• -NW-Fourspeed

    Flite Training Vid's

    Hi Pat,Thanks for the Head's-Up.It looks like the original RoF video (created by IRFC-Requiem) has been replaced with a newer video to familiarize pilots with the SPAD XIII as represented in IL2-Fl...
    Posted by -NW-Fourspeed 1 month ago
  • -NW-Fourspeed

    Merry Christmas!

    Thanks HLCF.Merry Christmas to you and yours. Hope you all have a wonderful Holiday Season!Cheers,4 ~S!~
    Posted by -NW-Fourspeed 1 month ago
  • Hotleadcoldfeet

    Merry Christmas!

    Hullo guys!Just wanted to drop by today and wish the fine crew here at New Wings a Merry Christmas and Happy New Year! :DThanks for being the most fun and professional crew to hang out with. I've g...
    Posted by Hotleadcoldfeet 1 month ago

Flying Circus Update V3.008

06 Dec 2018 : 21:10  |  IL2 Sturmovik  |   0
Flying Circus Update V3.008 5 Dec 18
Flying Circus Update V3.008 5 Dec 18

In this update several additions, changes and revisions apply to the Flying Circus community.

The main feature of this release is the revision of the airframe damage model. The complete damage model has been improved, tuned and bugs fixed. In addition, aircraft, aircraft systems and the AI have been improved. Flying Circus pilots can now put on their oxygen masks/goggles and take them off. And lastly, users who encountered game stuttering using Microsoft Force Feedback joysticks and TrackIR now have an option to adjust the FFB effect polling frequency using the additional setting in startup.cfg file.

Total additions and/or revisions are 60+ in this version update. Please note: not all of the revision changes affect the Flying Circus group so, those that are not specific to FC have not been included in the lists below. If you would like to view ALL of the changes they can be found on 1C/777 Studios website HERE

Main Features
3. Force Feedback joystick owners who experience stutters can alter the new value in startup.cfg that governs the maximum frequency of FFB effects polling to try to eliminate them (update_freq parameter in [KEY = force_feedback] section can be set to a value from 0.5 Hz to 10 Hz, example: update_freq = 10.0).
6. Multiplayer: allow other players to: "man stations" option now saved.
7. Multiplayer: various issues such as: statistics "freezing", inability to start a mission and kill messages disappearing were fixed for high-load servers.
8. Multiplayer: missing Armor Piercing (AP) hit sound effects and some other sounds restored.
9. A rare crash that could happen in high load situations like joint air-ground engagements with many units has been fixed.
10. keep_binary_log = 0 option in startup.cfg correctly removes binary logs from the game folder on exit.
12. Incorrect navigational markers won't be shown in a mission without player aircraft.

Damage Model Improvements
15. An overdone High Explosive (HE) effect on the primary structure of an aircraft has been reduced.
16. Damage calculations of the airframe take a hit angle into account.
17. Damage from direct hits and explosions on the skin and control rods has been tuned.
18. Minor visual damage correctly appears after a first hit.
19. The visual damage of a cockpit glass correctly appears after a first hit.
21. Aircraft primary structure won't erroneously receive double damage in case of hits on the internal components like fuel tanks, engine, radiators, etc.).
22. Airframe sturdiness tuned for all aircraft.
26. Fuel tank fire probability corrected for Flying Circus aircraft.
27. Ammo detonation effects differ visually depending on the explosion power.

Aircraft improvements
29. Flying Circus pilots take off their goggles on parking.
34. Dead pilot model position corrected on Pfalz D.IIIa.
39. Fuel tank fire effect corrected on Flying Circus planes.
40. Ejected cartridges correctly appear in multiplayer.
41. The maximum number of ejected cartridges corrected based on real time instead of a simulated one.
42. In multiplayer: all visible projectiles appear from gun muzzles instead of aircraft center.
43. Visible gun convergence corrected in multiplayer.
44. The delay between pushing the fire trigger and experiencing the gunfire FFB effect has been reduced.
45. Pfalz D.IIIa performance corrected.
46. Sopwith Camel description corrected.

AI improvements
47. AI pilots correctly perform Chandelle maneuver.
48. WWI AI pilots won't “stuck” flying forward.
49. AI pilots evade ground even better.
50. Conditions for attempting vertical maneuvers corrected for all fighters.
51. AI pilots will bail out of aircraft with cracked wings or fuselage instead of trying to fight.
52. WWI AI pilots start shooting sooner.
53. WWI AI pilots maneuver more aggressively.

GUI changes
54. Starting altitude won't reset in Quick Mission Builder (QMB).
55. Flare gun indicator won't be shown after restarting a mission in external view.
57. The wrong message about timescale won't be shown on mission end.
58. Interface music can be turned on when interface sounds are turned off.
60. Previously selected modifications correctly shown in QMB.

Could You Use More Buttons and Switches on Your Joystick?

29 Nov 2018 : 01:53  |  IL2 Sturmovik  |   0
Voice Attack Software Review
This article is written with the Rise of Flight/Flying Circus community in mind but, it can be of interest to any PC gamer who is looking for a way to gain more immersion into their games.

Most all “flight-simmers,” myself included, have at one time or another run out of available buttons &/or switches on their joystick. Whether you have a simple joystick with a few buttons or an elaborate HOTAS with a multitude of buttons it seems as though we are always just one button short of what we need.

Because all joysticks have a finite number of buttons prioritizing them can turn into a challenging juggling exercise. By adding a program called, VoiceAttack, to your computer system your work load of trying to determine which flight management controls needs to go to what button can be simplified.

VoiceAttack is a small program that permits you to give verbal commands to your flight-sim program or, most any other PC game of your choosing. The software is simple to install and relatively painless to setup. If you have setup profiles for your games before, writing simple macros for your flight simulator games can become a breeze with just a little bit of practice.

For those virtual pilots venturing into the world of Virtual Reality VoiceAttack can be a great help. No longer will you have to blindly fumble for multiple key combinations on your keyboard to perform an action. By verbally speaking the command your hands can remain on your flight controls -- where they should be.

A user’s manual is available online (and, downloadable) if you would like to delve into learning more about how to construct “profiles” for your individual games. And, there are several tutorial videos on YouTube that can be helpful. Customer service is exceptional and the VoiceAttack website has a very active and responsive Forum.

As a preliminary, you will need to teach your computer how to understand your particular voice through the Windows, Microphone Setup and Speech Recognition programs. Both are relatively simple and should take you only about 15 to 20 minutes to complete.

An unlimited time trial version is available and recommended by the developers. Their idea is that you; “try-before-you-buy.” The trial version is limited to just one profile with only twenty commands.

VoiceAttack is compatible with Windows versions: Vista thru Windows 10.
A full version code key is available from their website HERE for $10. US
And, on Steam HERE for $11.99 US

The Steam version is more expensive and requires you to be signed into your account to use but, all version upgrades are automatically applied when they become available.


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