against the entire community of players in Rally Async challenges.

• TEAM MANAGEMENT: Hire up to four engineering staff to work on your vehicle between stages. Drill down and hire them based on their contract length, wage demands, and on the insight they can offer over upgrades to the vehicles you own. Keep renewing an engineer’s contract and you’ll be able to give them perks that will help upgrade specific vehicles faster.

• UPGRADES: As you drive a vehicle in events your engineers will become more familiar with it and will research upgrades that will unlock the full potential of the car.
DiRT Rally’s comprehensive upgrade system makes meaningful improvements to the car’s handling and performance to stay competitive

• TUNING: Delivering the most comprehensive tuning system ever in a DiRT game, DiRT Rally enables players to tune their cars based on weather conditions, car condition and more to ensure they can refine their setup and get the car feeling right for their driving style.

• DAMAGE & REPAIRS: Off-road racing is tough and unforgiving; competing causes vehicles to suffer wear and tear as replicated by DiRT Rally’s comprehensive mechanical damage system. Thankfully, damage can be repaired by hiring eEngineers to work in the team’s Service Area between stages. Much as in the Colin McRae Rally games, there’s a finite amount of time to repair cars between rally stages.

• PHYSICS-BASED ASSISTS: Being fast is about skill, not raw speed. Whilst DiRT Rally allows players to experience cars in their purest form it also offers a selection of real world assists, similar to those seen in race and road vehicles. Traction Control works to minimise wheel spin, ABS increases your braking ability by preventing the wheels from locking up and Stability Control keeps your car from over rotating in the corners.


img25415Nachdem das rätselhafte Bild von Darius Bode veröffentlicht worden ist, wurde nun offiziell angekündigt, dass das neue Pay-Add-On in Chicago stattfinden wird. Neue Bilder des kommenden Add-Ons sind nun auf der Website von Darius zu finden. Genaue Infos sind noch unklar.

www.bgm-studios.com


R3E LOGODramatic bodywork, enough power to move a mountain and no fancy driving aids; this is the iconic “Group 5” class from the early ’80s. The class where more was never enough, is still considered a pinnacle of the brutal side of racing even today. Every car here is a monster in its own right, and together they’ll fill any vintage racing fan with awe. Taming one will not be easy, but powersliding action is guaranteed

Included cars:  Zakspeed Capri Chevrolet Corvette Greenwood 1977 BMW 320 Turbo Chevrolet Dekon Monza Fabcar 935 Nissan Skyline 2000RS Nissan Silvia Turbo

Capture

http://game.raceroom.com/store/pack/group-5-pack


FSX-SE logo

Dovetail Games is pleased to announce that today (23/04/2015) we have released a new update for Microsoft Flight Simulator X: Steam Edition.

The update will download and install automatically through Steam. You may need to restart Steam if the process does not start automatically. The full changelog for the update can be found below.

Changelog

Offline Mode:

  • Flight Simulator X: Steam Edition can now be used in Steam’s Offline Mode. Note that multiplayer features cannot be accessed whilst in this mode.

Multiplayer Fixes:

  • VoIP communication is now using the correct device identified in “Settings”.
  • During mission-based Multiplayer flights, if the host has activated the “Anti-Cheat” flag, users who have modified their aircraft are immediately disconnected without affecting other users.
  • The Steam “Invite to Game” feature will now work by buffering the request until the user enters the Multiplayer menu.
  • Players are prompted to use the Steam Client to invite a user from the Multiplayer menu to become a friend on Steam.
  • On the Multiplayer Session and lobby screens, the text in the “Weather” section is now aligned correctly.

User Interface Updates:

  • If “Show Saved Flights” is enabled, the time stamps on the saved flight data will now show the correct time the flight was saved.
  • The HTML content in displayed in some windows (e.g. tutorials, mission help, etc) now uses Internet Explorer in IE9 compatibility mode, rather than IE8.
  • On the Multiplayer Session screen, the host’s user name is now shown.
  • On the Multiplayer Session screen, “In Briefing Room” is now shown prior to the session starting .
  • The fallback mission image has been updated for FSX:SE. This is only displayed if a mission does not provide it’s own image.
  • New Community page added. One of the things that you’ll notice after the update is that every time you start FSX: Steam Edition, it will display the community news page. We’re doing this to keep you up to date with all the latest news, patches, developments and offers for FSX: Steam Edition. We want to keep you informed of the great things we are doing

Stability Updates:

  • Potential causes of the terrain.dll crashes experienced by some users has been corrected. A theoretical deadlock where a game may hang for several minutes before either crashing or being terminated by Windows has been corrected. This is a potential cause of the terrain.dll crashes experienced by some users.
  • Some compatibility issues encountered by third party add-ons that use SimConnect have been resolved
  • Fixed crash in G3D.dll caused by certain add-ons
  • Fixed crashes in UI.dll
  • Kneeboards & Checklists now display correctly
  • The configuration file AFFINITYMASK value is now correctly calculated for all Core i3, i5 and i7 generation Intel CPUs.

Support for problem analysis

  • We now include some additional debugging info that can be captured by the DebugView tool to help with Host Disconnection errors. If a player experiences the “Host has lost connection to the host” problem, they can download and install the DebugView tool, then start DebugView before running FSX:SE. If a “Host has lost connection” message is received the log output from DebugView can then be sent for analysis.
  • Added support for Mini-Dumps. If you are now unfortunate enough to experience a game crash, the system will now attempt to save a mini-dump to disk. These mini-dumps are automatically uploaded to Steam and allow us to obtain debug information about the crash that has occurred. No private or user information is contained within a mini-dump. Using mini-dumps, we can understand what has gone wrong and this greatly speeds up our ability to provide fixes and improvements.

Support for Xpack version of SimConnect:

  • Xpack, the version of SimConnect that was supplied with the FSX Acceleration Pack, has always been delivered as part of FSX:SE, we are just now installing this by default rather than making it an optional install. This is to provide additional compatibility with some third party add-ons.

Known issues:

  • During our extensive community beta testing we discovered one problem which we still need to fix. However, rather than delay the release of the update, there is a work-around for you to use until an additional fix is released.
  • Problem description: If the host of a multiplayer session sends an invite to a friend to participate in a private game, the invitation request will fail.
  • As a work-a-round, players are advised to do one of the following:
  • (a) Create a public game with a password. When sending the player the invitation, follow it up with a direct message that provides the password for them to use.
  • (b) Create a private game. Send your friend a direct message with your public IP address that your friend can use in the Direct Connect screen to connect to your server.

IL-2 BoS logo

Уважаемые пилоты!

Можете смело обновляться и запускать игру. Игра обновлена до версии 1.011. Содержание обновления:

Нововведения
1. Добавлен ИИ транспортный самолет Ju 52, его можно увидить в Быстрой Миссии и миссиях перехвата в Кампании, кроме того, его можно использовать в пользовательских миссиях;
2. Добавлена карта “Великие Луки”, доступная в Быстрой Миссии, Мультиплеере и пользовательских миссиях;
3. В Кастомной сложности добавлена опция включения помощника в прицеливании курсового вооружения;
4. Добавлена возможность динамически в процессе миссии скрывать и отображать маршрутные и прочие иконки на карте (TRG_Activate/Deactivate теперь влияют на TRA_Icon);
5. Изменены тона схем окрасок советских самолетов и немецких истребителей на более насыщенные (менее выгоревшие);

ENG

(more…)


Trucksalvador

Content

  • Added Salvador Street Circuit

General features / Bug Fixes

  • Added option to set session start time (24h cycle);
  • Added options to switch qualifying off and manually set grid position;
  • Fixed trackside flags animation;
  • Added support for graphical steering wheel rotation adjustment from the Controller menu (min 180º max 900º);
  • Adjusted default rearview height / width;
  • Minimum vertical FOV setting adjusted from 35º to 10º (IMPORTANT – Don´t use DEFAULT option as it resets to 34 upon restarting the game – set it to 50 if you want the proper default value);
  • Executable now is set to include +fullproc by default (for better performance in modern CPUs);
  • Adjusted LOD settings for all Trucks;
  • Increased rear view mirror resolution;
  • Updated terrain shaders & textures for Cascavel, Londrina, Spielberg and Tarumã;
  • Fixed missing Sector points at Jacarepagua 2005;
  • Improved AI racing lines for Brasilia Long, Jacarepagua 2005 & Cordoba;
  • Fixed road line alpha sorting issue with 3d grass at Buenos Aires, Goiania & Spielberg.

IMPORTANT NOTES:

  • Added a default player profile (if you already have created a profile you might have to switch back to it from the PROFILE menu);
  • If field of view in-cockpit is too close, check DEFAULT Vertical FOV so it is not set to DEFAULT value (set it to 50 if you want the proper default value);
  • If you have created a new player profile and are experiencing the graphical microstutterinmg, open your USERDATA\Playername\Playername.PLR, and look for these lines:

Shadow Updates=”127″ // Static shadow updates per frame (Shadow Updates * Sky Update Frames should exceed number of static shadows on track)
Sky Update Frames=”8″ // Frames between sky and light updates

Change it to:

Shadow Updates=”8″ // Static shadow updates per frame (Shadow Updates * Sky Update Frames should exceed number of static shadows on track)
Sky Update Frames=”150″ // Frames between sky and light updates

For non-Steam users, a full updated installer will be coming up soon.


pCARS logo 1Today we add 8 new locations to Project CARS including Nordschleife, Nurburgring, Zhuhai, and Cadwell Park which makes our track list final and the largest in recent racing game history!

Today we add 8 new locations to Project CARS including Nordschleife, Nurburgring, Zhuhai, and Cadwell Park which makes our track list final and the largest in recent racing game history!

2884675_origAlready featuring scenic drives along the French Riviera, epic mountain passes down the US west coast, exotic vistas from Australia and Dubai, and iconic motorsports tracks from across the UK, US, and Europe, Project CARS continues to build upon the largest location roster of any recent racing game with a final set of 8 new destinations that now make our track list complete.

Check out the full list of tracks including the iconic Nurburgring from Germany, exciting Zhuhai from China, fan favourite Cadwell Park from the UK, and the infamous 20km long Nordschleife amongst many more here!


Here’s a quick look at the Avery – Drexel (USA 1970’s) route for Trainz: A New Era.

Full trailer coming… MAY 8, 2015
For all the details on Trainz: A New Era visit http://www.trainzportal.com




R3E LOGOTom Coronel takes you on a lap around Salzburgring, explaining the key spots of the track. Salzburgring will become available later today for RaceRoom, so stay tuned!

შეძენა > http://game.raceroom.com/store/tracks/all/salzburgring


ფილმი მოგითხრობთ ლეგენდალური ავია სიმულატორის IL-2 სერიის შესახებ პირველი ნაბიჯებიდან დღემდე.

“Эта игра заслуженно получила мировое признание за качественно новый уровень моделирования, множество локаций и превосходную симуляцию физики полёта. Для многих «Ил-2 Штурмовик» Олега Медокса, стал отправной точкой в изучении истории военной авиации России, её роли в мире. Герои фильма – разработчики авиасимулятора «Ил-2 Штурмовик: Битва за Сталинград» – игры, ставшей продолжением легендарной серии.”

ca0dac392a741aab49987e50400372b4

ყურება YT -ზე

გადმოწერა – RT დან