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Doc
Dec-12-2012, 23:39
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1280
height=720
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=8000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=0
mapPadX=0.6689453
mapPadY=-0.046875
viewSet=32
Intro=1
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=1
Placement=3
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=0
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=7
Attenuation=7
SoundMode=3
SamplingRate=2
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=1
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=3
Forest=3
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17

[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=3
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0

335th_GRAthos
Dec-13-2012, 03:31
OK Doc, you're trying to say something but what is it!? :PP



~S~


PS. Some more with explanations (IF you understand German :doh: )
This is a conf.ini setup for NV GPU and OPENGL with most explanations gathered up to 2006/2007. Use at your own risk and if, make sure to keep a backup copy of your original conf.ini at a safe place on your hard disk!

[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game
; This is a "HotKey" game

[window]
FullScreen=1
; Play game fullscreen [1] or in a window [0]
ChangeScreenRes=1
; Change screen resolution on game start [0|1]
;Bildschirmauflцsung verдndern zulassen (andere als Desktopauflцsung
width=1152
height=864
ColourBits=32
; Farbtiefe in Bit (16/32)
StencilBits=8
; Num if bits in stencil buffer [0|8]
; GrцЯe des Stencilbuffers in Bit (0/8)
DepthBits=24
; Num of Z-Buffer (depth buffer) bits [16|24]
; Genauigkeit der Tiefeninformation (ZBuffer) (16/24)
EnableResize=0
; Enable resize of window
; Fenstergrцsse verдndern zulassen
EnableClose=1
; Enable close of window
; "SchlieЯen" Button im Fenstermodus anzeigen
SaveAspect=1
; Preserve a 4:3 view aspect (0 for widescreen)
; saveaspect=1 keeps a 4:3 setup of screen
Use3Renders=0
; Use 3 Monitors on a Matrox Parhelia - This does "widen" your view
DrawIfNotFocused=0
; Draw the window even if it is not visible (not focused)
; Aktualisieren des Bildes, auch wenn das Fenster im Hintergrund liegt

; Some common aspect ratio's in film:
; 4:3 1.33:1 "normal" TV screen/Monitor also called "Academy format"
; 5:4 "bigger" LCD-monitor formats (1200x960 etc)
; 16:9 1.85:1 HDTV format also called "Academy Flat"
; 2.35:1 "CinemaScope" format also called "Anamorphic Scope", "Panavision", "CinemaScope"
;
; -Example- Using a "bigger" LCD-monitor with a 1200x960 (5:4) screen resolution,
; and wanting to play in CinemaScope format:
; width=1200, height=960, ChangeScreenRes=0, FullScreen=0, SaveAspect=0
; -Example- Using an WXGA monitor (1366x768) and playing fullescreen without the "black bars"
; width=1366, height=768, FullScreen=1, SaveAspect=0
; As kindly pointed out to me by Sturmovik_Shots this does not "widen" your view though - it only clips the top
; Thanks for pointing out an error in this section to .... (reference coming)
; and bottom area of a 4:3 screen.

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=10000
; Netzwerkьbertragungsgeschwindigkeit
; Standardwerte: 9.6k - 900, 14.4k - 1500,
; 28.8k - 3000, 56k - 5000, ISDN - 10000,
; DSL - 25000, LAN - 100000
routeChannels=0
serverChannels=11
; Anzahl maximal mцglicher Clientverbindungen = Spieleranzahl
localPort=21000
remotePort=21000
SkinDownload=0
serverName=335th_GRAthos
serverDescription=
remoteHost=
localHost=217.228.76.96
socksHost=
checkServerTimeSpeed=1
; check server's system time [0|1]
; AnticheatmaЯnahme, vergleicht Taktgeber von Server mit Client.
checkClientTimeSpeed=1
; check client's system time [0|1]
checkTimeSpeedDifferense=0.03
; Max speed difference between system times [%]
;Maximal erlaubte Differenz des Taktgebers (3%)
checkTimeSpeedInterval=5
; Measure difference every <num> seconds
; Zeitraum, in der die Differenz erlaubt ist (5 = 5 Sekunden)
checkRuntime=0
;Fix 4.071m der OS-Inkompatibilitдt XP/Windows2003 Server und Win2K
; 0= aus 1= schnell 2= ausfьhrlich Empfehlung:1


[DeviceLink]
; DeviceLink is a communication protocol for external programs
;port=21100
; Port used for comm with external program
;IPS=127.0.0.1
; Local "trusted" ip's that can receive data
;host=127.0.0.1
; Local "trusted" ip's that can send data

[MaxLag]
farMaxLagTime=10.0
; Max lag allowed at a far distance [s]
;Definiert die maximale Verzцgerung (in Sekunden) zwischen zwei von einem bestimmten Client empfangenen Paketen. Eine Verzцgerung, die lдnger als diese Zeit dauert, wird als warp" angesehen
nearMaxLagTime=1.0
; Max lag allowed at a close distance [s]
; Definiert die maximal erlaubte Lag-Zeit fьr ein Flugzeug in einer gefдhrdeten Position oder wenn es als Risiko fьr ein feindliches Flugzeug betrachtet wird.
cheaterWarningDelay=3.0
; Zeit, bis die Warnmeldung ("Es wird gescheatet" u.д.) erscheint in Sekunden
; Delay between "cheating detected" warnings
cheaterWarningNum=2
; Number of warnings before a kick (-1 = off,0 is direct-kick without warning)
; Definiert die Anzahl Warnungen, bevor der Spieler vom Spiel ausgeschlossen wird (gekickt" wird). Das Auto-Kicking ist deaktiviert, wenn der Wert auf 1 eingestellt wird. Empfehlung:1

[chat]
region=(dx=0.6805556,dy=0.1171875,x=0.0,y=0.001157 4074)
adr0=ALL
msg1=~S~\u0020Thanks\u0020for\u0020the\u0020game\u 0020Host!\u0020Bye!
msg2=T\u0020Spits\u0020above\u0020base\u0020at\u00 20D2hanks\u0020for\u0020the\u0020game\u0020host,\u 0020bye!
adr1=MY_ARMY
msg0=<targets<blue
msg3=time\u0020to\u0020go,\u0020good\u0020night\u0 020everybody,thanks\u0020for\u0020the\u0020game\u0 020!
msg9=<exec\u0020f\u0020externals.cmd
msg4=<timeleft
msg5=<map\u0020dogfight/train/Bombers.mis
msg6=~S~\u0020everybody!
msg8=>fps\u0020SHOW\u0020START
msg7=<exec\u0020f\u0020FullReal.cmd
adr2=Server

autoLogDetail = 3
; Detailgrad der vom Server erstellten weissen Chatmeldungen z.B. "Spieler 1 schiesst Spieler2 ab"
; 0 - deaktiviert. 1 - nur Spieler-vs-Spieler Abschussmeldungen. 2 - Spieler-vs-Spieler und KI-vs-Spieler Abschussmeldungen. 3 - Ganz viele Meldungen. Empfehlung:3

[game]
3dgunners=0
; [0|1] {3.0+} display 3d-gunners
; Stellt Kanonenbesatzungen auf Schiffen und Flak dar.
Arcade=1
; [0|1] use arrows to denote impact & AI text-Balloons
; Zeigt Trefferpfeile und weiЯe Trefferpunkte, sowie KI-Sprechblasen
HighGore=0
; Display blood in some planes (doesn't work anymore since 1.21)
mapPadX=0.6822917
; Position to display the map pad at (% of screen)
; Position der Karte (x und y Koordinate)
; Die Karte kann im Flug bei gleichzeitigem Drьcken beider Maustasten verschoben werden.
mapPadY=-0.052083332
viewSet=57
; Even number = Snap View, Uneven = Pan View (F9 toggle)
; Snap View (gerade Zahl) / Pan View (ungerade Zahl)
; it was 38 suddently, I changed it back to 34 which was in IL2FB.301
Intro=0
NoSubTitles=0
; [0|1] Do not show AI subtitles
; "Untertitel" der KI-Sprachausgabe an/aus
NoChatter=1
; [0|1] Do not play AI voices
; KI-Sprachausgabe an/aus
NoHudLog=0
; Don't display setting changes in HUD (power 80%, Fuel Mixture change etc)
; Textanzeige von Steuerungsfunktionen (Schubregler, Klappenzustand etc) an/aus
NoLensFlare=1
; [0|1] Don't display a lens flare effect
; Blendeffekte; 1=aus, 0=ein
; I think this disables the sun reflection
iconTypes=3
; Art der HUD-Icons 0=aus 1=Distanz 2=Distanz+Spielername 3=Distanz+Flugzeugtyp+Spielername (0/1/2/3)
; Type of Icons to display
; 0 off
; 1 Distance
; 2 Distance + Player Name
; 3 Distance + Plane Type/ID + PLayer Name

SubTitlesLines=2
; Number of lines to display of AI subtitles
;add under the game section to limit the lines. Less chat in game uses fewer resources
eventlog=eventlog.lst
; file to store the in-game events in
; Name des Logfiles fьr Missionsdaten in Einzelspieler- und Kooperativmissionen
eventlogkeep=0
; keep an event file (add to it)
; Logfile mit neuen Meldungen erweitern (1) oder immer ьberschreiben(0)

TypeClouds=1
; {4.00+} [0|1] Use old particle clouds (0) or post patch4.00 particle clouds (1)
; Aktiviert neue Wolkentypen ab Version 4.0.
ClearCache=1
; Graphikcache beim Beenden des Spiels leeren. Wichtig bei Verwendung des IL-2 Mat Managers
; [0|1] {3.03+} empty the material cache
; use 0 when using e.g. IL-2 Mat Manager/IL-2 Stab
; When using IL-2 Stab for historical markings, setting ClearCache=0 will
; keep the historical markings enabled i.e. you dont have to run an external
; program in the background anymore.


[HotKey game]
PrintScreen=ScreenShot
; erzeugt einen Screenshot im Format .tga
P=pause
; versetzt durch drьcken der P-Taste das Spiel im Pause-Modus
Pause=pause
; versetzt durch drьcken der P-Taste das Spiel im Pause-Modus

[DGen]
; Dynamic Campaign settings (there are more)
AirIntensity=High
; Settings are low, medium and high. Default or not having the line in conf.ini is medium. Sets the number of flights, enemy and friendly, that are related to your mission. On low setting, there will be no random flights and it will override the "RandomFlights=" setting in that case, ( see above ). Can dramatically affect frame rates.
GroundIntensity=High
; Anzahl der bewegten Bodenobjekte Settings are low, medium or high. On low, you'll only have ground objects around target or active airfields. Default is medium (or not having the line in conf.ini ) and there will also be extra objects around your flight route, besides target area and active airfields. High gives you extra targets of opportunity to and from your home field. Can dramatically affect frame rates.
CampaignAI=Normal
; Kцnnen der KI Settings are easy, normal or hard. Default or not having the line in conf.ini is normal. Increases enemy and friendly AI by a factor of one. Low increases friendly AI level higher while lowering enemy AI level. High does the opposite. Normal gives you a more even match of AI strength."
MissionDistance=30
; Lдnge der Flugstrecken (nn in Kilometern anzugeben) Can be set to from 10 to 200 Kilometers
CampaignDifficulty=Easy
; Um den Schwierigkeitsgrad der Kampagne zu дndern
CampaignMissions=normal
;Settings are easy, normal or hard. Default or not having the line in conf.ini is normal. This changes the scripts ( ops files, I.E. - ops41-E.dat, where "E", means easy ) files in the Dgen folder used to generate missions. Affects the number of enemy planes encoutered as opposed to the number of friendly planes in your group/s. For example, set on easy, you might have a mission generated which gives you four fighters on your side with four bombers, and two enemy fighters will later show up to intercept your bombers. The very same mission on hard might give you only two fighters on your side, maybe the same number of bombers to escort, but you'll run into four enemy fighters to deal with!! This balances out so it does not affect frame rate much, if at all.
CampaignLength=Short
; VeryShort, Short, Medium, Long, VeryLong (VeryLong is default)
AirIntensity=High
; (Medium=Default) Um eine Anzahl von Flugzeugen und Flugzeugverbдnden einzustellen
RandomFlights=5
; max. Anzahl der nicht an der eigentlichen Mission beteiligten Zusatzschwдrme
MaxFLAK=100
; max. Nachladeintervall der Flak Can be set to 0 to 100, default or not having the line in conf.ini is 10. Can affect frame rates. Affects the amount of flak generated from your airfield to target, so can affect frame rates very much.
UseParkedPlanes=1
HistoricalRanks=1

NoAirfieldHighlight=1
; Zero meaning you'll have AAA/flak unit at some unused airbases
NoBadWeather=1
; Can be set to zero or one, one meaning you never get bad weather
Maxbomberskill=1
; Settings are 0, 1, 2 and 3, ( for rookie, average, veteran and ace ) and default or not having this line in conf.ini, the AI bomber gunners will be kind of random or depend on other settings like CampaignAI=. This limits the entire bomber skill ( not just the gunners ) to a lower level if preferred, so you can attack bombers more easily if you limit it to a low setting. It affects only enemy AI for bombers, not friendly. Unfortunately, this does nothing for transport aircraft, such as LI-2, C-47 or JU-52, so be careful around those and don't assume they will be limited like the bombers if you set this to a low setting!!! Sometimes FW-200 Condor can also sometimes be assigned as a transport plane in some maps, so watch it!!!!
OperationVictory=100
OperationDefeat=-100
WarVictory=1000
WarDefeat=-1000
; Pacific Fighters only. For example, if you want mission outcome to always be historical, you can set the parameters to unachievable high values, such as OperationVictory=3000 OperationDefeat=-3000 WarVictory=30000 WarDefeat=-30000
; The grand total tally of multiple campaigns can also lead to an alternate outcome of the whole war. Default value for an operation outcome is 100 points (added if it's a victory, subtracted if it's a defeat). War outcome's value is 1,000 points

UseParachutes
; Japanese have chutes from start of war


[HotKey gui]
Escape=activate
; Menьtaste. Der Eintrag muss vorhanden sein, um Missionen per "ESC" zu verlassen.

[HookViewFly Config]
timeFirstStep=2.0
; Time it takes an airplane to reach the camera
; Zeit, bis das Flugzeug voraussichtlich die Kamera (F3) passiert

deltaZ=10.0
; in Fly-bye mode (F3) Start-angle of camera
; Winkel der Vorbeiflug-Kamera (F3) zum Flugzeug (0 = Es fliegt auf einen zu, grцЯerer Wert = Es fliegt vorbei)


[HookView]
MouseLeft=Len
; Mouse left button and move zooms in/out (move camera in/out)
; Schwenk mit linker Maustaste

[HookView Config]
AzimutSpeed=0.1
; horizontal mouse-view change speed Works together with mouse sensitivity
TangageSpeed=0.1
; vertical mouse-view change speed Works together with mouse sensitivity
LenSpeed=1.0
; FMB 3D View - Distance (zoom/move) change speed
MinLen=1.0
; FMB 3D View - min distance to object
DefaultLen=20.0
; FMB 3D View - default distance to object
MaxLen=100000.0
; FMB 3D View - max distance to object
;MaxLen is the max distance you can move external with the mouse
Speed=6
; speed of view-pan (e.g. return to front view - Numpad5)
; Geschwindigkeit des Sichtschwenks Empfehlung: 12 oder hцher


[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
; Neue Objektinstanz einfьgen.
Insert=insert+
; Neue Objektinstanz einfьgen.
NumPad-0=insert+
; Neue Objektinstanz einfьgen.
F=fill
; Taste "F" wird benutzt, um im "Zerstцrung"-modus bereich mit dem gewдhlten Zerstцrungsgrad zu markieren
Ctrl MouseRight=delete+
; Zwei der drei Eintrдge "delete +" kцnnen entfernt werden, um unabsichtliche Lцschungen zu vermeiden
NumPad.=delete+
; Zwei der drei Eintrдge "delete +" kцnnen entfernt werden, um unabsichtliche Lцschungen zu vermeiden
Delete=delete+
; Zwei der drei Eintrдge "delete +" kцnnen entfernt werden, um unabsichtliche Lцschungen zu vermeiden
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30
;MouseLeft=objectMove ; MouseLeft moves selected object
;MouseRight=popupmenu ; Mouse right pops up menu (depends on selected view what's in it)
;Enter=freeView ; 3D View toggle
;Shift MouseLeft=worldZoom ; Shift MouseLeft to define area to zoom into
;Alt MouseLeft=select+ ; * UNKNOWN *
;Alt MouseRight=select- ; * UNKNOWN *
;Alt Ctrl=unselect ; Unselect the selected object
;PageDown=change+ ; Change selected object from "Object" list to next object in list
; ; cyclic e.g. if last object is selected it goes to the first in the list
;PageUp=change- ; Change selected object from "Object" list to previous object in list
; ; cyclic e.g. if first object is selected it goes to the last in the list
;End=change++ ; * UNKNOWN *
;Home=change-- ; * UNKNOWN *
;Ctrl MouseLeft=insert+ ; Add another copy of the selected object
;Insert=insert+ ; Add another copy of the selected object
;NumPad-0=insert+ ; Add another copy of the selected object
;F=fill ; Destroy map objects if in Destruction View
;Ctrl MouseRight=delete+ ; Delete the selected object
;NumPad.=delete+ ; Delete the selected object
;Delete=delete+ ; Delete the selected object
;Backspace=cursor ; Show&Select the 3D cursor (You can now move the camera around)
;Tab=cursor ; Show&Select the 3D cursor (You can now move the camera around)
;F10=land ; Display Landscape toggle
;F11=onLand ; * UNKNOWN *
;NumPad-=normalLand ; * UNKNOWN * / Resets angles of a rotated Ship
;NumPad+=toLand ; * UNKNOWN *
;NumPad-5=resetAngles ; Reset angles of Object
;NumPad-8=resetTangage90 ; Rotates an object "nose-down"
;NumPad-7=stepAzimut-5 ; Rotate an onject left 5 degrees
;NumPad-4=stepAzimut-15 ; Rotate an onject left 15 degrees
;NumPad-1=stepAzimut-30 ; Rotate an onject left 30 degrees
;NumPad-9=stepAzimut5 ; Rotate an object right 5 degrees
;NumPad-6=stepAzimut15 ; Rotate an object right 5 degrees
;NumPad-3=stepAzimut30 ; Rotate an object right 5 degrees

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

;F1=SpeedSlow ; FMB 3D View - slow (precise) movement of object
;F2=SpeedNormal ; FMB 3D View - normal movement of object
;F3=SpeedFast ; FMB 3D View - fast (course) movement of object
;MouseRight=XYmove ; FMB 3D View - right click and hold moves object
;F4 MouseRight=Zmove ; FMB 3D View - F4 + righthold moves object up/down
;MouseMiddle=Amove ; FMB 3D View - Middle button hold rotates object around Z axis
;F5 MouseRight=Amove ; FMB 3D View - F4 + left button hold rotates object around Z axis
;F6 MouseRight=Tmove ; FMB 3D View - F6 + left button hold rotates object around Y (X?) axis
;F7 MouseRight=Kmove ; FMB 3D View - F7 + left button hold rotates object around X (Y?) axis

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
; game console (Shift-Tab or ">" in online chat)

[Console]
HISTORY=1024
; Num of lines in history to keep (up/down arrows)
HISTORYCMD=16
; Num of lines stored in memory.
LOAD=console.cmd
; initial console command file (runs on game start)
SAVE=console.cmd
; save copy of console commands in this file
LOG=0
; make a log file
;initially 1 I put now 0
LOGTIME=0
; [0|1] log the time
;initially 1 I put now 0
LOGFILE=logfile.log
; file to keep log in
LOGKEEP=0
; append to log [1] or overwrite it [0]

[sound]
SoundUse=1
; use sound
SoundEngine=1
; value 1
Speakers=4
; [0|1|2|3|4] 1=headphones 2=Desktop 3=quadrophonic 4=surround
; type of speaker setup ; When NoHWacceleration this get the value 0
Placement=1
; placement of speakers ;Lautspecherpositionierung
SoundFlags.reversestereo=0
; reverse left/right channels
RadioFlags.Enabled=0
; [0|1] enable in-game radio
RadioEngine=2
;Lautstдrke der Funksprьche
MusicVolume=2
; [0..14] Volume of in-game music
ObjectVolume=12
; [0..14] Volume of in-game objects
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=1
; [0|1] play music at-all
;Musik abspielen
MasterVolume=10
; [0..14] Volume of master channel
Attenuation=7
; Distance attenuation regulator sets the rate at which sound volume decreases, if the distance to its source is increased.
; Environmental acoustics switch allows utilization of EAX or A3D virtual acoustics interfaces, if they are supported by your sound card.
SoundMode=0
; 0: default, 1: minimal (fastest) 2: balanced, 3: Full (slowest 3D engine mode)
; 3D Engine Mode [0|1|2|3] 0: default, 1: minimal (fastest) 2: balanced, 3: Full (slowest 3D engine mode)
; When NoHWacceleration this get the value 1
SamplingRate=2
; [1|2] 22050 Hz or 44100 Hz
; SamplingRate [1|2]? 1=22Khz 2=44Khz Sampling rate 2 gives Sonar
NumChannels=3
; [1|2|3] 8, 16, 32 channels
; Number of channels [0|1|2|3] 0= default 1=8 2=16 3=32
; When NoHWacceleration this get the value 2
SoundExt.occlusions=0
; EAX - use occlusions (object in the way of sound path)
;EAX spezifische Einstellung Cockpit dдmpft дussere Soundkulisse
; Realistic occlusions switch determines whether the obstacles (for example the hull of the aircraft) will reduce sound volume. If it is switched on and you are inside the aircraft it becomes more difficult to distinguish the sounds from the outside. If your card supports EAX or A3D you should turn the Environmental acoustics switch on. You can use the other two switches at your discretion.
SoundFlags.hardware=0
; [0|1] Sound Enhancements and hardware acceleration
; use hardware EAX acceleration
;Hardware aktivieren (EAX 1.0/2.0/3.0 etc.)
SoundExt.acoustics=0
; EAX - use acoustics (room influence)
; EAX spezifische Einstellung,Nachhalleffekte
; Environmental acoustics switch allows utilization of EAX or A3D virtual acoustics interfaces, if they are supported by your sound card.
; EAX spezifische Einstellung,Nachhalleffekte
SoundExt.volumefx=0
; EAX - use volume effects
; EAX spezifische Einstellung
; Volumetric sounds switch turns on 3D sound sources by Sensaura technology (it should be mentioned that in the current version of Sensaura drivers - 2101 this technology does not work too well).
Channels=2
SoundExt.extrender=0
; Use an External renderer for EAX
SoundFlags.bugscorrect=0
SoundFlags.forceEAX1=0
; [0|1] Force EAX1 effects
; 1=EAX 1.0 erzwingen falls problemew mit Hardwarebeschleunigten Effekten auftreten bzw. deutlich weniger Performance als ohne Hardwarebeschleunigung vorliegt.
SoundFlags.streams=1
; use streams
SoundFlags.duplex=1
; use duplex mode
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=4
; [0..14] Volume of AI Voices
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
; Automatic Gain Control for microphone [0|1]
PTTMode=1
; "Push To Talk" mode (press a key for 'radio' chat) [0|1]
SoundFlags.UseRadioChatter=0
; [0|1] Use in-game radio chatter
SoundFlags.AutoActivation=0
; [0|1] Auto activate microphone
RadioFlags.PTTMode=0
; itan 0 to ekana 0 FEB06
RadioFlags.PlayClicks=0
; [0|1] Play "radio clicks"
ActLevel=0
; [0..14] Activation Level of in-game radio
MicLevel=13
; [0..14] Microphone input level for in-game radio



[rts]
ProcessAffinityMask=2
; Argument is a bitmap bit 1 is Processor/thread 1
; 2 is Proc/Thread 2 etc etc, so 9 which is 1001 binary would use Proc/Thread 1 and 4 for the game
; 1 Use the first processor
; 2 Use the second processor
; 3 Use both processors
; Also for other processor with more core options:
; 1 - core 0
; 2 - core 1
; 3 - core 0+1
; 4 - core 2
; 5 - core 0+2
; 6 - core 1+2
; 7 - core 0+1+2
; 8 - core 3
; 9 - core 0 + 3
; 10 - core 1 + 3
; 11 - core 0 + 2 + 3
; 12 - core 2 + 3
; 13 - core 0 + 2 + 3
; 14 - core 1 + 2 + 3
; 15 - core 0 + 1 + 2 + 3

mouseUse=2
; [0|1|2] 0=No mouse, 1 = Window's mouse, 2 = IL-2's mouse
joyUse=1
; [0|1] Use a joystick
trackIRUse=1
; [0|1] Use Track-Ir
DisableIME=0
;locale=de
; empty = english, de=German, fr=French, ru=Russian

[rts_mouse]
SensitivityX=1.0
; mouse sensitivity lower=slower
SensitivityY=1.0
; mouse sensitivity lower=slower
Invert=0
; invert the Y axis of the mouse
SensitivityZ=1.0
; sensitivity on zooming

[rts_joystick]
;Einstellung der Joystickachsen.
;Fьr jede Achse existieren 12 Werte, der erste beschreibt die GrцЯe der Nullzone (Werte 0-50), der letzte die Stдrke der Filterung (0-100).
;Die 10 Werte dazwischen reprдsentieren die Linearitдt der Stickbewegung in 10% Werten.
; (je 0-100) Sind alle diese Werte auf 100, so ist die Stickbewegung 100%linear.
;Steht der erste auf "10", so reagiert Il2 bei 10% Stickauslenkung mit 10% von 10% Ruderauslenkung.
; Joystick axis profile values
; first number is the "deadband" [0..50]
; (section around center where a joystick does not respond to
; input change). Then 10 numbers for the profile sliders [0-100%]
; joystick response will be actual pos * slider --> to game
; The last number is the "Filter" value [0%-100%] this filters out
; "twitchy" or "spikey" axis.
; X=0 1 4 9 16 25 36 49 64 81 100 0 ; IL-2 Sturmo Aeleron
; Y=0 1 4 9 16 25 36 49 64 81 100 0 ; IL-2 Sturmo Pitch
; Z=0 10 20 30 40 50 60 70 80 90 100 ; IL-2 Sturmo Throttle
; RZ=0 10 20 30 40 50 60 70 80 90 100 0 ; IL-2 Sturmo Rudder
; FF=0 ; [0|1] Joystick uses Force Feed Back
; U=0 10 20 30 40 50 60 70 80 90 100 0 ; IL-2 Sturmo Slider 1
; V=0 10 20 30 40 50 60 70 80 90 100 0 ; IL-2 Sturmo Slider 2
; 1X=0 0 1 2 13 23 37 53 67 79 100 20 ; GAME ID #1 (x-axis) Aeleron
; 1Y=0 0 1 2 13 23 37 53 67 79 100 20 ; GAME ID #1 (y-axis) Pitch
; 1Z=0 100 100 100 100 100 100 100 100 100 100 0 ; GAME ID #1 (throttle)
; 1RZ=0 0 1 4 13 23 37 53 67 79 100 20 ; GAME ID #1 (z-axisrotation) Rudder
; 1X1=0 100 100 100 100 100 100 100 100 100 100 0 ; GAME ID #2 (x-axis)
; 1Y1=0 100 100 100 100 100 100 100 100 100 100 0 ; GAME ID #2 (y-axis)
; 1Z1=0 100 100 100 100 100 100 100 100 100 100 0 ; GAME ID #2 (throttle)
; 1RX1=0 100 100 100 100 100 100 100 100 100 100 0 ; GAME ID #2 (x-axis rotation)
; 1RZ1=0 100 100 100 100 100 100 100 100 100 100 0 ; GAME ID #2 (z-axis rotation)
; 1U1=0 100 100 100 100 100 100 100 100 100 100 0 ; GAME ID #2 Slider 1
; 1V1=0 100 100 100 100 100 100 100 100 100 100 0 ; GAME ID #2 Slider 2

FF=1
; 1X & 1Y einai ailerons & elevators
; 1X=0 10 20 30 40 50 60 70 80 90 100 0
; 1Y=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 4 9 15 23 31 42 54 67 79 96 0
1Y=0 4 9 15 23 31 42 54 67 79 96 0
;To elevator setting tou Nexus einai apo kato
;1Y=0 4 9 15 23 31 42 54 67 79 96 0
;Auto itan to original...
;1Y=0 1 9 16 25 36 49 64 81 91 100 0

1RX=0 10 20 30 40 50 60 70 80 90 100 0
;1RZ=0 10 20 30 40 50 60 70 80 90 100 w0
1RZ=0 0 4 11 17 28 38 49 61 78 96 0
;To rudder setting tou Nexus einai apo kato
;1RZ=0 0 4 11 17 28 38 49 61 78 96 0
;Auto itan to original...
;1RZ=0 10 20 30 40 50 60 70 80 90 100 0

1U=0 10 20 30 40 50 60 70 80 90 100 0
1V=0 10 20 30 40 50 60 70 80 90 100 0

1X1=0 1 9 16 25 36 49 64 81 91 100 0
1Y1=0 1 9 16 25 36 49 64 81 91 100 0

1RX1=0 10 20 30 40 50 60 70 80 90 100 0
1RZ1=0 10 20 30 40 50 60 70 80 90 100 0
1U1=0 10 20 30 40 50 60 70 80 90 100 0
1V1=0 10 20 30 40 50 60 70 80 90 100 0
1X2=0 10 20 30 40 50 60 70 80 90 100 0
1Y2=0 10 20 30 40 50 60 70 80 90 100 0
1RX2=0 10 20 30 40 50 60 70 80 90 100 0
1RZ2=0 10 20 30 40 50 60 70 80 90 100 0
1U2=0 10 20 30 40 50 60 70 80 90 100 0
1V2=0 10 20 30 40 50 60 70 80 90 100 0


[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=15
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Water=1
Effects=1

[Render_OpenGL]
TexQual=3
; 3=Normale Texturen, 2=Um Faktor 2 verkleinerte Texturen, 1=Um Faktor 4 verkleinerte Texturen, 0=Um Faktor 8 verkleinerte texturen
; Bei niedrigen Texturspeicher der Grafikkarte (16Mb oder weniger) sollte es Geschwindigkeitsmдssig was bringen
Option 1 bzw. 0 ist bei heutigen Grafikkarten wohl kaum zu gebrauchen.
; Initial 3, if you put 0 This does some amazing thing for your frame~rate. Granted, the map in the Mission Editor is completely fuzzy, as is the mini~map in the cockpit, but try this and you will see the most amazing doubling or tripling of frame~rates.

TexMipFilter=2
; [0|1|2] Bilinear, Trilinear, Anisotropic MipMap Filter
; 0=Bilinear (schnell)/1=Trilinear(bessere Qualitдt, kaum Geschwindigkeitseinbruch/ 2=anisotroph (beste Qualitдt, langsamer)
;Texture Mipmap Filter: Simply put, this setting affects how sharp a texture may look when viewed from large angles or distances. Anisotropic offers the best image quality at a usually heavy performance loss (only people with good video card should use this), and bilinear filtering offers the best performance at a still acceptable texture quality. Trilinear is a tiny bit better than bilinear (it smoothes the transitions between mipmap levels) and the performance hit is very minimal depending on your video card. I recommend bilinear but it is up to personal taste and your hardware.

TexCompress=0
; [0|1|2] None, 16Bit, S3TC
;Art der Texturkompression (0/1/2), 0=keine Kompression (beste Qualitдt)
; 1=16bit Konvertierung (ungeeignet), 2=S3TC Kompression, beste Performance bei leicht schlechterer Texturqualitдt.
;Texture Compression: This setting can greatly reduce the memory load and increase framerate by compressing textures. S3TC gives the highest compression ratio and may cause some minor artefacts like little squares on water but it can greatly help or eliminate stuttering (16bit has a smaller compression ratio but also a bit less artefacts). I recommend S3TC compression.
; is a compression algorithm that reduces the amount of data, and as before, lowers the amount of stress on the bandwidth, but raises the amount of calculations necessary. So whatever the benefits is may have by lower the bandwidth demand they may be offset by the need of the high processing capabilities needed either by the GPU or the CPU. Besides that, it also lowers the overall quality. Still in some cases it may do more good than bad.

TexFlags.UseDither=1
; use polygon dithering
; Initial 1, Glдttung der Farbьbergдnge bei 16Bit Farbtiefe
; "Use Dither" helps eliminate the ugly color "banding" when running the game in 16-bit color mode. Has no effect in 32-bit color mode. Recommended on in 16-bit color mode.

TexFlags.UseAlpha=0
; use alpha channel
TexFlags.UseIndex=0
; use indexed colours

TexFlags.PolygonStipple=1
; stipple polygons
; "Polygon Stipple" is a way of emulating or faking translucent shadows when the stencil buffer is turned off. It does this by creating a "dotted" effect that looks translucent (not unlike the stubble of incoming facial hair). Turn this off for a small performance boost. If stencil buffer and polygon stipple are both turned off, you'll get completely black shadows which isn't much of a drawback.
; Polygon or Line stippling is the ability to create lines or polygons made up of dotted or dashed lines. This is done when you are looking at an object from a very closed angle or long distance. The polygon lines will be more or less stippled at certain angles so that they don't saturate the object making it a big messy blob.
; When used in conjunction with AA it makes the lines look more smooth. Look at the radio wiring from Me109 for example. At certain angles it almost disappears and when AA is on it looks much smoother.
; I don't agree with described definition of Polygon Stipple. For me, the only effect is that smoke (of fires, of ships, dust behind tanks) has shadow which is made by checker-board pattern of black. Without 'Polygon stipple' smoke has no shadow.
; That is correct as Polygon stipple creates a 32X32 stipple pattern of a checkerboard type. programmatically selecting whether to perform a stencil test on a per-pixel or a per-sample basis

TexFlags.UseClampedSprites=0
; use clamped sprites
TexFlags.DrawLandByTriangles=1
; "triangulate" 3d-landscape (looks better)

TexFlags.UseVertexArrays=1
; "Use Vertex Arrays" gives faster performance without image quality loss because it allows vertices to be used in groups (arrays) instead of individually. Turn this on.
; An array is a string of data. In this case it contains the coordinates of the Vertexes that define the the 3d shapes we see on screen. They are the heart of the 3D engine so to speak. Each API has it's on way of using them. When this option is checked the 3D API, either OpenGL or DX, will use it's own arrays, if not checked it will use a software created array. The effects of this are unpredictable. It depends on each system.

TexFlags.DisableAPIExtensions=0

TexFlags.ARBMultitextureExt=1
; "Multitexture" affects all multitexturing used in the game, most notably, some water effects, and the very high clouds that are textured to appear more "chunky." Without multitexture, these clouds are smooth white instead of textured. Highly recommended to leave this on but turning off yields performance boost.
; Multitexture: as the name says is the ability to combine textures by layers in order to create a single more complex texture with more detail. You need 32bits to get good results it also like before has some strain on the bandwidth. This must be used with the "Combine" feature.

TexFlags.TexEnvCombineExt=1
; "Combine" allows more advanced multitexturing effects. For example, the murky water effect near edges of rivers to simulate shallow depth uses this extension. Turning off gives small performance boost but I recommend to leave it on.

TexFlags.SecondaryColorExt=1
;Haupteffekt im Spiel: Bei 0 verschwindet die obere zweidimensionale Wolkenschicht
; Turning off "Secondary Color" creates graphic anomalies during fog. For example, nearby forests may not appear to be "fogged out" while everything else is. This may give a performance boost when turned off but I recommend it to be left on.
; Use secondary color extention
;Haupteffekt im Spiel: Bei 0 verschwindet die obere zweidimensionale Wolkenschicht

TexFlags.VertexArrayExt=1
; Use vertex Arrays
; "Vertex Array Extension" allows the use of vertex arrays as explained above. Recommended on.

TexFlags.ClipHintExt=0
; Use Clip Hint extentions
; Clip Hint: Image or object clipping is the ability to cut or remove objects that are obscured by others or outside the field of view in order to save processing time and resources. This is a feature that tries to guess what objects have more chances of being cliped or removed from view before they do.
; Initial 0, I put 1, I put 0 again APR06

TexFlags.UsePaletteExt=0
; Use Palette extentions
; Secondary color: I'm not 100% sure on this one but one thing I sure of: anything that uses colors is bandwidth intensive. This is most likely to do with transparencies and multitexturing. Basically I believe it adds an extra color palette in order to create a better blending. Use it with the "Use Palette".
; Initial 0, I put 1, I put 0 again APR06

TexFlags.TexAnisotropicExt=1
; use texture anisotropic extentions
;Initial 1, I put 0 AnisotropicExtensions for nVidia cards (Hunter says)
;Gibt an ob Mipmaps speziell gefiltert werden 0= filtert mipmaps schneller aber mit niedrigerer qualitдt, 1=beste qualitдt
Auswirkung dieser Option ist eng mit TexMipFilter verknьpft
; Gibt an ob Mipmaps speziell gefiltert werden ; Auswirkung dieser Option ist eng mit TexMipFilter verknьpft
;0= filtert mipmaps schneller aber mit niedrigerer qualitдt, 1=beste qualitдt
; Texture Anisotropic Extension, Texture Compress ARB Extension: They should only be used when the anisotropic filtering and the texture compression are on. They add extra features that impact on quality, but only if the GPU can handle them

TexFlags.TexCompressARBExt=1
; use compressed texture
; Muss aktiviert sein falls S3TC kompression verwendet wird
; Texture Compress ARB Extension" should be checked if you're using S3TC for texture compression. Otherwise, uncheck it.
; Texture Anisotropic Extension, Texture Compress ARB Extension: They should only be used when the anisotropic filtering and the texture compression are on. They add extra features that impact on quality, but only if the GPU can handle them

TexFlags.TexEnvCombine4NV=1
; use Environmental combine (nVidea)
; Initial 0, I put 1 Nvidiagraka=1 ATI-Graka=0
; Initial 0, I put 1
TexFlags.TexEnvCombineDot3=1
; Use Dot3 shader (only nVidea 6600+ and 6800+ cards at the moment)
; (Shader 3 Technology)

TexFlags.DepthClampNV=1
; Use depth clamp (Z Buffer) for nVidea
; Initial 1 I put now 0, I put 1 again APR06

TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1
; Use nVidea texture shader
; Initial 0, I put 1 Nvidiagraka=1 ATI-Graka=0

HardwareShaders=1
; Initial 0, I put 1

Shadows=2
; [0|1|2] no, some, all shadows
; Initial 1, I put 2 Schattenqualitдt (0=deaktiviert|1|2)
Specular=2
;Specular=2 .......aircraft shading
SpecularLight=1
;SpecularLight=2.......cockpit/windsheild sun reflection
DiffuseLight=2
DynamicalLights=1
; Dynamische Beleuchtung
MeshDetail=2
; Detail of 3D models meshes
;MeshDetail=2..........this is largely the "Object Details"
; Detailgrad der Objekte im Spiel (0=Lego(TM)|1=Klotz|2=normal)
VisibilityDistance=3
; [0..3] Visibility of objects near/far

Sky=1
; [0..2] complexity of clouds/sky
;original 2 Sky= cloude detail...0,1, or 2 for detailed clouds
; Wolkendarstellung 0=keine Wolken (nur offline verfьgbar) 1=weniger Wolken 2=normale Wolken
Forest=3
; [0..3] complexity and denstity of trees on map
; Forest is normally 2 change to 3 to see real big trees
LandShading=3
; [0..3] complexity of land shadows
; I changed "LANDSHADING=3" to "2". this is "Landscape Lighting" set to max (2) to show super shiny sun
; Detailgrad der Landschaftsbeleuchtung(0=deaktiviert|1|2|3)
; Ab 3 erhalten Gebдude Schatten
; Spezialfall tritt mit Hardwareshaders=1 ein, dort scheint es zwischen 0 und 2 keinen Unterschied zu geben (Ausnahme FB/ACE, Wolkenschatten)
LandDetails=2
; [0..2] level of Land details
;(0|1|2) Bodendetailtexturen im Tieflug werden facettenreicher.

LandGeom=2
TexLarge=1
; [0|1] use low-res / high-res
;Hochauflцsende Flugzeugtexturen aus/an (0/1)
; 0=niedrige Auflцsung, weniger Speicher benцtigt, schneller
; 1=hochauflцsende Texturen, bessere Qualitдt, mehr Speichebedarf, langsamer
TexLandQual=3
; [0..3] Landscape details
; Allgemeiner Detailgrad der Landtexturen (0|1|2|3) TexLandLarge=1
; [0|1] use low-res / hig-res textures for land
; Hochauflцsende Landschaftstexturen aus/an (0/1)
; 0=niedrige Auflцsung, weniger Speicher benцtigt, schneller
; 1=hochauflцsende Texturen, bessere Qualitдt, mehr Speichebedarf, langsamer
TexLandLarge=1
; Hochauflцsende Landschaftstexturen aus/an (0/1)
; 0=niedrige Auflцsung, weniger Speicher benцtigt, schneller
; 1=hochauflцsende Texturen, bessere Qualitдt, mehr Speichebedarf, langsamer

VideoSetupId=3
; type of graphics card
; Initial 7, I put 15, I put 3 again APR06
Effects=1
; [0..2] complexity of effects (explosions etc)
;initially 1, Setting effects to 0 removes shadows under flak bursts etc to improve performance slightly.
ForceShaders1x=0
; [0|1] force version 1 shaders
PolygonOffsetFactor=-0.15
; If you have "flickering" airfields from hi-alt, change this to -0.15
PolygonOffsetUnits=-3.0
; -3.0 Дnderung, das Flugplдtze aus groЯer Hцhe nicht mehr flackern

Water=1
;Water = 0, Schnellste Darstellung, keine Bodenreflexionen
;Water = 1, Normales Wasser: Boden- und Wasserreflexionen, Wolkenschatten
;Water = 2, Perfektes Wasser: Alle Eigenschaften von Water = 1 plus Bodenreflexionen mit Welleneffekt und
; wetterbedingte Wellendarstellung dieser Modus entspricht Water = 3,
;lдuft aber auch auf ATI-Grafikkarten mit den Chipsдtzen 9800, X800, X1800 und spдteren Modellen
;Water = 3, schneller Render-Modus mit Vertex Shader 3.0 (NVIDIA 6600 und spдtere Modelle)
;Water = 4, verbesserte Anzeigequalitдt mit Vertex Shader 3.0 (NVIDIA 6800 und spдtere Modelle)

Doc
Dec-13-2012, 15:03
Naa that was because I couldn't post it in TS last night. It was too long. We were setting up some HSFX action. :thumbsup:

Gooner
Dec-17-2012, 19:46
http://www.sas1946.com/main/index.php?topic=9756.0

ATAG_Bliss
Dec-17-2012, 19:53
http://www.sas1946.com/main/index.php?topic=9756.0

Nice one :thumbsup:

Gooner
Dec-17-2012, 20:59
Glad to help out. It's old, but maybe you folks can tweak it a bit for the newer cards.

~S~