If you manage to defeat the AI, we have after the game’s PvP mode. Our AI acts exactly like a real human pilot sitting inside the cockpit so it does the same operations it does not cheat or take any shortcuts or violate the laws of physics.
"We tried to create an AI system which acts like a real drone, so you will be fighting against a real drone in our game.
"We have a very special AI system in our game and this is probably one of the most innovative AI systems in the whole industry," boasts Subbotin. Not only has 1C cross-checked stockpiles of information and declassified Soviet files in relation to both WW1, of which Muromets is based upon, and WW2, for Stalingrad but it has also liaised with real life WW2 veterans for an added layer of authenticity. Through this, Subbotin maintains that he and his team are in the best position to deliver everything that goes along with flight simulation and the emotions and excitement inclusive to the experience. Subbotin goes on to explain the three parameters by which both Stalingrad and Muromets are marked against, noting the power of modern day PCs - household machines which are exponentially more sophisticated than those NASA used in 1969 to send man to the moon - as paramount in the design process. We would like to introduce our new approach to the genre, and by that we mean the three basic fundamentals: Challenge, Emotions, and Flexibility." "We believe the time has come to bring the flight sim genre to an absolutely new level. "The flight sim genre has been on the market for many years, and it has long-standing traditions," continues Subbotin.
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Quite a statement, right enough, but 1C do seem to know what they’re doing, having now teamed up with 777 Studios - 1C Maddox recently departing from the series it founded following 2011’s poorly received IL-2: Cliffs of Dover. We are simply doing the best flight sims in the world, and that’s a statement," says Anatoly Subbotin of 1C Studios, the team behind forthcoming series additions IL-2 Sturmovik: Battle of Stalingrad, and Ilya Muromets, at a recent press event.
"I can tell you one thing: we have it all we have it all in our game. I suppose what I’m really trying to say is that - even as someone who is well aware of the my limitations within the genre - I am aware that even considering the scores of tweakable options and settings and mechanics, there is an accessible game behind each IL-2 Sturmovik, and this is something I’ve found entirely lacking in other flight sims. I know I’m not great, but if I can still have fun then I’m not really bothered. I say relative as someone who likes, but has never really been any good at flight sims - that is to say I’ve never found them easy, but have always managed to strike some level of enjoyment before careering back to earth as quickly as I took flight.īut that’s always been part of the fun for me. Since inception, both admirals of the skies and airbound newbs have been able to access and enjoy each series entry’s complex ballistics systems, advanced physics models, and painstakingly accurate depictions of cockpits and their control systems with relative ease. For such involving flight sims, the IL-2 series has always managed to strike a welcomed balance between hardcore and casual in its approach.