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    Mizerija i STALKER-anje


    Djejmi D Dju

    Danas, kako Zagreb izgleda Černobilski, a i s time kako sam u zadnje vrijeme mnogo igrao ovu igru, napisat ću nekoliko riječi o njoj (Tko zna, možda se nekome svidi!).

     

    Igra u pitanju jest S.T.A.L.K.E.R.: Call of Pripyat, te ću također razgovarati o super overhaulu za igru zvan MISERY. S time, možemo početi

     

    ŠTO JE S.T.A.L.K.E.R.?

    Kad bi Vas dijete pitalo "E tata kaj je to STALKER?" malo bi vas zbunjeno gledalo kad bi ste rekli da je to igra gdje "ubijamo strašne mutante i izbjegavamo anomalije u post-černobilskom razdoblju okolice Ukrajinskog grada Pripyata i Pripjatske močvare". A možda i nebi, možda je dijete pametno pa zna geografiju Ukrajine.

    Šalu na stranu, S.T.A.L.K.E.R. se doista odvija u post-černobilskom razdoblju u Ukrajini gdje Vaš najgori neprijatelj nije zapravo čovjek, nego i okolina. Nekoliko desetaka godina je prošlo od strašne katastrofe u Černobilskom nuklearnom reaktoru, te je to pretvorilo okolne gradove, sela, močvare i ostala mala naselja u radioaktivnu pustoš. Danas, ta pustoš naziva se THE ZONE (ilitiga "Zona" po naški). U toj zoni žive fina i ugledna gospoda od bandita, mutirane životinje, ljudi ili ostala nezamisliva sranja poput gravitacionalnih, vatrenih, otrovnih (ili kombinacija od navedenih) anomalija. Glavni stanovnici Zone su zvani "Stalkeri", tj. ljudi koji voljno idu u zonu kako bi tražili artifakte iz te radiokaktivne rupe koji su u vanjskom svijetu vrlo vrijedni.

    Kao sam serijal igara, prva igra zvana S.T.A.L.K.E.R.: Shadow of Chernobyl izašla je daleke 2007 godine, i smatra se daleko najboljom igrom (vidljivo po iznimno visokim ocjenama na STEAM-u ili Metacriticu), te se smješta u sličnu zonu kao i ostala dva serijala. Tu se radnja odvija oko "Chosen one" stalkera zvanog Strelok, čiji je zadatak naći "Wish granter", mistični stroj koji navodno ispunjava svaku želju, ali kroz njega se mora doći kroz polje "brain meltera" koji su postavljeni na vanjske granice starog Černobilskog reaktora. Moram napomenuti kako svako malo Zoni dođe do pročišćavanja, te tako nastaju emisije, gdje se višak smrtne radijacije i freona izbacije u zrak izgledom nasilne, crvene oluje koja je opasna po zdrav život ako nisi unutra ispod sloja cementa ili cigle ili kamena. I tu nastaje avantura.

    Drugi nastavak zvan S.T.A.L.K.E.R.: Clear Sky, iako je doveo mnogo super i kul inovacija (modiranje oružja, poboljšana grafika i nove kul zone) smatra se najslabijim nastavkom od tri ponuđena. Iz osobnog iskustva govorim da se ništa ne propušta ako se jednostavno preskoči.

    Treći nastavak, na kojem je danas i cijeli fokus zove se S.T.A.L.K.E.R.: Call of Pripyat. U igri smo ovaj put smješteni u Zoni kao U.S.S. (Ukranian Special Service) Bojnik Degtyarev, koji je bio poslan unutra s ciljem da sazna koji se vrag dogodio Ukrajinskoj operaciji Fairway.

     

    CALL OF PRIPYAT, PRIČA

    Kao što sam i rekao, Bojnik Degtyarev stiže u zoni "andrkavr" te pokušava saznat koji se vrag dogodio operaciji Fairway. Operacija Fairway je bio pokušaj Ukrajinske vlade da preuzme natrag Černobil nakon što je Strelok u prvom djelu isključio brain melter koji se nalazi na granicama. Černobil su držali fanatici zvani "Monolith" koji su od radijacije valjda ludi ko puška, i štuju prokletu zonu kao da im je Bog.

    Kao sam početak operacije, pet komada Mi-24 su bila poslana u Zonu prenoseći trupe koje bi vršile invaziju, ali su se svi srušili iz nepoznatih razloga. Ekipa većine helikoptera se smatra mrtvima ili nestalima, te je tvoj zadatak otkriti zašto su se srušili, kako su se srušili, i gdje je nestala ekipa.

    Kroz to ćete se morati provlačiti kroz 3 relativno velike zone (sve koje su odvojene loading screenom). Da se shvati o ćemu govorim, evo slika odmah dolje.

    https://guides.gamepressure.com/stalkercallofpripyat/gfx/word/718536718.jpg

    Prva mapa Zaton, nalazi se sjeveroistočno od grada Pripyata, te je karakteristična po velikim močvarama i podzemnim špiljama

    Image result for stalker cop map

    Druga mapa Jupiter, nazvana je po velikom kompleksu zvan Jupiter (dolje desno) u kojem su se odvijali eksperimenti na anomalijama i mutantima iz Zone

    Image result for stalker cop map
    Treća mapa, Pripyat, gdje se nalaze ostatci propale operacije Fairway i glavno sjedište Monolith fanatika.
     
    GAMEPLAY
    Gameplay nemodirane verzije S.T.A.L.K.E.R.A. bio je tipičan third person shooter, samo što je u kontekstu pušaka bio malo bolje dizajniran od ostalih. Oružja poput AK-74M, RP-74, RPG-7 ili zapadnjačkog oružja poput M4A1, M24 se ponašaju onak kak bi trebale. Trzaj je tu, varijacija oružja je solidna a i svaka ima osjećaj da radi onoliko štete koliko bi trebala.
     
    Tu su klasični health bar i stamina bar kao i u svakoj drugoj igri (stamina bar odlučuje koliko dugo možeš trčati), te također postoji potreba za jelom i za pićem (U vanilli nije tako naglašena). Po mojem mišljenju vanilla igra je još uvijek prelagana, čak i na velikim težinama. Tu u igru dolazi modifikacija o kojoj ću kasnije govoriti.
     
    GRAFIKA
    Igra je rađena na prastarom X-Ray engine-u (Kreacija samog ukrajinskog studija), te grafike su malo zastarjele. Ništa kao što bi ste očekivali danas od modernih igara ali se drži unutra. Opet, dok Vanilla grafika izgleda meh, modifikacije su opet tu da spase dan.
     
    MISERY MODIFIKACIJA
    Idemo od početka? Što je misery?
     
    Misery je potpuni overhaul za S.T.A.L.K.E.R.: Call of Pripyat koji cilja donijeti dubinu, realizam i brutalnu horror atmosferu u cijelu igru. Jedino što ostane originalno od cijele igre je priča. Mod je inače inspiriran od filmova kao The Road ili I am Legend, i poput igara kao Metro 2033.
    Dodano je mnogo novih stvari, a to između ostalog uključuje:
    -Hrana
    -Oružje
    -Random objekti
    -Vremenske nepogode
    -Novi efekti pri pucanju
    -Potpuno overhaulan sustav medicine
    -Droga
    -nova ekonomija
    i mnogo drugih stvari.
     
    Basically, što Misery radi je baci vas u jadnu situaciju koja postaje svakim danom sve jadnija gdje imate jedan primarni zadatak: preživjeti. Sve stare navike iz vanilla igre morati će biti odbačene kako bi se priviknulo na novi sustav koji će vas testirati, razbiti ko mila majka i bacit vas fino u smeće s tim.
    Igra se može početi na nekoliko različitih načina. Prvi način jest početi je na klasični vanilla način, uz nekoliko promjena. Umjesto standardnog loadouta koji se dobije na početku igre, sad postoji opcija izabrati KLASU s kojom ćemo se spawnati. Svaka klasa je dobra u nečemu, npr. Snajper zna koristiti jako dobro sačmarice i naravno snajpere ali nema pojma koristiti jurišne puške. Assaulter zna jurišne puške i pištolje i slično. Druga alternativna opcija za start igre zove se "Black Road", gdje vidite jedan bolesni live-action klipić koji govori kako ste basically goli i bosi zapeli u kući okruženoj zombijima, dok je mrkli mrak, a vi imate samo svoju bateriju sa sobom.
     
    Što se tiče hrane, svaka klasa ima određen metabolizam isto. Što to znači? Snajper koji se može danima provlačiti po linijama bez puno hrane ne treba puno jesti, te kad jede baš ga briga je li to što unosi u sebe junk food (zone-produced hrana poput odreska od mutiranog peseka) ili čista hrana (pečeni kruh, limenke hrane), dok Assaulter mora češće jesti i spavati zbog ekstra kalorija koje mu trebaju zbog nošenja teškog oklopa i naoružanja. Treća klasa, Recon, je bolja u šuljanju okolo i također je bolja sa raznim oružjima. Svaka klasa ima svoje statistike o tome koliko dugo može trčati, koliko visoko može skakati i slično.
     
    Što se oružja tiče, tu su hrpa novih dodani, od modernih verzija Kalašnjikova, AN-94, do nekih zapadnih oružja poput FN F2000, G36, L85, te snajpera poput modificiranih verzija M24, AWP, Dragunov i slično. Od arhaičnih oružja dodani su PPSH-41, Kar-98k, M1893 zvan Mosin Nagant. Svako od tih oružja ima svoju korisnost u bilo kojem stadiju igre, zaviseći koji vam je playstyle.
     

    Jedna stvar koja se stvarno mora istaknuti su vremenske nepogode i taj "Horror" osjećaj koji je dodan uz pomoć malog moda integriranog u Misery, AtmosFEAR. Tijekom emisija zone kad sve ide k vragu, sad STVARNO ide k vragu. Ekran se trese, trešte sirene za upozorenje te se na radiju stalno ponavlja ista poruka u monotonom ruskom glasu da se treba skloniti. U pozadini radija se čuju vrisci nepoznatih ljudi (ili onih koji su tad zapeli vani) sve dok se ponavlja ista poruka: "бежать.....бежать.....бежать....." .

    Valja napomenuti da taj horror osjećaj daje i poboljšani vremenski sustav. Dok je u Vanilli većinom bilu sunčano s tu i tamo nekom kišom koja je pala, u Misery-u može biti sve od sunčanog, do teške magle, do monsunske oluje. Noć postaje istinska noć, gdje jedva vidite svoj prst ispred sebe, te bez pomoći svijetiljke ili NVG-a teško da ćete išta vidjeti.

    Neprijatelji su vam opasni, a mutanti još opasniji zbog reworkanog oklopa koji teško da će više zaustavljati metke. Neprijatelji mogu popit malo više metaka u tijelo zaviseći kakav oklop imaju ali headshot je uvijek garantirani 1-hit-kill. Anomalije i psihološke opasnosti su jače nego ikad, te neke zone zahtijevaju jebenu pripremu prije ulaska.
    http://media.moddb.com/images/mods/1/19/18111/MISERY_beta_ingame_02.jpg
     
     
    ZAKLJUČAK
    Da ne duljim previše, igra je stvarno sjajna. Ako je ikad pokupite (sa steama jeftino ili od Poljske mafije sa g2a) svakako preporučam da ju odigrate barem malo vanilla, te kad skinete Misery da vidite koliko se puno zapravo 
    promijenilo. 
    Link za Misery mod: http://www.moddb.com/mods/stalker-misery/downloads/misery-v2-2-full
    
    
    
    Moja glavna ocjena (vanilla) : 7/10
    Sa Misery mod-om 10/10
    
    "Remember S.T.A.L.K.E.R. , your shooter is your best friend, nobody else is."
    
    PISANO DANA GOSPODNJEG 22.1.2018.
    
    ~Džejmi d Džu
    
    
     
    
     

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  • nob_avatar_100x100.jpg

    Puni naziv 2. četa 1. bataljona financijske straže "Mrcine" iliti skraćeno *NOB* Mrcine, je jedan od najvećih i najpoznatijih hrvatskih multigaming klanova koji u kontinuitetu aktivno djeluje više od 12 godina.

    Detaljnije

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    • S Zna se, može se...... Očito je već svima dosadio sustav daj pare evo ti alfa, pa su ljudi pokazali kakav se proizvod može napravit free...Projekt još nije gotov 100% i rad se nastavlja.... Nije da nema mane, nije savršen, ali radi odlično i meni se dopada. Uz to potpuno je besplatan što ga svrstava u pravi raritet u DCS svijetu. Svaka čast dečki i hvala na trudu !  FAQ
      Q: Is it really free?
      A:Yes, it’s really free.   detalji na linku  https://forums.eagle.ru/showthread.php?t=224989    
    • S Nakon otprilike 10-ak godina aktivnog letenja OldSturm seowa odlučili smo nastaviti letenje SEOWa do kraja jer ionako nijedan noviji simulator nije u stanju to odsimulirati….niti približno. Grafika nam je pod navodnicima "ružna" na simulatoru, ali stara ekipa je na okupu 110%.... Zahvaljujući starom SEOW majstoru Thoru ovaj put odlazimo na Okinawu u vrijeme najtežih borbi na tom dijelu bojišta..... Registracije su još teoretski moguće iako takvo letenje nije baš zanimljivo za svakoga zbog hardcore pristupa svemu i svačemu….za sada je registirano oko 90-ak pilota iz različitih eskadrila.     P.S. ujedno najavljujem da neću moći sudjelovati u treningu (a sumnjam da ću uopće i paliti DCS narednih 17 nedjelja ….)  vidimo/čujemo se u negdje tamo u 2019.-oj.... L.P. Za one koji žele znati više kratki info kako to otprilike izgleda    SEOW: Battle of Okinawa

      Start date: Sunday 11.11.2018 (it is not fixed yet, but i hope it will be that Sunday)
      Game mode: Dogfight
      Game server online: from 21 - 01 CET ((yes, this means you can jump in at any time...it is still preferable to join ~21:00 to fly with max numbers of human players from Europe.....if we have more interests from people from other continents it can be adjusted so missions stay up even longer)
      Respawns: Allowed 3 lives per night
      Number of missions. 14 + 3 on Sakashima map
      Game server: IL2.varpthor.tk:21000
      Hyperlobby: Maybe, still not decided
      TeamSpeak: gec.servebeer.com:7777


      Campaign slots parameters: Maps: Okinawa and Sakishima
      Allied air: 80 per mission
      Allied ground: 40 per mission
      Allied sea: 50 per mission

      Axis air: 60 per mission
      Axis ground: 30 per mission
      Axis sea: 15 per mission

      AI spawn time: on every full hour or every 2 hours (depends on commanders)*

      *Start time are to be stretched over 4 hours and not all units will be moving/flying at the same time

      Design:
      Campaign was designed to historically cover as many details as possible within limitations of the game itself. Most of the units have their historical names and most of the air force was covered too trough squadrons and plane type. Lack of documentation for Japanese side prevented me from going into even bigger details. Of course, i couldn't put all the existing ships which were there in reality, but all the mayor ones like BB, CA, CV, CVE were covered. Along side Battle of Okinawa allied were suppressing Sakishima islands and bombarding Japanese airbases on Kyushu. I've decided to include this suppression on Sakishima islands as a prelude to main battle. Including suppression of Kyushu would have been too much work on top of this so i cut it out. As we know a week after landing IJN sent their proud Yamato BB on the one way trip toward Okinawa. So, this element was included in the campaign and we will have "Operation Ten Go". Since this map ain't that large, it will be on this map, not on historical location some 250km NW.
      If we have historical units on the stage, do we need to follow historical landing positions and troop deployment locations? I think no, otherwise it would be "scripted" and predictable. But it can be. I will leave that to commander freedom of choice. The real landing itself was almost unopposed, but i can not guarantee it here since i have no idea where landing will take place. This means it is up to commander to "soften" landing site.

      Prelude to battle:
      In first three missions the whole British Task Force 57 will be outside of Okinawa area and it has a purpose to suppress Japanese airbases on Sakishima islands and disrupt plane transfers from Formosa too. In total there will be 350 various planes possible to transfer from Formosa and Sakishima to air withdraw. All the planes that are able to get to it will become available for Japanese use on SW corner of Okinawa map. It is an imperative for Allies to destroy as many planes on the ground/air as they can. Allies also need to cover their own fleet. Any plane/ship lost on the Sakishima map can not be replaced on the Okinawa map and it is counted in total losses. British Task Force 57 can return to Okinawa map as early as mission 5, but it doesn't have to if commander decide he don't need it. No Allied ship should come 30km from any of Sakishima islands. All the action need to be air to air or air to ground. Axis side is allowed to perform anti ship actions if they want.

      In meanwhile, while we fly Sakishima map, AI stuff will be doing their part on Okinawa map. Allied side will be allowed to sail around Okinawa island and to shell it from 3 battle ships task group. On the mission planner map it is drown how close to shore this battle ships can come. This will simulate huge bombardment of the island prior the landing. Coming that close to shore will be allowed only in first 2 AI missions. After that All BB and CA need to move additional ~ 5km+ from the green line marked on the map. CV,CVL and DD can stay on the green line if commander want because their fire range is only 8km comparing to 18km on BB and CA ships
      Allied big bombers should flat the place, and both sides need to gain recon where the enemy is because initial recon is set to 0 on both sides.

      In this 2 AI missions, Allied commander need to put landing ships force in a position from which landing will be executed in mission #1 we gonna play there . Even if Axis gain recon on the American fleet earlier, they are not allowed to attack it prior mission 3 on Okinawa sector when all the small boats are unloaded and ready to sail to shore.

      When it comes to Yamato battle group, they can move around northern part of the map in every mission, but are allowed to go south outside exclusion zone only after mission 5. US recon planes should find the battle group and keep an eye on it. Allied side is not allowed to attack Yamato battle group before Okinawa mission #5.After that they can attack it regardless if the battle group went out exclusion zone or not. BTW, exclusion zones are area marked on the mission planner map where you are unable to send ships because it refuse to finish plot.

      In this 2 AI missions on Okinawa sector both sides can plan fighter cap and escorts, plus Allied side can send bombers to lit up Okinawa island.
      Since commanders need to plan a lot of flights for Sakishima, those 2 AI missions on Okinawa will have only 30 plane slots for Allies, and 20 for Axis. ALL of them should be marked as AI ONLY. Use them wisely.

      Main battle on Okinawa map, guide,rules,tips:
      Allied side:
      Ok, when we come to mission #3, we should see landing executed. There are different units which should execute this. LSD ships are carrying DUKW transports and LVTs and unload them on the sea from where they should be ploted to move independently. LST and LST rocket ships are carrying heavy stuff and they need to come all the way to the beach. Those are the ONLY ships allowed to come that close to the shore! DUKWs and LVTs could be planned to move further inland right away if commander wants. They serve as a land transport too.
      Why i chose DUKW and LVT instead of normal landing crafts? It is because there is quite a lot of this transports and collisions are almost unavoidable. Well, the only problem is that even if your small transport hit the BB or CV, both are gone. This is game limitation. So using land version of the object prevented any crashes between them or between them and capital ships. For all capital ships commander should take really good care not to crash them. What is lost is lost, and no commander error will be repaired. One of the factor for victory are the ship, so please pay attention to it. The only thing which might be repaired is if ship hit damaged ship in front of it which slowed down because of the damage. There is no collision avoidance for the ships in this game. The best solution to avoid collision are task forces with enough separation. I have placed all the ships in task forces as a default state.

      It would be the best that commander make timing so landing crafts hit the beach at the end of the mission. This is because there will be less chance that transports get destroyed by artillery peaces you missed in "softening" process. Make sure that landing fleet is covered from the air to the last second of the mission. After Okinawa mission #3 is over, units packed inside crafts need to be unloaded and after that we are in sort of normal war we had many times before.
      In this campaign, i did not put hard accent on logistic. I mean, it is there but you don't have to balance on the tip of the sword.

      Priority for Allies should be to grab as fast as possible some land based airfield so P38s,P47s,P51s, B25s and B29s could fly in from Marianas and Iwo Jima and provide additional close air support for troops on the ground.
      Allied side need to capture at least one base and one control point to qualify for victory conditions.
      There is finite number of units available and do not make foolish charges. All units will be using simple+bridge movement mode. That means, you can move all around, but rivers need to be crossed on the bridge or you should go around where it is possible. Destroyed bridge will be automatically repaired after 1 mission.

      Axis side:
      It is simple for this side. Not many ships to take care of. Not knowing where enemy will land and not enoug force to cover everything simplify things and commander just like in reality can choose where to fight. Still, there are some control points which should be defended as best as possible. Enemy will try to take some of the land bases, so position your artillery so you have plan B. IJA have huge stocks of various artillery.
      There are numerous patrol boats around the island. In reality they have been used as suicide units. Try to use them the same way and ram Allied ships. From mission #6 Axis are allowed to use MXY7-11 from spawns around Okinawa. Keep in mind they fly only 5-8 minutes so chose nerby ships. For distant ships use normal planes with bombs to ram them. Try not to over use Kamikaze, because human losses are worth 1 point at the end. Even though Allied side have huge armada available, IJA have a lot of planes to give them hell in the air and on the sea/ground. Try to use Okinawas planes first so airstarts from Kyushu and Sakashima serve as option 2.....and you are not that sorry if you lose 200 planes if/when Allied capture your airfields.
      Just like for Allies, Axis units are finite, and there is no production nor reinforcements. Use this rock as a attrition ground and make every unit count...just like it was in reality.
         
    • Ma da..meni to zvuči ko brzo zgrtanje love..ime ne baš inventivno..no, možda će nekome ko prije nije imao FC3 i tek ulazi u svijet DCS-a, ovo biti zanimljivo..
    • ¨S   Jedva cekam prepurchase……..ovo će biti prava igra,,,,,,,znaju dečki kako se to radi.... zašto bih imao jedan komad FC3 ako mogu imat 2 komada ?   Modern Air Combat by Eagle Dynamics Coming this Autumn!    
    • List of Wings and Squadrons sorted by name (63 active of 65 in total)
      AMVI - Aeronautica Militare Virtuale Italiana - http://www.amvi.it/
      Belgian Virtual Tigers
      Chinese Gyrfalcon Virtual Fighter Wing
      Drunken Reapers - http://www.drunkenreapers.org
      Ejército del Aire Virtual ( EdAv) - http://www.edavirtual.org
      ESAF - Escuadrón Sudamericano Allied Force - http://www.escuadron-esaf.com
      Escadron de Chasse 05.025 « Mousquetaires » - http://escadron-mousquetaires.com/
      Escuadrón 111 - http://www.escuadron111.com/new/
      ESCUADRÓN CRUZ DE SAN ANDRES
      Falcon Thailand - https://www.facebook.com/pages/Falco...20326274833429
      EC \ 05-Stormriders - http://www.ffw05.fr
      German Virtual Tigers - http://germanvirtualtigers.blogspot.com/
      Master Arms - http://www.masterarms.se/forum/index.php
      S-RDAF
      SKYWOLF - http://www.skywolf.cl
      UOAF United Operations Air Forces - http://forums.unitedoperations.net
      VAMPYRES - https://www.facebook.com/Vampyres-Fl...4062181021753/
      VETERANS-GAMING
      VFA-141 "Wolfpack" - http://www.vfa-141.com
      VFAF Buzzards - http://www.escadron-vfaf-buzzards.esy.es/
      Virtual Italian Air Force - http://www.viaf.it/home
      Virtual Marine Attack Squadron 214 - http://www.vma214.com
      VJS 161 MAD BULLS
      Virtual Venezuelan Air Force /Fuerza Aerea Venezolana Virtual - www.favvirtual.com.ve
      VOLO VIRTUALE 102 - http://www.volovirtuale102.it/forum/
      1st Virtual Fighter Wing - www.1stVFW.com - NO LONGER FLYING FALCON BMS DCS ONLY
      1st Glory Wings VFW - http://www.1stgw.com/
      6th VFW - www.6thvfw.co
      7th Air Force Command - http://www.gumuskaplanlar.org/
      7th VFW WOLFPACK - http://cafe.naver.com/wolfpacks
      8th FFW "Dragons" - http://ffw08.weebly.com/
      8th Virtual Fighter Wing
      9.Virtual Jet Command - http://savasansahinler.com/forum/
      13 Wirtualna Eskadra Lotnictwa Taktycznego (13 WELT) - 13welt.pl
      16th "Ark Angels" VFW - www.16tharkangels.net
      18th VAS "CHINA Virtual Aggressor SQ " - http://www.vfleetcn.org/thread.php?fid=35 18th VAS "CHINA Virtual Aggressor SQ its currently inactive.
      20th VFW - http://www.20thvfw.org
      21º E.V.C VIPER - https://www.facebook.com/EsquadraoVFenix
      27th Virtual Fighter Wing - 27thvfw.org
      31st VFW - http://www.31st.nl
      35th VFS - http://www.35thvfs.com
      35th VFW - http://35thvfw.web.fc2.com/
      42nd Young Fighters -https://www.facebook.com/groups/YFaircraftsimulation/
      440th Virtual Fighter Wing
      47th VFS "Dragon Fighters" - http://www.47df.com
      49TH Black Diamonds - www.49th.de
      52nd Independent Knight Squadron
      56th Virtual Fighter Wing - http://www.thunderboltsvfw.com
      72nd VFW - http://www.72ndvfw.org/home
      87th Stray Dogs - http://www.87th.org/
      91.VLE"NEBESKI VITEZOVI"/Sky Knights - http://hrvatskavirtualnaaviosimulacija.com/
      119vfs the bat squadron - http://www.119vfs.tk/
      122 Escuadrón Falcon - Ala 12 Virtual - www.ala12.com
      121st VFS Grim Griffins - www.121vfs.net
      167vfs - http://www.167vfs.tk
      182th Virtual Hawk Fighter Wing - http://www.185th.co.uk
      182th Virtual Hawk Fighter Wing
      201 VFS - FALCÕES - http://201vfs.org/
      320vFW e-HAF - http://www.e-haf.org/
      384th "Bats Outta Hell VFW - htp://384thvirtualfightersquadron.enjin.com
      401st Tactical Fighter Wing - http://401tfw.enjin.com/
      420th Chaos Reigns - http://www.420th.org
      777th Jokers - http://www.777jokers.com
      801st TFW - http://forum.801sttfw.com/
      GV06-5Js
      101e Escadron de Combat Virtuel - Québec AirForce



      List of Wings and Squadrons sorted by language and timezone

      Catalan (0)


      Chinese (2)
      Chinese Gyrfalcon Virtual Fighter Wing
      18th VAS "CHINA Virtual Aggressor SQ " - GMT+8 - 18th VAS "CHINA Virtual Aggressor SQ its currently inactive.

      Croatian (1)
      91.VLE"NEBESKI VITEZOVI"/Sky Knights - UTC+1 - Recruiting
      52nd Independent Knight Squadron - UTC+1 - Recruiting

      Danish (1)
      S-RDAF - UTC+2 - Not recruiting

      Dutch (2)
      Belgian Virtual Tigers - UTC+1 - Recruiting
      31st VFW- UTC+1 - Recruiting

      English (17)
      27th Virtual Fighter Wing - UTC EST - Not recruiting
      20th VFW- UTC-8 - Recruiting
      1st Virtual Fighter Wing - UTC-5 - NO LONGER FLYING FALCON BMS DCS ONLY
      420th Chaos Reigns - UTC-5 - Recruiting
      21º E.V.C VIPER - UTC-3 - Recruiting
      United Operations Air Forces - UTC - Recruiting
      72nd VFW - UTC+3 - Recruiting
      87th Stray Dogs - UTC-5 - Recruiting
      185th Virtual Fighter Squadron - UTC - Recruiting
      384th "Bats Outta Hell VFW - UTC - Recruiting
      401st Tactical Fighter Wing - UTC+1 - Recruiting
      8th Virtual Fighter Wing- UTC+2 or UTC+8 - Not recruiting
      Virtual Marine Attack Squadron 214 - UTC+2 or UTC+8 - Recruiting
      801st TFW - UTC+10 - Recruiting
      56th Virtual Fighter Wing - UTC - Recruiting
      VAMPYRES - ZULU - Recruiting
      VFA-141 "Wolfpack" - PST/CST - Recruiting
      6th VFW- EUSTZ - Recruiting
      VETERANS-GAMING - UTC-5 Recruiting
      440th Virtual Fighter Wing - UTC-Variable Recruiting
      182th Virtual Hawk Fighter Wing - UTC-TRT Recruiting

      French (6)
      Escadron de Chasse 05.025 « Mousquetaires » GMT +1 - Recruiting
      EC \ 05-Stormriders - UTC+1 - Recruiting
      VFAF Buzzards - UTC+1 - Not recruiting
      8th FFW "Dragons" - UTC+1 - Recruiting
      35th VFS - UTC+1 - Recruiting
      42nd Young Fighters - UTC+1 - Recruiting
      101e Escadron de Combat Virtuel - Québec AirForce - UTC-4 - Recruiting

      German (6)
      German Virtual Tigers - UTC+1 - Recruiting
      VJS 161 MAD BULLS- UTC+1 - Recruiting
      1st Glory Wings VFW - UTC+1 - Recruiting
      47th VFS "Dragon Fighters" - UTC+1 - Recruiting
      49TH Black Diamonds - UTC+1 - Recruiting
      121st VFS Grim Griffins - UTC+1 - Recruiting


      Greek (2)
      16th "Ark Angels" VFW- UTC+3 - Recruiting
      320vFW e-HAF - UTC+2 - Recruiting

      Hebrew (2)
      119vfs the bat squadron - UTC+2 - Recruiting
      167vfs - UTC+2 - Recruiting

      Italian (4)
      AMVI - Aeronautica Militare Virtuale Italiana - UTC+1 - Recruiting
      Drunken Reapers - UTC+1 - Recruiting
      Virtual Italian Air Force- UTC+1 - Recruiting
      VOLO VIRTUALE 102 - UTC+1 - Recruiting

      Japanese (1)
      35th VFW - UTC+9 - Recruiting

      Korean (1)
      7th VFW WOLFPACK -UTC+9 - Recruiting

      Polish (1)
      13 Wirtualna Eskadra Lotnictwa Taktycznego (13 WELT) - UTC+1 - Recruiting

      Portuguese (2)
      21º E.V.C VIPER - UTC-3 - Recruiting
      201 VFS - FALCÕES - UTC - Recruiting

      Spanish (7)
      Virtual Venezuelan Air Force /Fuerza Aerea Venezolana Virtual - UTC-4,5 - Recruiting
      SKYWOLF - UTC-4 - Recruiting
      ESAF - Escuadrón Sudamericano Allied Force - UTC -4 Recruiting
      777th Jokers - UTC+1 - Not recruiting
      Ejército del Aire Virtual ( EdAv) - UTC+2 - Recruiting
      Escuadrón 111 - UTC+2 - Recruiting
      122 Escuadrón Falcon - Ala 12 Virtual - UTC+1 - Recruiting
      ESCUADRÓN CRUZ DE SAN ANDRES - UTC+1 - Recruiting
      GV06-5Js - UTC +1/+2 - Recruiting


      Swedish (1)
      Master Arms - UTC+1 - Recruiting

      Thai (1)
      Falcon Thailand- UTC+7 - Recruiting

      Turkish (2)
      7th Air Force Command - UTC+2 - Recruiting
      9.Virtual Jet Command - UTC+2 - Recruiting
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