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View Full Version : Team Fusion Update - October 17th 2013 - Patch v4.00 readme file



Mysticpuma
Oct-16-2013, 20:25
Almost made the Wednesday deadline (if you are in the US, hey we made it! ;) )

The last few hours have been absolutely manic as messages went back and forth making sure we included as much detail of the changes that have been made for patch v4.00. That's the reason it's now 1.20am in the UK and I'm posting this...then getting some sleep!

Below is the readme for changes in Patch v4.00, it's taken a long time to get to where it is today, but we hope you'll agree, it's been worth the wait?

Along the way we have shown many videos of work in progress and should anything you have seen not be included, it's not because it will never be in a Team Fusion patch, it's just because we wanted to get this Patch out to the community. We can now start re-grouping and work out the next course of attack as we strive to make Cliffs of Dover into the Butterfly that has now shed it's Cocoon (it's late, I'm getting a little poetic, ;) )

Anyway, take a look at the other thread which has video showing some of the changes, which I posted earlier, if you wish to see some of the following in action, but without further delay, we proudly present, the Patch v4.00 readme:

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Team Fusion Version 4.0 readme

README - LIGHT

Aircraft

* Historical markings for all marks of bf 109.
* Removed the black line under the nose bulbs on all marks of bf-109
* Corrected 109 gauges
* Full size Revi C12/C & /D in German aircraft
* Corrected light switch position in german aircraft
* Corrected RPM gauge in Bf 110
* Added NJG 1 (Bf110) with skins
* Corrected Hurricane cockpit lighting
* 'Cleaned' windscreen of Hurricane NF version
* Increased the intensity of the revi sight reticle at daytime
* Removed the blue revi sight reticle when sight turned off
* Added aircraft: flyable and non flyable
* Added the possibility to display any picture of choice to the cockpit dashboard

FMs

* FM adjustments: high speed maneuver, low speed roll rates and overheating characteristics.
* Stall characteristics adjusted for Bf 109, Spitfire, Hurricane and Bf 110.

General

*Changed background pictures, used with kind permission of rOEN911. Full credit belongs to rOEN911. His work can be seen on his DeviantArt, here: http://roen911.deviantart.com/
* Added Teamspeak interface to the in-game windows.
* Added two new configurable keys to zoom in and out. These keys are under the "Camera" menu in the options.
* Added driveable tanks and artillery. This is a BIG WIP but we decided to let you in on the fun. (Note: Not all tank models and artillery are driveable)
* Clouds blend into view instead of "popping up"
* Clouds no longer cause whiteout when flying through them at night
* Contrails now have the same colour as the high clouds
* Removed the "white puffs" from tracks
* Removed a bug causing sun whiteout on inside of spitfire cockpit glass
* Lowered the "leakage" of the revi sight and other light sources inside the cockpit
* Optimised code for clouds, fire, explosions, water splash and smoke for less FPS drop when close
* Explosions and fires are made more emissive at night
* Runway lights no longer shine though the cockpit
* Searchlights are re-introduced but we still have a bug left that makes them only work for the first mission per session
* The moon no longer looks like a light bulb
* Night time now desaturates the aircraft and terrain
* Made the water slightly more reflective
* Improved spotting of mid-distant aircraft
* Increased the effect of exhaust flames
* Rebalanced building light levels
* Corrected available ammunition for German 20mm MG FF and MG FF/M to match historical records
* Various corrections to incorrect ballistic properties
* Tracer visuals more realistically sized
* Various tweaks and corrections to tracer and smoke spiral look
* Change to "DeWilde" properties
* Removed shadows from explosions and smoke
* Tweaked hit effects from incendiary and HE rounds
* New and much more realistic looking aircraft reflection
* Fixed a bug causing the sirens of the Ju87 and spinners of the Blenheim to turn into a square
*Changed bomb sounds
*Changed artillery/tank impact sounds
*Changed bullet impact sounds
*Changed plane impact sounds
*Changed ground rolling interior sounds
*Changed interior bullet/flak impact sounds
*Changed train explosion sound
*Changed interior wind sounds
================================================== ====
* Enabled czech localization.
To turn on Czech language, add "GameLanguage=Czech" to the "MOD" section in the confuser.ini.
Should the MOD section not exist, Simply copy and paste these lines to the bottom of the file.
Code:
[MOD]
GameLanguage=Czech
================================================== ====
* Clouds drawing distance has been increased 3x

Note: To enable extended clouds distance, add "ExtendCloudsDistance=yes" under the "[MOD]" section on the "confuser.ini" file.

Example:

[MOD]
GameLanguage=Russian
UseOldHumans=Yes
ExtendCloudsDistance=yes
================================================== ====
Maps

* Maps re-textured, LOD, lighting and colors reworked

New Missions

* 2 QMB night missions added.

Skins

* Historical markings for all marks of the bf 109.


README FULL VERSION

Aircraft

* Added aircraft:
Bf-109E-1B
Bf-110C-2
Bf-110C-4N
Bf-110C-4NJG (Nightfighter)
Bf-110C-7 Late
BlenheimMkIF (non flyable)
BlenheimMkINF (non flyable nightfighter)
BlenheimMkIVF
BlenheimMkIVNF (Nightfighter)
HurricaneMkI-NF (Nightfighter)
Sunderland with bomber capacity (non flyable)
* Corrected Revi C12/C and C12/D (Bf 109 E-4/B, Bf 110 C-7) reticle to full size in german aircraft (move foreward)
* Corrected light switch position in german aircraft
The white arrow now points to "Aus" when off
* Aircraft reflections
You will still get a less reflective aircraft when setting the weathering to 100%, but the difference between 0% and 100% is no longer huge and even the 100% weathered plane will reflect light and the environment to some extent.
The axis aircrafts are slightly more reflective/glossy compared to allied ones as we are led to believe this to be historically correct.
* Reflection on Aircraft Glass scratches and imperfections added.

Bf 110:

* Corrected the RPM gauge to the historic RPM gauge(FL-20286-3) and set the d/30'/5' (or 1-2') marks to the correct position

Ju 88:

* Fixed JU88 crash when moving to bombsight view.

SINGLE ENGINE FLIGHT MODELS (FMs)


Stall modelling Changes

1) 109 Stall Characteristics adjusted. 109 Stall now more benign, instead of 'snapping and dropping a wing' at the point it enters stall, the aircraft 'mushes' into stall and unless pushed very hard, simply loses altitude without noticeable loss of aileron control, wing drop or spin. This more closely reflects historical tests. Aircraft does not turn better, simply when entering stall, flight effects are different.
2) Spitfire Stall Characteristics adjusted. Spitfire stall now displays more extreme 'Snap and wing drop' characteristics if pushed too far, especially in high speed stall situations, as per historical descriptions. Number of rotations required to exit spin adjusted to reflect historical tests. Again, turn capability not affected, players who 'ride' the edge of the stall will see the same turn performance.
3) Hurricane Stall Characteristics adjusted. Number of rotations required to exit spin adjusted to reflect historical testing.
4) 110 Stall Characteristics adjusted. At the stall, it now shows less of a tendency to drop a wing or enter a spin, as per historical testing. Turn capability is unchanged.

High Speed Maneuver

All aircraft react more slowly to control inputs at higher speeds, whether in lateral (rolling) maneuver or longitudinal. (elevator responsiveness) These effects vary from aircraft to aircraft, depending on the historical characteristics.

109's

Pilots will notice gradual reduction in aileron response beginning at approximately 320 kmh. At 600 plus kmh full aileron will only provide limited response. Elevators see a reduction beginning at approximately 400kmh continuing to close to terminal speeds when full back elevator provides only very incremental pitch change.

Spitfire

Spitfires roll rates at high speed follow a very similar pattern to that of the 109's, with a slightly slower decrease from a slower starting point, with both aircraft responding similarly at speeds over 600kmh/400mph. The Spitfire elevator remains effective right up to high speeds, but pilots need to be cautious as the early Spitfire high speed characteristic of being able to pull more G's with elevator inputs than the airframe can sustain is a critical factor to balance against attempts to turn that little bit tighter. Wing loss can easily result from ham handed efforts.

Hurricane

The Hurricane sees a slower reduction in aileron effectiveness at high speeds, with elevator response falling between the Spitfire and 109. There is a potential for structural damage, (less than the Spitfire) if pilots are unwary or overly aggressive with the Hurricane elevator.

Low Speed Roll rates

Based on very careful examination of the historical documents, 109 roll rates at low speeds are improved in relation to Spitfire, and especially to Hurricane. Players will notice a distinct advantage in this type of maneuver for the German fighter.

Overheating Characteristics

All aircraft's overheat characteristics have been adjusted to better reflect the historical accounts. Aircraft will now be more likely to overheat at altitudes under 3000 meters/10,000 feet, players can no longer run full open throttle at sea level almost indefinitely. Conversely, aircraft are less likely to overheat at higher altitudes especially over 6000 meters/20,000 feet.

109 Climb and Supercharger Full Throttle Heights

All 109 climb profiles have been adjusted to reflect more historically accurate performance at lower and very high altitudes. Players will see more performance at low altitudes, less performance at high. Overall climb times to ceiling are the same.

All 109 Supercharger Full Throttle Heights have been reduced to historical levels. In TF 3.0 and TF 3.01 FTH's were elevated higher than those which were provided by the actual superchargers to allow the game's 109's to reach close to their historical ceilings. However, improvements in TF's understanding of the game systems has allowed a reduction in FTH without a loss of ceiling or climb. This change also allows for more historical overheat patterns at high altitudes and the use of higher rpms over 6000 meters as per historical. (see below)

All of these changes will improve the historical accuracy of the Sim, as well as making both Red and Blue side aircraft closer in performance and more competitive against opposing types at all Altitude levels.

109 RPM limits over 6000 meters

In the Fall of 1940, the Luftwaffe issued a notification regarding RPM limits for the DB601A and DB601N engine in use over 6000 meters. Pilots were authorized to raise the RPM limits to the following:

DB601A: 2600 rpm over 6000 meters (109E-1, E-1B, E-3, E-3B, E-4, E-4B)

DB601N: 2800 rpm over 6000 meters (109E-4N)

There is an indication these limits were already in use by Geschwader pilots prior to the official announcement, in any case, pilots can use them at any point during the campaign. Pilots should use caution and ensure overheating does not occur when using high rpms.

109E-4N

In TF 3.0 and TF 3.01, the E-4N was limited to 1.35ata, based on reports indicating the DB601N engine was de-rated by the Luftwaffe for maintenance reasons. However, it seems the time period of this ratings is not conclusively known, and it is quite likely the de-rating happened after the battle was over.

Further research has also indicated the TF 3.0/3.01 E-4N performance was overrated, the climb and speed performance were not achievable with the reduced power settings seen with that aircraft.

In the interest of providing a more accurate FM, but also a competitive aircraft for the Blue side which can match up with the Spitfire IIA, the E-4N now has 1.42ata WEP power enabled as well as the increased climb rate setting. The E-4N also has a more critical window for overheat modelling, so pilots should exercise caution and use appropriate radiator settings when using WEP power or Accelerated Climb settings.

This new E-4N model is now modelled as accurately as research and available documents can provide.

New Power Settings:

30 minute climb: 1.25ata/2400rpm
10 minute Accelerated climb: 1.35ata/2400rpm
5 minute rating: 1.35ata/2600rpm
WEP power 1 minute rating: 1.42ata/2600rpm

Rudder Trim default setting adjusted

All 109's have their rudder trim set to historical default position. This gives normal trim at 344 kph in level flight. (previously the original game 109's had been set to 510 kph for normal trim)

Spitfires and Hurricanes have their rudder trims also set to default.

Hurricane Flight Model

The Hurricane's Flight Model and Engine performance has been extensively revised with changes to the climb pattern, (although times to altitude remain similar) and its stall pattern, turn and roll. Initial turn rate has been reduced, but sustained turn is improved. All of these changes should make the aircraft more competitive, especially at higher altitudes.

There is also a Night Fighter version of the Hurricane Mk I Rotol 100 octane introduced.

Fiat G-50

The Fiat G-50 has its Climb, Roll rate and High Speed Maneuverability revised. The G-50 was under-modelled in particular in climb rate in TF 3.0/3.01 but now has a sustained climb to 3000 meters which is superior to the Hurricane.

Tiger Moth

The Tiger Moth has its Engine, Speed, Climb, Maneuver and Overheat characteristics revised to model more closely the delightful acrobatic trainer which the real aircraft was, one which pilots like "Buzz" Beurling loved to stunt in when not on Ops.

TWIN ENGINE FIGHTER FLIGHT MODELS

Blenheim IVF

Blenheim high speed maneuver and overheat characteristics revised.

Two new flyable models introduced:

Blenheim IVF: This is the standard Day fighter, with under-nose gunpod of four .303's.
Blenheim IVNF: Night fighter version of the above.

Bf-110's

All Bf-110's have had their High Speed Maneuverability, Roll, Climb and Overheat revised to better reflect the historical record.

Four new models are introduced:

110C-2: This is the earlier version of the C-4, lighter, but less well protected with armour. It operated in the spring and summer of 1940.
110C-4N: This is a C-4 equipped with the DB601N engine, the same as equips the 109E-4N. The 110C-4N operated from approximately October of 1940.
110C-7 (late): This is a 110C-7 with WEP power enabled, as well as Auto Prop Pitch control. This aircraft operated in the Fall of 1940
110C-4 NJG: This is a standard C-4 with Night fighter colour scheme.

OTHER TWIN ENGINE TYPES

BR20

The BR20 has revised Climb, Maximum Speed, Overheat and High Speed Maneuverability. It has Level bombing autopilot enabled.

High Speed Maneuverability

The following Twin and Four engine bomber or attack types have their High Speed Maneuverability revised:

Heinkel 111H/P
Ju-87
Ju-88A
Dornier 17/215
Wellington
Sunderland
FW-200
Beaufighter
Blenheim
Walrus

Blenheim Bomber

Blenheim Bomber has autopilot added and default aileron trim adjusted.


DAMAGE MODELLING

Overall, damage changes were meshed with Weapons changes to create a better synthesis of values. In most instances, twin engine bombers were strengthened. In combination with weapons changes, it will now be more difficult for players to shoot down enemy bombers in the numbers seen in the Vanilla game. Players will also notice far fewer pilot kills from the dead six o'clock position. Historically, except for 20mm AP rounds, most ammunition of the era was incapable of piercing multiple layers of single engined fighters aluminum and armour, or the heavier aluminum structures of bombers.

Single Engine Fighter Aircraft

Single Engine Fighter aircraft have had the most attention paid to their damage models. Based on known construction details, the 109's, Spitfires, Hurricanes were very extensively revised to better reflect the level of durability of each aircraft. In the case of the Hurricane, the aircraft was generally strengthened. In the case of the Spitfire, it was brought down to a more realistic durability level. The 109's values remained much the same, but changes were made to sections where the original game undervalued or excessively strengthened the structures. The Fiat G-50 was subject to fewer changes, as information on this aircraft is less available and still being accumulated.

Twin Engine Fighters

Both the Blenheim and Bf-110s saw reductions in their overall structural strength, but increases in the durability of the engine mounts and the engines themselves.

Twin Engine Bombers and Attack Aircraft

Changes to Bombers and Attack Aircraft was generally in the form of strengthening their engines and engine mounts. The Vanilla game exaggerates the ability of players to damage engines or shoot the engines off these types, in fact these were some of the strongest structures in these aircraft. The only aircraft in this category to see large scale changes to other areas was the Heinkel 111H/P, which sees the vanilla game's immense structural values brought down to more reasonable levels.


VEHICLES AND ARTILLERY

Players now can man some of the various vehicles and artillery/Flak in the game. Unlike the Aircraft in the game, the same level of detailed accuracy is not possible at this point, (although the game would allow us to develop very sophisticated vehicles if we chose) so our decision at this point in time was to focus on playability. The vehicles and guns are a way for players to relax and take a break from the sometimes intensely serious business of flying one of CoD's aircraft, and just have fun. They can also be incorporated into online scenarios in a way which can add excitement and interest. Players should understand they are a work in progress and not finalized by any means.

At this point, vehicles and artillery are really only useable in multi-player online gaming.


The following types are enabled:

Vehicles

German

Sdkfz 251/A Halftrack
Sdkfz 222 Armoured Car
Pz Mk IIC Light Tank
Pz Mk IIIF Medium Tank
Pz Mk 38T Medium Tank (captured Czech)
Pz Mk IVD Heavy Tank

French

Somua S-35 Medium Tank
Char 1 Bis Heavy Tank

British

Guy Mk IA Armoured Car*
Vickers Mk VIC Light Tank*
Valentine Mk I Medium Tank
Matilda IIA Heavy Tank

*Work in progress vehicles, currently have gunsight bugs


Flak/Artillery

Bofors 40mm AAA
Zwillingssockel Twin 7.92mm AAA
Flak 30 20mm AAA
Flak 32 88mm AAA
3 Inch AAA
105mm Artillery

All vehicles and artillery have had the AI engagement ranges reduced to allow the players to compete against the AI with the limited gunsights currently available.

Many of the vehicles have had their armour values modified, and the weapons penetration and effectiveness has also been adjusted to better balance the sides. As it stands now, without these changes, the heavier French and British vehicles would have very significant advantages which would be difficult to overcome. Until we can enable some of the less effective and more numerous French and British types, we have to take this step. Players will still find the French and British heavy tanks to be superior, but this is balanced by the better Ground attack capability of the German aircraft in the game.

DEFAULT AI PILOT SKILL LEVELS

With the changes to the high speed maneuverability of the games aircraft, this has also introduced a problem for the AI aircraft. The changes result in a tendency to 'Lawndart' or crash during landing.

To counter this, the AI default skill levels have been adjusted to allow the non-human pilots to better manage their aircraft.

The skill levels for 'Rookie', 'Average', 'Veteran' and 'Ace' have all been changed. Missions which were constructed prior to the changes in TF 4.0 will automatically have the default skills of the pilots in those missions changed to the new standards. Custom skill settings are unaffected.

It is recommended that Mission Builders use the new default skill levels whenever possible to avoid unnecessary AI loss.

We do expect in the future to examine the element of AI in the game in more detail.

General

* Searchlights
The searchlight will work the first time you run a night time mission. After that you will need to restart the sim to fly another one, or the search beam will simply not be visible. It's a very hard bug to crack and we didn't make it for this release.
* Fixed the excessive lighting of the bulkhead behind Instrument panel when cockpit lights/ gunsight are switched on.
* Altered the transparency of windscreen/ gunsight glass for the Hurricane NF version so it does not 'black out' in low light levels (night)
If flown in daytime this will look slightly too transparent but makes night interceptions possible.
* ASI is changed to correct 700Kmh type, not the later 900kmh version .
Some variations of ATA gauge types in different models
FL numbers and manufacturers markings added.
*British303_B_Mk6z "DeWilde" round changed from an explosive to incendiary round to reflect historical properties. It now contains a thermal delivery of ammonium nitrate that will ignite on contact making a flash and penetrates white hot into the target.
================================================== ==============
* Added a Teamspeak interface to the in-game windows. Hopefully this can solve some of the issues with the notifier.
To use it:
1.- Copy the "CLOD TeamSpeak Integration PluginXX.dll" to your TS plugins folder and enable it in TS.
2.- In any in-game window, edit the properties and add the "TeamSpeak" tool.

The tool allows to choose seeing only those talking or every one on the channel.

Since the plugin can stop working with new TS versions, users should check the TF site for new updates.
* Added an in-game window tool to show the heading when driving a tank.
* Artillery selection screen will now show the grid location of each gun.
================================================== ==============
* Pic of your loved one
This mod is turned off by default. To select a picture to use go to the folder [my documents]\1C SoftClub\il-2 sturmovik cliffs of dover -MOD\DashPics
Here you will find the following folders:
* Selected -the mod will use the pic named "1.tga" from this folder (PLEASE DO NOT LEAVE THIS FOLDER EMPTY WITHOUT A "1.tga" FILE)
* Templates -some "stock" pictures. To use one, copy it to the "Selected" folder and rename it to "1.tga".
This folder also includes a photoshop template. If you do a coustom picture, please note that you need to edit the alpha layer as well (included in the template) and the picture MUST be in tga format.
================================================== ==============
* Corrected available ammunition for German 20mm MG FF and MG FF/M to match historical records:
MG FF:
-Sprenggranate L'spur m.Zerl (134g AP round with small HE payload, with tracer and self destruction)
-Panzergranate L'spur (134g AP with tracer)
-Panzergranate (134g AP)

MG FF/M:
-Panzergranate (115g AP)
-Panzerbrandgranate Phosphor o.Zerl (115g AP/I without self destruction)
-Panzersprenggranate L'spur m.Zerl (115g AP with small HE payload, with tracer and self destruction)
-Brandsprenggranate L'spur m.Zerl (115g HE/I with tracer and self destruction)
-Brandgranate L'spur o.Zerl (115g I with tracer without self destruction)
-M-Geschoss m.Zerl (92g HE with self destruction)

Please note that;
1. the change of the "Panzerbrandgranate" with "Panzergranate" is purely a name change as it was a pure AP round even in "vanilla Clod".
2. we removed the "Panzerbrandgranate (Elektron)" and filled it's place with the "Panzersprenggranate" since there is no reason to keep both the "Phosphor" and "Elektron" variants of this round (The game engine can't model the "Elektron's" historical payload of elektronthermit)
================================================== ==============

Maps

* Winter map
* Autumn map
* English Channel Summer alternative map re-texture.
* Clip maps re-texture for map beyond distance Lod.
* Spectral horizon lod changed for distant buildings.
* Removed Yellow Lod bug on buildings at night.
* Removed building lights at night.
*Tree Color changed
* Bomb Craters texture changed.
* Bomb Craters added to FMB for mission creation.
* Vertical grass textures re-textured.
* Runways and taxiways re-textured.

New Missions

* Night time intercept over London mission. Blenheim and Hurricane NF intercept of single bombers.
* Dawn Patrol-defense of invasion barges over Boulogne against multiple RAF bombers. 110 NF version (airstart) and a 109 (scramble). Use flak and searchlights to find targets.

Skins

* Historical markings for all marks of the bf 109. Historical paint schedules for the different stages of BoB will be supplied as separate downloads.

BF 110:

* Added NJG 1 to the Zerstoerer/Destroyer selection menu with a skin for each Staffel
Warning: the installation of the hakenkreuz mod will cause a failure with the balkenkreuz (swastika instead of crosses)

---------------------------------------------------------------------------------------------------------------------------------------------



Look forward to your thoughts, cheers, TF

Screamadelica
Oct-16-2013, 20:28
Awesome, just freaking awesome! :thumbsup: Can't wait for download time. Thanks again to Team Fusion for all your hard work. Salute.

ATAG_Deacon
Oct-16-2013, 20:30
Awesome work. Thanks for everything you've given the community! :salute::salute::salute:

Friday can't get here soon enough! :thumbsup:

ATAG_Lolsav
Oct-16-2013, 20:44
Long read, took mental note of my beloved G50. Thanks to all a thousand times. And now i will be eagerly waiting to see how she handles.

Dutch
Oct-16-2013, 21:02
Well, not bad, I suppose. :)

(The English blokes will get this, I hope. :D)

Old_Canuck
Oct-16-2013, 21:05
That was fast. I thought you were still in bed.

RAF74_Buzzsaw
Oct-16-2013, 21:12
Thanks to Old Canuck for editing and making sense of it all. :thumbsup:

ATAG_Naz
Oct-16-2013, 21:22
:yikes:
:bravo::kiss:
:alcohol:

DUI
Oct-16-2013, 21:43
What a readme - surely took you days to write it all down. :)

Really exciting stuff! Looking very much forward to flying v4.0!

Cybermat47
Oct-16-2013, 22:06
When you've put up the download link, have a drink on us :thumbsup:

Ohms
Oct-16-2013, 22:11
WOW:thumbsup:

Old_Canuck
Oct-16-2013, 22:25
What a readme - surely took you days to write it all down. :)

Really exciting stuff! Looking very much forward to flying v4.0!

The team did such a fine job in their written presentations, it was mostly a matter of copy/paste - cut/paste and move the puzzle pieces around. I wish the whole community could witness like I did how this dedicated team works together so efficiently with very little drama.

Personally, I can't wait to throw that new Tiger moth around in the sky.

Bear Pilot
Oct-16-2013, 23:05
:yikes:
:bravo::kiss:
:alcohol:

What Naz said :thumbsup: :salute:

Combat Wombat
Oct-16-2013, 23:09
Commendable work Team Fusion :thumbsup: also a greatful thanks for all your hard work from just a guy who likes to fly ,So much to explore in this No1 world class simulator Thankyou.

Skoshi_Tiger
Oct-16-2013, 23:34
Wow!

Looking forward to downloading!

Cheers!

StormBat
Oct-17-2013, 00:35
Is it Friday yet? :flying2:

trooph
Oct-17-2013, 02:40
F5 :)

Kling
Oct-17-2013, 03:05
Guys be careful with the 109s now! Especiallyat low alt! The new elevator control at high speed will make it difficult to pull out of dives at high speed... BnZ will get harder, believe me!;)

Did a 1vs1 with me in a Hurricane (which is deadly now at low speed btw) and a fellow beta tester in a 109E4 had he couldnt get a shot at me while BnZing for prob 15mins. A turn at the exact moment and the 109 would unsuccessfully zoom by at high speed.

Tvrdi
Oct-17-2013, 03:19
http://www.okayplayer.com/wp-content/uploads/2013/03/Oh_My_God-0013.jpg

HaJa
Oct-17-2013, 03:36
:-):flying2::hbd:

Hood
Oct-17-2013, 03:39
Very good indeed!

With the damage modelling, as the 109 radiator hit box now been reduced so it is not the entire inner section of wing, and does the Spitfire now have a radiator hit box?

Many thanks

Hood

92 Sqn. Karma
Oct-17-2013, 03:43
You guys have clearly been working your tails off - anticipation lacking appropriate superlative!!!i

Taff In Exile
Oct-17-2013, 03:53
Wow....just Wow this looks amazing! a blennie fighter! holy poop! :)
Thankyou TF

Karaya
Oct-17-2013, 03:55
Very interesting readme, looking forward to 4.00!

a quick question though:

Does the 110C-7s now feature MGFF/M cannons instead of MGFF?

Combat Wombat
Oct-17-2013, 04:01
Is it Friday yet? :flying2:

It's Friday for me in a little less than 5 hrs :D does this mean i get the patch first :-P

No601_Merlin
Oct-17-2013, 04:02
Thanks TF, Xmas came early.

MadTommy
Oct-17-2013, 04:18
Well, not bad, I suppose. :)

(The English blokes will get this, I hope. :D)

Yeah it's alright.. change log is missing the details i'd expect from TF. :pff:

92 Sqn. Philstyle (QJ-P)
Oct-17-2013, 04:23
I've noticed some grammatical errors......



:-P

Mattias
Oct-17-2013, 04:25
Does the 110C-7s now feature MGFF/M cannons instead of MGFF?

Yes :thumbsup:
And the 110C-4 as well :thumbsup:

papa_osi
Oct-17-2013, 04:38
Impressive work. Thank you TF.

OBT~Mikmak
Oct-17-2013, 04:41
F5 :)

What does mean "F5" ?

II./JG1_Baron
Oct-17-2013, 04:41
Looks awesome - cant wait :thumbsup:

Meaks
Oct-17-2013, 04:42
Woa.....this makes excellent reading for us Hurricane pilots,thanks very much TF :thumbsup:

hnbdgr
Oct-17-2013, 04:44
Bravo! Roll on download time!

Tvrdi
Oct-17-2013, 04:48
What does mean "F5" ?

refreshing browser cache or reloading web page if you please

Ctrl e
Oct-17-2013, 04:52
Incredible work blokes.

9./ZG26Eicken
Oct-17-2013, 05:10
Sooon soooon *strokes his cliffs of dover folder*

archer11
Oct-17-2013, 05:20
Absolutely awesome, incredible, great! :satisfied:
Now I have to look for my jaw, it just fell beyond my desk. Hope I'll find it, before the dogs get it.

trooph
Oct-17-2013, 06:08
What does mean "F5" ?

That im beggining to bomb this forum with f5 (which is standart refresh button for all web browsers) until i get a nice post saying that version 4.0 is released :D

LcSummers
Oct-17-2013, 06:38
Wow,

fantastic, so much news here, do to read more times to understand fully because i cant belieave it. Great work TF!!:recon:

S!!:)

SoW Reddog
Oct-17-2013, 06:45
No mention of the LOD fix? Is this intentional ie we all know about it, or it's not made it into the patch, or its an oversight/Reddog's an idiot and can't read?

Also, this is excellent, just pissed I'm gonna miss out on a week's worth of new patch while i'm away.

Mysticpuma
Oct-17-2013, 06:50
Reddog, you did watch the video didn't you?

loD fix included ;)

ATAG_Lolsav
Oct-17-2013, 06:53
Reddog, you did watch the video didn't you?

loD fix included ;)

I think he knows that and i think what he was expecting was a bit more elaborated explanation of the solution that was found to fix it.

SoW Reddog
Oct-17-2013, 07:14
Reddog, you did watch the video didn't you?

loD fix included ;)

Nope. Not yet. I just expected the damn readme to be comprehensive. I've said it before and I'll have to say it again, "what the hell are we paying you guys for?" shoddy. pmsl.:devilish:

I'm watching the video as soon as I can but work's internet connection is shall we say sub-optimal?

Continu0
Oct-17-2013, 07:22
First Part translated to german, should be able to provide the rest within the next 6 hours:

Team Fusion Version 4.0 readme

README - Überblick

Flugzeuge

* Historische Markierungen für alle bf 109-Varianten
* Schwarze Linie an der Nase der 109 entfernt (alle bf 109-Varianten)
* Instrumente der bf 109 korrigiert
* Grösse des Reflexvisiers C12/C & /D in deutschen Fliegern korrigiert
* Position des Licht-Schalters in deutschen Flugzeugen korrigiert
* Drehzahlanzeige in der Bf 110 korrigiert
* Hinzugefügt: Nachtjagdgeschwader 1 (Bf110) mit entsprechenden Tarnschemen
* Cockpitbeleuchtung der Hurricane korrigiert
* Frontschutzscheibe in der Nachtjäger-Variante der Hurricane „geputzt“
* Intensität des Reflexvisier-Fadenkreuzes bei Tag erhöht.
* Blaues Fadenkreuz bei ausgeschaltetem Reflexvisier entfernt
* Neue Flugzeuge hinzugefügt (KI und Spielerflugzeuge)
* Möglichkeit hinzugefügt, persönliche Fotos ans Instrumentenbrett zu kleben

Flugmodelle

* Flugmodellanpassungen: Manöver bei hoher Geschwindigkeit, Rollrate bei tiefen Geschwindigkeiten und Überhitzungsverhalten der Motoren geändert
* Verhalten bei Strömungsabriss bei der Bf 109, Spitfire, Hurricane und Bf 110 geändert

Generel

* Hintergrundbilder geändert. Mit freundlicher Genehmigung werden die Bilder von rOEN911 verwendet. Seine Arbeiten kann man hier bewundern: http://roen911.deviantart.com/
* Teamspeak Interface zu den Info-Fenstern im Spiel hinzugefügt
* Zwei neue Bedienungsbefehle hinzugefügt, mit denen gezoomt werden kann. Die Tasten können im „Kamera“ Menü unter Optionen belegt werden.
* Fahrbare Panzer und Artillerie hinzugefügt. Das ganze ist noch stark in Arbeit, aber wir haben beschlossen, euch am Spass teilhaben zu lassen. Nicht alle Fahrzeuge sind Fahrbar.
* Wolken erscheinen nun langsamer im Bild und „poppen“ nicht mehr einfach auf.
* In der Nacht verursachen Wolken nun nicht mehr ein komplett weisses Bild.
* Kondensstreifen haben nun die selbe Farbe wie Höhen-Wolken.
* Kleine weisse Wolken (verursacht durch Treffer am Flugzeug) in den aufgenommenen Tracks entfernt.
* Einen Fehler entfernt, der ein komplett weisses Bild im Spitfire Cockpit-Glas zur Folge hatte (Ursache: Sonne)
* Streulicht durch das Reflexvisier und andere Beleuchtungen im Cockpit verringert.
* Grafikcode für Wolken, Feuer, Explosionen, Wasserspritzer optimiert (Mehr FPS in der Nähe dieser Effekte).
* Explosionen und Feuer verursachen mehr Streulicht in der Nacht.
* Pistenbeleuchtungen scheinen nun nicht mehr durch das Cockpit.
* Suchscheinwerfer wurden wieder eingeschaltet. Leider funktionieren Sie nach wie vor nur beim erstmaligen Start einer Mission. Danach ist ein Neustart des Spiels nötig. Wir arbeiten dran.
* Der Mond schaut nun nicht mehr wie eine Glühbirne aus
* In der Nacht sind die Farben nun weniger gesättigt
* Wasser reflektiert nun Licht etwas mehr
* Sichtbarkeit von Flugzeugen auf mittlerer Distanz verbessert
* Effekt von Auspuffflammen verstärkt
* Beleuchtungen von Gebäuden korrigiert
* Verfügbare Munition für die Deutschen MG FF und MG FF/M historischen Quellen angepasst angepasst.
* Verschiedene Korrekturen zur Waffenbalistik.
* Darstellung der Leuchtspurgeschosse korrigiert (Grösse und Darstellung)
* Rauchspiralen der Kanonengeschosse überarbeitet
* DeWilde-Munition überarbeitet
*Schatten von Explosionen und Rauch entfernt
* Effektivität von Beobachtungs- und Explosionsgeschossen überarbeitet
* Reflexionen von Flugzeugen überarbeitet. Diese sehen nun realistischer aus
* Fehler korrigiert, bei dem die Sirene der Ju87 und die Spinner der Blenheim sich in Würfel verwandelt haben
* Folgende Sounds korrigiert: Bombengeräusche, Artillerie/Panzer-Einschlaggeräusche, Geräusch bei Beschuss, Absturzgeräusch, Sounds beim Rollen auf der Startbahn, Zug-Explosions-Geräusche, Luftstromgeräusch im Inneren des Cockpits.


================================================== ====
* Tschechische Sprache hinzugefügt. Anleitung:
To turn on Czech language, add "GameLanguage=Czech" to the "MOD" section in the confuser.ini.
Should the MOD section not exist, Simply copy and paste these lines to the bottom of the file.
Code:
[MOD]
GameLanguage=Czech
================================================== ====
* Wolken werden nun in 3x so grosser Distanz angezeigt.

Bemerkung: um diese Korrektur anzuwenden, füge „ExtendCloudsDistance=yes“ in der "[MOD]"-Sektion im file: confuser.ini hinzu.

Beispiel:
[MOD]
GameLanguage=Russian
UseOldHumans=Yes
ExtendCloudsDistance=yes
================================================== ====

Karten

* Karten mit neuen Texturen versehen, Beleuchtung und Farben überarbeitet.

Neue Missionen

* 2 Schnellmissionen hinzugefügt: Luftkampf bei Nacht.

Tarnschemen

* Historische Tarnschemen für alle Versionen der Bf 109.

Meaks
Oct-17-2013, 07:27
@ TF........guys just a thought,will the FM model manuals on Wiki be updated to reflect the new updates ?...........these have been a great source of help to our new pilots as they join our squadron for the first time,not to mention old lags like myself.

Blind Lemon
Oct-17-2013, 07:46
Great Going guys

Like sands in an hour glass . . . . .

Cheers

4940

BL

ATAG_Jeepy
Oct-17-2013, 08:22
My O`my.. A BIG Salute to You All involved !!

Impressive work here..!

322SQN_Dusty
Oct-17-2013, 08:40
Skins

BF 110:

* Added NJG 1 to the Zerstoerer/Destroyer selection menu with a skin for each Staffel
Warning: the installation of the hakenkreuz mod will cause a failure with the balkenkreuz (swastika instead of crosses)

---------------------------------------------------------------------------------------------------------------------------------------------


Does this involve just the 110? Or all Luftwaffe aircraft..

VO101_Kurfurst
Oct-17-2013, 09:00
That patch readme pretty much sums up what the Il-2 community was asking for years, i.e. credible and historically accurate FM without compromises, interesting variants and stunning graphics !

Thanks guys for all the hard work, looking forward to check it out!

TWC_BikerJack
Oct-17-2013, 09:05
Wow! I take my hat off to you guys!:cheers:

LG1.Klein
Oct-17-2013, 09:14
Bf-110's

All Bf-110's have had their High Speed Maneuverability, Roll, Climb and Overheat revised to better reflect the historical record.


So what specifically where the changes? Faster? Slower? Reduced? Increased?

vranac
Oct-17-2013, 09:21
Great :thumbsup:

But I'm concerned about this quote:


In the interest of providing a more accurate FM, but also a competitive aircraft for the Blue side which can match up with the Spitfire IIA, the E-4N now has 1.42ata WEP power enabled as well as the increased climb rate setting. The E-4N also has a more critical window for overheat modelling, so pilots should exercise caution and use appropriate radiator settings when using WEP power or Accelerated Climb settings.

I really don't know what are you talking about here. Spit IIa have a very slim chance against 109E4. Tried it many times 1 vs 1 , merge on same altitude and E and after the first merge
109 completely overtake control of the battle. Not to mention E4N.

Current Spit IIa is not the one from the old 1.05 patch and earlier ones.

I'm flying both sides.

ATAG_Colander
Oct-17-2013, 09:33
Don't be concerned... Wait till you try the new FMs :D



Great :thumbsup:

But I'm concerned about this quote:



I really don't know what are you talking about here. Spit IIa have a very slim chance against 109E4. Tried it many times 1 vs 1 , merge on same altitude and E and after the first merge
109 completely overtake control of the battle. Not to mention E4N.

Current Spit IIa is not the one from the old 1.05 patch and earlier ones.

I'm flying both sides.

Mattias
Oct-17-2013, 09:35
I really don't know what are you talking about here. Spit IIa have a very slim chance against 109E4. Tried it many times 1 vs 1 , merge on same altitude and E and after the first merge
109 completely overtake control of the battle. Not to mention E4N.

Current Spit IIa is not the one from the old 1.05 patch and earlier ones.

I'm flying both sides.

:salute:

Please read the whole paragraph :thumbsup:


109E-4N

In TF 3.0 and TF 3.01, the E-4N was limited to 1.35ata, based on reports indicating the DB601N engine was de-rated by the Luftwaffe for maintenance reasons. However, it seems the time period of this ratings is not conclusively known, and it is quite likely the de-rating happened after the battle was over.

Further research has also indicated the TF 3.0/3.01 E-4N performance was overrated, the climb and speed performance were not achievable with the reduced power settings seen with that aircraft.

In the interest of providing a more accurate FM, but also a competitive aircraft for the Blue side which can match up with the Spitfire IIA, the E-4N now has 1.42ata WEP power enabled as well as the increased climb rate setting. The E-4N also has a more critical window for overheat modelling, so pilots should exercise caution and use appropriate radiator settings when using WEP power or Accelerated Climb settings.

Black
Oct-17-2013, 09:35
Great :thumbsup:

But I'm concerned about this quote:



I really don't know what are you talking about here. Spit IIa have a very slim chance against 109E4. Tried it many times 1 vs 1 , merge on same altitude and E and after the first merge
109 completely overtake control of the battle. Not to mention E4N.

Current Spit IIa is not the one from the old 1.05 patch and earlier ones.

I'm flying both sides.

Remember what happened when we did this 1v1 with equal energy mate ;)

Real men will still fly the normal E4 and let terror rain on the Spitfire, don't worry :D There is no reason to be concerned in my opinion!

92 Sqn. Philstyle (QJ-P)
Oct-17-2013, 09:38
Vranac, real men will still fly the normal E4 and let terror rain on the Spitfire, don't worry :D

Real men will now fly the Hurricane!


HURRICAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANE POWER!

ATAG_Lolsav
Oct-17-2013, 09:40
G50 for tall, strong and beautifull macho man

ATAG_Colander
Oct-17-2013, 09:41
G50 for tall, strong and beautifull macho man

So you fly a tigermoth ? :P

9./JG52 Ziegler
Oct-17-2013, 09:42
Remember what happened when we did this 1v1 with equal energy mate ;)

Real men will still fly the normal E4 and let terror rain on the Spitfire, don't worry :D There is no reason to be concerned in my opinion!

Great Going guys

Like sands in an hour glass . . . . .

Cheers



:thumbsup: Aw Yeeah!
Great job on the read me.

Funny stuff Blind lemon :)

ATAG_Lolsav
Oct-17-2013, 09:44
So you fly a tigermoth ? :P

TigerMoth is for small,smelly and feminine voice pitch man

92 Sqn. Philstyle (QJ-P)
Oct-17-2013, 09:53
TigerMoth is for small,smelly and feminine voice pitch man

No, Tigermoth is for "I stand in the snow shaking my fist at Satan himself man"

VO101_Kurfurst
Oct-17-2013, 10:01
Any chance of publishing performance graphs? (the usual speed/climb vs altitude)

p.s. and just for the record, I am very sceptical about the DB 601N ever operating on 1.42ata. That may have been the design goal with an output of 1400 PS max, but I doubt they ever cleared it for anything else than 1.35ata.

Therfore, I demand, on the verge of hysterics the utter and immidiate nerfing of the E-4/N to 1.35ata performance levels. Which are completely unkknown and at best could be calculated from known tests of Bf 109E. Which are highly debated also. :D :D

Wow, that's a a first.

ATAG_Lolsav
Oct-17-2013, 10:03
No, Tigermoth is for "I stand in the snow shaking my fist at Satan himself man"

Yeah, but with a empty fist and verbalizing all sort of insults to enemie, because the KittenMoth has no bullets!

Black
Oct-17-2013, 10:23
Yeah, but with a empty fist and verbalizing all sort of insults to enemie, because the KittenMoth has no bullets!


It's named Tigersloth! When will you guys finally learn that? :grrr:

Blitzen
Oct-17-2013, 10:24
http://i34.photobucket.com/albums/d116/jamesdietz/tumblr_lfk7buTuT71qzdvhio1_r7_1280.jpg (http://s34.photobucket.com/user/jamesdietz/media/tumblr_lfk7buTuT71qzdvhio1_r7_1280.jpg.html)
Will be there with ATAG donation in hand!:thumbsup:

9./JG52 Jamz Dackel
Oct-17-2013, 10:31
Any chance of publishing performance graphs? (the usual speed/climb vs altitude)

p.s. and just for the record, I am very sceptical about the DB 601N ever operating on 1.42ata. That may have been the design goal with an output of 1400 PS max, but I doubt they ever cleared it for anything else than 1.35ata.

Therfore, I demand, on the verge of hysterics the utter and immidiate nerfing of the E-4/N to 1.35ata performance levels. Which are completely unkknown and at best could be calculated from known tests of Bf 109E. Which are highly debated also. :D :D

Wow, that's a a first.

Lol... I love you Kurfurst

92 Sqn. Philstyle (QJ-P)
Oct-17-2013, 10:38
Lol... I love you Kurfurst

ManLove = BAN.

9./JG52 Jamz Dackel
Oct-17-2013, 10:45
ManLove = BAN.

Things are obviously changing around here Phil and you need to move ahead with the times

VO101_Kurfurst
Oct-17-2013, 10:46
Lol... I love you Kurfurst

Whiner first, Luftwhiner second! :-)

Vencejo
Oct-17-2013, 10:53
Thanks, TF boys!
Very very thanks.

RedBeard
Oct-17-2013, 10:56
Epic

selev
Oct-17-2013, 11:47
Thank you one and all Team Fushion for all your hard work to get this patch ot ... looking forward to Friday more than usual !:thumbsup:

Old_Canuck
Oct-17-2013, 11:57
I've noticed some grammatical errors......



:-P

Grammatical errors has beed forgiven.

102nd-YU-vukac
Oct-17-2013, 12:07
:clap::clap::clap::clap::clap::clap::snoopy:

Continu0
Oct-17-2013, 12:11
Full German Version

Team Fusion Version 4.0 readme

README - Überblick

Flugzeuge

* Historische Markierungen für alle bf 109-Varianten
* Schwarze Linie an der Nase der 109 entfernt (alle bf 109-Varianten)
* Instrumente der bf 109 korrigiert
* Grösse des Reflexvisiers C12/C & /D in deutschen Fliegern korrigiert
* Position des Licht-Schalters in deutschen Flugzeugen korrigiert
* Drehzahlanzeige in der Bf 110 korrigiert
* Hinzugefügt: Nachtjagdgeschwader 1 (Bf110) mit entsprechenden Tarnschemen
* Cockpitbeleuchtung der Hurricane korrigiert
* Frontschutzscheibe in der Nachtjäger-Variante der Hurricane „geputzt“
* Intensität des Reflexvisier-Fadenkreuzes bei Tag erhöht.
* Blaues Fadenkreuz bei ausgeschaltetem Reflexvisier entfernt
* Neue Flugzeuge hinzugefügt (KI und Spielerflugzeuge)
* Möglichkeit hinzugefügt, persönliche Fotos ans Instrumentenbrett zu kleben

Flugmodelle

* Flugmodellanpassungen: Manöver bei hoher Geschwindigkeit, Rollrate bei tiefen Geschwindigkeiten und Überhitzungsverhalten der Motoren geändert
* Verhalten bei Strömungsabriss bei der Bf 109, Spitfire, Hurricane und Bf 110 geändert

Generell

* Hintergrundbilder geändert. Mit freundlicher Genehmigung werden die Bilder von rOEN911 verwendet. Seine Arbeiten kann man hier bewundern: http://roen911.deviantart.com/
* Teamspeak Interface zu den Info-Fenstern im Spiel hinzugefügt
* Zwei neue Bedienungsbefehle hinzugefügt, mit denen gezoomt werden kann. Die Tasten können im „Kamera“ Menü unter Optionen belegt werden.
* Fahrbare Panzer und Artillerie hinzugefügt. Das ganze ist noch stark in Arbeit, aber wir haben beschlossen, euch am Spass teilhaben zu lassen. Nicht alle Fahrzeuge sind Fahrbar.
* Wolken erscheinen nun langsamer im Bild und „poppen“ nicht mehr einfach auf.
* In der Nacht verursachen Wolken nun nicht mehr ein komplett weisses Bild.
* Kondensstreifen haben nun die selbe Farbe wie Höhen-Wolken.
* Kleine weisse Wolken (verursacht durch Treffer am Flugzeug) in den aufgenommenen Tracks entfernt.
* Einen Fehler entfernt, der ein komplett weisses Bild im Spitfire Cockpit-Glas zur Folge hatte (Ursache: Sonne)
* Streulicht durch das Reflexvisier und andere Beleuchtungen im Cockpit verringert.
* Grafikcode für Wolken, Feuer, Explosionen, Wasserspritzer optimiert (Mehr FPS in der Nähe dieser Effekte).
* Explosionen und Feuer verursachen mehr Streulicht in der Nacht.
* Pistenbeleuchtungen scheinen nun nicht mehr durch das Cockpit.
* Suchscheinwerfer wurden wieder eingeschaltet. Leider funktionieren Sie nach wie vor nur beim erstmaligen Start einer Mission. Danach ist ein Neustart des Spiels nötig. Wir arbeiten dran.
* Der Mond schaut nun nicht mehr wie eine Glühbirne aus
* In der Nacht sind die Farben nun weniger gesättigt
* Wasser reflektiert nun Licht etwas mehr
* Sichtbarkeit von Flugzeugen auf mittlerer Distanz verbessert
* Effekt von Auspuffflammen verstärkt
* Beleuchtungen von Gebäuden korrigiert
* Verfügbare Munition für die Deutschen MG FF und MG FF/M historischen Quellen angepasst angepasst.
* Verschiedene Korrekturen zur Waffenballistik.
* Darstellung der Leuchtspurgeschosse korrigiert (Grösse und Darstellung)
* Rauchspiralen der Kanonengeschosse überarbeitet
* DeWilde-Munition überarbeitet
*Schatten von Explosionen und Rauch entfernt
* Effektivität von Beobachtungs- und Explosionsgeschossen überarbeitet
* Reflexionen von Flugzeugen überarbeitet. Diese sehen nun realistischer aus
* Fehler korrigiert, bei dem die Sirene der Ju87 und die Spinner der Blenheim sich in Würfel verwandelt haben
* Folgende Sounds korrigiert: Bombengeräusche, Artillerie/Panzer-Einschlaggeräusche, Geräusch bei Beschuss, Absturzgeräusch, Sounds beim Rollen auf der Startbahn, Zug-Explosions-Geräusche, Luftstromgeräusch im Inneren des Cockpits.


================================================== ====
* Tschechische Sprache hinzugefügt. Anleitung:
Um Tschechisch zu wählen, füge "GameLanguage=Czech" in der "MOD" –Sektion im file confuser.ini ein.
Beispiel:

[MOD]
GameLanguage=Czech
================================================== ====
* Wolken werden nun in 3x so grosser Distanz angezeigt.

Bemerkung: um diese Korrektur anzuwenden, füge „ExtendCloudsDistance=yes“ in der "[MOD]"-Sektion im file: confuser.ini hinzu.

Beispiel:
[MOD]
GameLanguage=Russian
UseOldHumans=Yes
ExtendCloudsDistance=yes
================================================== ====

Karten

* Karten mit neuen Texturen versehen, Beleuchtung und Farben überarbeitet.

Neue Missionen

* 2 Schnellmissionen hinzugefügt: Luftkampf bei Nacht.

Tarnschemen

* Historische Tarnschemen für alle Versionen der Bf 109.


README Komplette Version

Flugzeuge

* Neue Flugzeuge:
Bf-109E-1B
Bf-110C-2
Bf-110C-4N
Bf-110C-4NJG (Nachtjäger)
Bf-110C-7 Späte Version
BlenheimMkIF (Nur KI)
BlenheimMkINF (Nur KI, Nachtjäger)
BlenheimMkIVF
BlenheimMkIVNF (Nachtjäger)
HurricaneMkI-NF (Nachtjäger)
Sunderland with bomber capacity (Nur KI)
* Reflexvisier C12/C und C12/D (Bf 109 E-4/B, Bf 110 C-7) korrigiert. Das Fadenkreuz wird nun beim Zoomen in der korrekten Grösse angezeigt.
* Position des Lichtschalters in deutschen Flugzeugen korrigiert.
Der weisse Pfeil zeigt nun auf „Aus“ wenn das Visier ausgeschaltet ist.
* Reflektionen von Flugzeugen:

Man erhält nach wie vor ein Flugzeug, welches weniger reflektiert wenn man die Alterung des Flugzeuges auf 100% setzt, aber der Unterschied zwischen 0% und 100% ist nun nicht mehr so extrem. Selbst gealterte Flugzeuge reflektieren noch Licht. Deutsche Flugzeuge reflektieren etwas mehr als englische. Wir glauben, dass dies historisch korrekt ist.
* Reflektionen bei Glaskrazern und nicht ganz Perfekten Hauben hinzugefügt.

Bf 110:

* Drehzahlanzeige korrigiert. Es wird nun die historisch korrekte Anzeige verwendet. (FL-20286-3). Die Markierungen für d/30'/5' (or 1-2') wurden korrekt positioniert.

Ju 88:

* Problem behoben, bei dem das Spiel abstürzt, wenn man zum Bombenvisier der Ju 88 wechselt.

Flugmodelle der einmotorigen Flieger

Verhalten bei Strömungsabrissen

1) Strömungsabrissverhalten der Bf 109 angepasst. Die Bf 109 ist nun am Anfang des Strömungsabrisses etwas freundlicher und rutscht weniger schnell über einen Flügel ab. Die Steuerung wird beim Strömungsabriss zäher, man verliert aber nicht gleich die Kontrolle sondern verliert an Höhe. Dies entspricht eher historischen Tests. Die Bf 109 kurvt nach wie vor gleich gut, es wurde nur das Flugverhalten bei Strömungsabriss geändert.

2) Strömungsabrissverhalten der Spitfire geändert. Die Spitfire rollt nun etwas stärker über einen Flügel ab, wenn man zu stark zieht. Dies passiert vor allem bei Manövern bei hoher Geschwindigkeit. Auch dies entspricht besser historischen Tests. Die Anzahl Umdrehungen um aus dem Trudeln zu kommen wurde korrigiert. Auch hier wurde nur das Verhalten bei Strömungsabriss, aber nicht das Kurvenverhalten geändert.

3) Strömungsabrissverhalten der Hurricane angepasst. Anzahl Umdrehungen um aus dem Trudeln zu kommen entsprechen nun den historischen Tests.

4) Strömungsabriss der Bf 110 angepasst. Die 110 rutscht nun gemäss historischen Tests weniger über einen Flügel ab. Auch hier wurde das Kurvenverhalten nicht geändert.

Manöver bei hoher Geschwindigkeit

Alle Flugzeuge reagieren nun langsamer auf Steuerbefehle bei hoher Geschwindigkeit. Dies betrifft sowohl Höhen- als auch Querruder. Diese neuen Effekte variieren bei den Verschiedenen Flugzeugtypen und entsprechen historischen Quellen.


Bf 109

Piloten werden bemerken, dass ab ca. 320 km/h das Höhenruder langsamer beginnt zu reagieren. Bei 600 km/h wird voller Ruderausschlag am Joystick nur eine limitierte Reaktion des Flugzeugs zur Folge haben. Das Höhenruder beginnt bei 400 km/h steifer zu werden. Je schneller das Flugzeug, desto geringer die Reaktion auf Höhenruderbewegungen.

Spitfire

Die Rollrate der Spitfire verhält sich ähnliche wie die der Bf 109, die Reduktion der Querrudersteuerung beginnt aber bei langsamerer Geschwindigkeit, nimmt dafür aber auch langsamer zu. Bei 600 km/h verhält sich die Spitfire aber wieder praktisch identisch wie die Bf 109. Das Höhenruder der Spitfire bleibt auch bei hohen Geschwindigkeiten effektiv, Piloten sollen aber gewarnt sein: Da härtere Kurven geflogen werden können, steigt auch die Gefahr, dass der Flügel durch die G-Kräfte abgerissen wird.



Hurricane

Die Querruder der Hurricane bleiben auch bei hoher Geschwindigkeit relativ effektiv, die Effektivität des Höhenruders bei hohen Geschwindigkeiten liegt zwischen der Spitfire und der Bf 109. Auch bei der Hurricane können Schäden durch zu starke G-Kräfte entstehen.

Rollraten bei tiefer Geschwindigkeit

Nach sorgfältigem Studium von historischen Dokumenten wurde das Rollverhalten der Bf 109 bei tiefen Geschwindigkeiten geändert. Die Bf 109 rollt nun schneller als die Spitfire und die Hurricane und hat somit bei Rollmanövern bei tiefer Geschwindigkeit einen leichten Vorteil gegenüber den englischen Jägern.


Überhitzungsverhalten der Motoren

Dies wurde für alle Flugzeuge überarbeitet um historischen Quellen zu entsprechen. Die Flugzeuge überhitzen nun unter 3000 Meter schneller und unendlich langes Fliegen bei Vollgas ist nicht mehr möglich. In grösseren Höhen, speziell ab 6000 Meter ist die Wahrscheinlichkeit nun geringer, den Motor zu überhitzen.

Bf 109 Steigleistung, Lader und Gipfelhöhen

Alle Bf 109 Varianten wurden bei den Steigeigenschaften überarbeitet um historischen Quellen besser zu entsprechen. Generell wird die Leistung in tiefen Höhen besser, in hohen Höhen schlechter sein.

Alle 109 Supercharger Full Throttle Heights wurden auf ein historisches Niveau gesenkt. In TF 3.0 und TF 3.01 wurden die FTH`s künstlich erhöht, damit die korrekte Gipfelhöhe erreicht werden konnte. Da Team Fusion nun den Spielcode besser versteht, können wir die FTH herabsenken, ohne dass die Steigfähigkeit oder die Gipfelhöhe darunter leidet. Diese Änderung erlaubt es auch, höherer Drehzahlen über 6000 Meter zu verwenden.

Alle Veränderungen wurden durchgeführt um die Simulation näher an die Realität zu bringen.

Bf 109: Maximale Drehzahl über 6000 Meter

Im Herbst 1940 wurde es den Piloten erlaubt, höhere Drehzahlen über 6000 Meter zu verwenden (Motoren: DB601A und DB601N). Dies wurde im Spiel ebenfalls so umgesetzt.

DB601A: 2600 Umdrehungen über 6000 Meter (109E-1, E-1B, E-3, E-3B, E-4, E-4B)

DB601N: 2800 Umdrehungen über 6000 Meter (109E-4N)

Es gibt Indizien dafür, das Piloten die höheren Drehzahlen schon vor der offiziellen Erlaubnis gebraucht haben. Auf jeden Fall sollten höhere Drehzahlen nur vorsichtig verwendet werden. Die Überhitzungsgefahr steigt.

109E-4N

Im TF 3.0 und TF 3.01 - Patch, die E-4N war auf 1.35ata limitiert. Dies basierte auf Berichten, gemäss denen der DB601N-Motor aus Wartungstechnischen Gründen limitiert wurde. Wie es jedoch scheint, ist die Zeitperiode der Limitierung nicht gänzlich bekannt und es ist wahrscheinlich dass die Limitierung erst nach der Luftschlacht um England vorgenommen wurde.

Weitere Nachforschungen haben zudem gezeigt, dass die E-4N in den Patches 3.0 und 3.1 zu stark war. Mit den limitierten Motorleistungen des Flugzeugs konnten die Geschwindigkeiten und Steigleistungen in der Realität nicht erreicht werden.

Um ein historisches Flugmodell beizubehalten und um der Blauen Seite ein Flugzeug zur Verfügung zu stellen, welches der Spitfire llA ebenbürtig ist, wurde die E-4N nun mit eine 1.42ata-Notleistung ausgestattet. Weiter kann im Steigflug nun auf leicht höherer Motorleistung geflogen werden. Dafür ist die E-4N nun empfindlicher gegenüber Motorüberhitzung. Piloten sollten also vorsichtig fliegen und die Kühler im Auge behalten.

Alles in allem ist das neue Modell der E-4N nun so genau nachgebildet, wie es Nachforschungen und historische Dokumente erlauben.

Die neuen Leistungsgrenzen

30 Minuten Steigflug: 1.25ata/2400rpm
10 Minuten starker Steigflug: 1.35ata/2400rpm
5 Minuten erhöhte Leistung: 1.35ata/2600rpm
1 Minute Notleistung: 1.42ata/2600rpm

Höhenrudertrimmung: Standardposition korrigiert

Alle Bf 109-Varianten spawnen nun mit der historischen korrekten Standard-Trimmeinstellung. Die Trimmung ist in dieser Position für 344 km/h im Geradeausflug eingestellt. Vorher war die Trimmung für 510km/h im Geradeausflug eingestellt.

Hurricane Flugmodell

Das Flugmodell der Hurricane wurde bezüglich Steigverhalten, Strömungsabrissverhalten, Kurven- und Rollverhalten stark überarbeitet und entspricht nun besser historischen Quellen. Die Änderungen verbessern die Leistungen der Hurricane speziell in grossen Höhen

Es wurde eine Nachtjägerversion der Hurricane Mk I Rotol 100 octane hinzugefügt.

Fiat G-50 Flugmodell

Das Steigerverhalten, die Rollrate und Manöverierbarkit der G-50 wurde stark überarbeitet. Die G-50 war zu schwach bezüglich Steigleistung , hat nun aber eine Steigleistung welche jene der Hurricane im Bereich 0-3000 Meter sogar übertrifft.

Tiger Moth

Motor, Geschwindigkeit, Steigfähigkeit, Manöverierbarkeit und Überhitzungsverhalten der Tiger Moth wurden überarbeitet. Das Flugmodell entspricht jetzt eher dem leichten Akrobatiktrainer, der die Tiger Moth in der Realität war.


Flugmodelle zweimotoriger Flieger

Blenheim IVF

Die Manöverierfähigkeit bei hoher Geschwindigkeit so wie das Überhitzungsverhalten wurden überarbeitet.

Zwei neue fliegbare Modelle wurden hinzugefügt:


Blenheim IVF: Standard Jäger-Version mit 4 x .303 MGs unter der Nase
Blenheim IVNF: Nachtjägerversion mit gleicher Bewaffnung

Bf-110's

Alle Modelle der Bf 110 wurden bezüglich Manövrierfähigkeit bei hohen Geschwindigkeiten, Rollraten, Steigraten und Überhitzungsverhalten überarbeitet und entsprechen nun den historischen Quellen besser.

Vier neue Versionen stehen zur Verfügung:

110C-2: Leichtere Version der C-4, allerdings auch schwächer gepanzert. Im Einsatz im Frühling uns Sommer 1940.
110C-4N: Modell C-4 mit DB601N-Motor (gleicher Motor wie in der 109E-4N). Im Einsatz ab ca. Oktober 1940.
110C-7 (späte Version): Version der C-7 mit Notleistung so wie automatischer Luftschraubenverstellung. Im Einsatz im Herbst 1940.
110C-4 NJG: Standard C-4 Version mit Nachtjäger-Tarnschema

Weitere zweimotorige Flieger

BR20

Wurde im Bezug auf Steigleistung, maximaler Geschwindigkeit, Manövrierbarkeit bei hohen Geschindigkeiten und Überhitzungsverhalten überarbeitet. Der Autopilot fürs Level-Bomben funktioniert nun.

High Speed Maneuverability

Folgende Modelle wurden ebenfalls im Bezug auf Manövrierfähigkeit bei hohen Geschwindigkeiten überarbeitet:

Heinkel 111H/P
Ju-87
Ju-88A
Dornier 17/215
Wellington
Sunderland
FW-200
Beaufighter
Blenheim
Walrus

Blenheim Bomber

Die Bomberversion der Blenheim verfügt nun über einen Autopiloten und die Standardtrimmung wurde geändert.

Schadensmodell

Insgesamt wurden änderungen im Schadensmodell dadurch erreicht, dass die Waffen aber auch die Stärke (=Fähigkeit Schaden zu ertragen) der Flugzeuge geändert wurde. In den meisten Bereichen wurden die zweimotorige Bomber verstärkt. Zusammen mit den geänderten Waffen wird es nun schwieriger sein, Bomber so zahlreich wie zuvor abzuschiessen.
Weiteres wird es schwieriger sein, Pilot-Kills aus der exakten 6-uhr-Position zu erzielen. Abgesehen von der 20mm panzerbrechenden Munition hatten die Geschosse der damaligen Zeit zu wenig Durchschlagskraft um mehrere Schichten Aluminium und Panzerung zu durchbrechen.

Einmotorige Jäger

Einmotorige Jäger erhielten am meisten Aufmerksamkeit bei der Revision der Schadensmodelle. Anhand von uns bekannten Konstruktionsdetails wurde die Widerstandsfähigkeit der Bf 109, Spitfire und Hurricane sehr intensiv überarbeitet um den historischen Modellen zu entsprechen.
Generell wurde die Hurricane widerstandsfähiger gemacht. Die Widerstandsfähigkeit der Spitfire wurde auf ein realistisches Nivea herabgesetzt. Die Bf 109 blieb in den meisten Bereichen gleich stark. Einzelne Bereiche wurden aber stark geändert.
Bei der G-50 wurde weniger überarbeitet, da wir immer noch Informationen zu diesem Flugzeug zusammentragen.


Zweimotorige Jäger

Die Bf-110 wie auch die Blenheim wurden in der Struktur etwas schwächer gemacht, dafür sind die Motoren und auch Motoraufhängungen stabiler.

Zweimotorige Bomber
Die Bomber erhielten vor allem widerstandsfähigere Motoren und Motoraufhängungen. Das einzige Flugzeug, welches grosse Änderungen erhielt, ist die HE 111H/P. Die Widerstandsfähigkeit auf ein vernünftiges Niveau abgesenkt.


VEHICLES AND ARTILLERY

Spieler können nun Positionen an verschiedenen Fahrzeugen und Artillerie/Flakgeschützen einnehmen. Natürlich ist der Simulationsgrad von Fahrzeugen nicht so hoch wie bei Flugzeugen, auch wenn die Game-Engine dies erlauben würde.
Wir haben uns jedoch entschlossen, vor allem auf einfache Spielbarkeit zu setzen. Die Bodenfahrzeuge sollen für den Spieler eine Möglichkeit sein, eine Pause vom fliegen zu machen und einfach Spass zu haben. Das Online-Spiel wird sicherlich von den Fahrzeugen profitieren.
Wichtig ist uns, dass die Spieler verstehen, dass die Fahrzeuge sich in einer sehr frühen Entwicklungsphase befinden und noch lange nicht fertig entwickelt sind.

Im Moment sind Fahrzeuge und Artillerie leider nur im Online-Spiel wirklich brauchbar.

Folgende Typen wurden hinzugefügt:

Fahrzeuge

Deutsch:
Sdkfz 251/A Schützenpanzerwagen
Sdkfz 222 Panzerwagen
Pz Mk IIC Leichter Panzer
Pz Mk IIIF Mittlerer Panzer
Pz Mk 38T Mittlerer Panzer (Tschechische Kriegsbeute)
Pz Mk IVD Schwerer Panzer

French

Somua S-35 Mittlerer Panzer
Char 1 Bis Schwerer Panzer

British

Guy Mk IA Armoured Car*
Vickers Mk VIC Light Tank*
Valentine Mk I Medium Tank
Matilda IIA Heavy Tank

*Diese Fahrzeuge weisen noch Probleme mit dem Visier auf.


Flak / Artillerie

Bofors 40mm AAA
Zwillingssockel Twin 7.92mm AAA
Flak 30 20mm AAA
Flak 32 88mm AAA
3 Inch AAA
105mm Artillery

Bei den KI-Fahrzeugen wurde der Angriffsradius verkleinert, damit Spieler gegenüber der KI keine Nachteile durch die limitierten Zielfernrohre der Panzer haben.

Das Schadensmodell vieler Fahrzeuge wurde ebenfalls angepasst. In der momentanen Situation haben die schweren französischen und britischen Fahrzeuge einen grossen Vorteil gegenüber den deutschen. Bis wir schwerere deutsche Fahrzeuge einfügen können, müssen wir die Widerstandsfähigkeit der britischen und französischen Fahrzeuge reduzieren um eine Balance zu erreichen. Zwar sind die britischen und französischen Fahrzeuge im neuen Patch nach wie vor etwas stärker, dies wird aber dadurch ausgeglichen, dass die deutschen Flugzeuge Bodenziele effektiver angreiffen können.

Standard KI-Piloten-Fähigkeiten

Mit den Änderungen bei der Manövrierfähigkeit bei hohen Geschwindigkeiten sind bei der KI Probleme aufgetreten. Diese sind zu oft abgestürzt, v.a. während Landungen.

Deshalb wurde die Standard-KI-Fähigkeit etwas angehoben, damit die KI-Piloten ihr Flugzeug etwas besser kontrollieren können.

Die Fähigkeiten der „Rookie“, „Average“, „Veteran“ und „Ace“ Piloten wurden alle verändert. Missionen, welche diese Voreinstellungen verwenden, werden mit dem neuen Patch automatisch angepasst. Habt ihr das Fähigkeitsniveau eines Piloten von Hand eingestellt, verändert sich dieses durch den Patch nicht.

Missionsbauern empfehlen wir, die neuen KI-Fähigkeiten zu übernehmen um unnötige Verluste bei der KI zu verhindern.

Wir gehen davon aus, dass wir die KI in Zukunft genauer studieren und anpassen können.


Generell

* Suchscheinwerfer
Die Suchscheinwerfer funktionieren beim ersten Start einer Mission. Danach muss das Spiel neu gestartet werden, sonst funktionierten die Lichtkegel nicht. Der Fehler dahinter ist sehr hartnäckig und leider haben wir es bisher nicht geschafft das Problem zu lösen.

* Die Trennwand zwischen Cockpit und Motor wird nun nicht mehr so stark beleuchtet, wenn die Cockpitlichter an sind.
* Die Frontscheibe der Hurricane-Nachtjäger-Version wurde etwas lichtdurchlässiger gemacht, damit Nachtmissionen möglich sind. Bei Tag ist sie etwas zu transparent.
* ASI wurde korrigiert. Der 700Km/h-Typ wude implementiert, und die (spätere 900km/h Version entfernt.
* Kleine Korrekturen in den ATA-Anzeigen in verschiedenen Modellen.
* FL-Nummern und Werknummern hinzugefügt
* Die englische DeWilde-Munition wurde von einem explosivgeschoss in ein Beobachtungsgeschoss umgewandelt. Die Darstellung wird dadurch historisch korrekter. Die Munition enthält nun ammonium-nitrat, was beim Auftreffen zu einer Zündung und einem Blitz führt.

================================================== ==============
* Ein Teamspeak-Interface wurde hinzugefügt. Hoffentlich löst das einige Probleme mit dem Notifier. Ihr könnt es wie folgt gebrauchen:

1.- Kopiert "CLOD TeamSpeak Integration PluginXX.dll" in euren Teamspeak-Plugin-Ordner und aktiviert das Plugin in Teamspek
2.- Das Plugin kann nun in jedem Info-Fenster im Spiel hinzugefügt werden.

Mit dem Tool können nur die angezeigt werden, welche sprechen, oder auch alle Leute im Channel.

Bitte überprüft regelmässig, ob es für dieses Plugin ein Update gibt, da wir versuchen werden Updates herauszugeben, sobald eine neue Teamspeak-Version verfügbar ist.

* Ein neues Fenster-Werkzeug wurde hinzugefügt, damit man sich den Kurs anzeigen lassen kann, wenn man einen Panzer fährt.
* Das Fahrzeugauswahlfenster wird nun die Koordinaten des Fahrzeugs anzeigen. So weiss man, wo man spawnt.
================================================== ==============
* Bild deiner Geliebten
Dieser Mod ist standardmässig ausgeschaltet. Wenn Ihr in einschalten wollt, dann macht folgendes: Geht in den Ordner [my documents]\1C SoftClub\il-2 sturmovik cliffs of dover -MOD\DashPics
Dort werdet Ihr folgende Ordner finden:
* Selected – Der Mod wird das Bild mit dem Namen "1.tga" von diesem Ordner verwenden (Bitte lasst diesen Ordner nicht leer, es muss immer ein "1.tga"-File vorhanden sein)
* Templates – Hier findet Ihr Beispielbilder. Um sie zu verwenden, kopiert ihr sie in den „Selected“ Ordner und benennt sie in „1.tga“ um.
Dieser Ordner enthält auch eine Photoshop-Vorlage. Wenn du ein eigenes Bild erstellen möchtest, beachtet dass du den Alpha-Lyer auch bearbeiten must (in der Vorlage enthalten) und das Bild im .tga Format gespeichert werden muss.
================================================== ==============
* Historisch verfügbare Munition fürs 20mm MG FF and MG FF/M hinzugefügt:
MG FF:
-Sprenggranate L'spur m.Zerl (134g)
-Panzergranate L'spur (134g)
-Panzergranate (134g AP)

MG FF/M:
-Panzergranate (115g AP)
-Panzerbrandgranate Phosphor o.Zerl
-Panzersprenggranate L'spur m.Zerl (115g )
-Brandsprenggranate L'spur m.Zerl (115g)
-Brandgranate L'spur o.Zerl (115g)
-M-Geschoss m.Zerl (92g)

Bitte beachtet dass:
1. Der Namenswechsel von "Panzerbrandgranate" zu "Panzergranate" ist nur ein Namenswechsel. In der letzten Offiziellen Version war die Panzerbrandgranate eigentlich schon nur eine Panzergranate
2.wir die "Panzerbrandgranate (Elektron)" entfernt und durch die Panzersprenggranate ersetzt haben. Es gibt keinen Grund die Phosphor und Elektron –Varianten gleichzeitig drin zu haben (Die Game-Engine kann die das Elektronthermit der Elektron-Granaten nicht korrekt darstellen)
================================================== ==============

Karten

* Winter Karte
* Herbst Karte
* Sommerkarte mit alternativen Texturen
* Neue Texturen für weit entfernte Landschaften.
* Detail-Level bei weit entfernten Gebäuden geändert.
* Gelbes Licht aus Gebäuden in der Nacht entfernt.
* Gebäudebeleuchtungen in der Nacht entfernt.
* Farbe der Bäume geändert
* Bombenkrater-Texturen geändert
* Bombenkrater können nun auch im Missionseditor verwendet werden
* Vertikales Gras neu texturiert
* Pisten und Taxiways neu texturiert.

Neue Missionen

* Nachtkampf über London – Mission. Blenheim und Hurricane (Nachtjägerversionen) greiffen Bomber an.
* Abenpatroulie-Mission über Boulogne. Verteidigung gegen mehrere RAF-Bomber. Bf-110 Luftstart und Bf-109 Start am Boden. Suchscheinwerfer vorhanden.

Skins

* Historische Skins für alle Bf-109-Varianten. Weitere Skins für die späteren Zeitpunkte der Luftschlacht um England können bald separat heruntergeladen werden.

BF 110:

* NJG1 zum Zerstörer-Wahlmenü hinzugefügt (1 Skin pro Staffel). Warnung: Die Verwendung des Hak enkreuz-Mods wird einen Fehler bei den Balkenkreuzen verursachen (Hake nkreuze anstelle von Balkenkreuzen)
---------------------------------------------------------------------------------------------------------------------------------------------

Wolfskid
Oct-17-2013, 12:27
@ MysticPuma....

Thank you very very much for your work here in the Forum. And 1000 Thanks for the Modders here in the Forum for their hard work:bravo::kiss:and the Next for ATAG:cheers:...

@Continu0.....

Vielen Lieben Dank für Deine Übersetzung:woohoo::kiss:....

Mann kann zwar Englisch, aber halt doch NICHT alle Fachausdrücke:)

Dankeschön...... THANK YOU VERY MUCH, and for the NEXT Projekt: :goodluck:



Wolfskid

ATAG_Snapper
Oct-17-2013, 12:45
Nice work, Continu0! :thumbsup:

PFT_Endy
Oct-17-2013, 12:54
Any chance of publishing performance graphs? (the usual speed/climb vs altitude)

Actually that would be a splendid idea. Would you TF guys be able to show the tests you're basing the a/c performance on and how the in-game performance relates to it? That would awesome if we could see how close the sim is to reality and if we're getting there slowly :) Or is it too much hassle?

Bobby
Oct-17-2013, 13:22
:thumbsup:
Excellent work, well done Team Fusion !
Thanks to everybody who put effort in this patch.
This patch is like when dreams come true.

Thanks for keeping the dream alive!

Bobby out

Kodoss
Oct-17-2013, 14:22
Skins

BF 110:

* Added NJG 1 to the Zerstoerer/Destroyer selection menu with a skin for each Staffel
Warning: the installation of the hakenkreuz mod will cause a failure with the balkenkreuz (swastika instead of crosses)


Does this involve just the 110? Or all Luftwaffe aircraft..

This involves only the Bf 110 nightfighter, because they use the ingame "white-only" balkenkreuz, which is by the hakenkreuz-mod rewritten to a swastika.

4946

Mysticpuma
Oct-17-2013, 14:25
Actually that would be a splendid idea. Would you TF guys be able to show the tests you're basing the a/c performance on and how the in-game performance relates to it? That would awesome if we could see how close the sim is to reality and if we're getting there slowly :) Or is it too much hassle?

It's not that "it's too much hassle", there are a few other things we need to get sorted first...like releasing the patch.

Currently the FM has been exhaustively tested, matched against chart A, B, C and D, and F, and G...etc, etc. Posting a Graph, chart, list, detail will only start one of those "but what about this graph?", "no I have this graph", "but my graph is better than yours!" deteriorating threads.

In the PC Pilot issue, this question was raised by the Editor and this is the response we gave.

PC Pilot:

"When it comes to making improvements to aircraft handling and performance, what is your main source of information for verification?"

Team Fusion:

"We don't have any single main source. Our members involved in the Flight Model area have been interested in the subject of WWII aircraft performance for decades, and have amassed a huge library of original data and other resources on the performance, maintenance and construction of the relevant aircraft. These have been sourced from museums and official records depositories in the United States, England, Canada, Australia, Italy and Germany, as well as having been obtained
through purchase over the internet. We have members living in all of the above countries. We refer to these sources constantly when making decisions about every aspect of the game."


Personally I don't expect every reference and source that has been worked on to be posted as it would be time better spent on Patch v5.00, but it will probably be best if we ask you to try Patch v4.00 and then come back and tell us that the Blue or Red aircraft that you fly is 'Porked' or 'Uber'. Time will of course tell, but at-least let us get the patch out before you start worrying about the graphs ;)

Please :IAG:

PFT_Endy
Oct-17-2013, 14:44
Alright, thanks for the answer :)

rob3rt
Oct-17-2013, 14:46
Thank you Team Fusion! You've done amazing job :thumbsup:

RAF74_Buzzsaw
Oct-17-2013, 14:46
Salute

As Mysticpuma has said, to post all the details of all the aircraft and how we arrived at decisions regarding aircraft performance would require more pages of explanations, graphs and references than we have time for. It really is a question of how much time we are willing to spend to do this versus actually working on the Mod.

These issues have been discussed at length, and will continue to be discussed as long as people have an interest in these aircraft.

We are happy to see detailed criticisms of the aircraft modelling, (with appropriate references) posted on the public boards, and we will certainly consider those, and yes, we are open to implementing changes if the facts warrant it. This mod is continually evolving, we make changes when we feel it is appropriate, these are always based on the actual data available.

We don't pretend to have ALL the information on every aircraft, we are continually adding to the file we have accumulated. So if you have some new and relevant piece of data, by all means, please provide it.

But we would ask that first you go ahead and fly the virtual aircraft, then fly the aircraft they are matched up against.

By the way, if anyone has detailed information on the construction of bomber aircraft we are very interested in that.

This would be such details as the millimeter thickness of the aluminum skin which is used in the various areas, dimensions of main and secondary spars, rib dimensions, etc. etc.

There is a great deal of information of this type on the fighter aircraft, but unfortunately less on the bombers.

Thanks for your patience. :salute:

PFT_Endy
Oct-17-2013, 14:50
Don't get me wrong, I was not criticising in advance :) I was merely curious as I find it an interesting topic on how close CloD FMs are to RL data etc. If that takes too much time to show, I understand, no worries.

kopperdrake
Oct-17-2013, 16:31
Blinding work chaps - bring on the uber-Hurricane.

I am, as you say, one happy bunny :-)

Bunny (a happy one).

Kwiatek
Oct-17-2013, 17:51
Any chance of publishing performance graphs? (the usual speed/climb vs altitude)

p.s. and just for the record, I am very sceptical about the DB 601N ever operating on 1.42ata. That may have been the design goal with an output of 1400 PS max, but I doubt they ever cleared it for anything else than 1.35ata.

Therfore, I demand, on the verge of hysterics the utter and immidiate nerfing of the E-4/N to 1.35ata performance levels. Which are completely unkknown and at best could be calculated from known tests of Bf 109E. Which are highly debated also. :D :D

Wow, that's a a first.


I dont belive that it was posted by Kurfurst :P

Or end of world is close :P

Cybermat47
Oct-17-2013, 18:04
Paaaaatch.

I gotta have my meeeeth- uh, I mean paaaaaatch.

vranac
Oct-17-2013, 19:18
http://www.dodaj.rs/f/3j/Ro/vrTPV6F/dolphin.jpg

9./JG52 Ziegler
Oct-17-2013, 19:20
It's got to be friday somewhere by now!!!!!!!! :-)

Mysticpuma
Oct-17-2013, 19:28
Yes, but not where the patch is being released from :)

Catseye
Oct-17-2013, 19:39
Looks awesome - cant wait :thumbsup:

Hi Baron,
It would be nice to see you guys switch over to CLOD and get into some squadron flying on S.O.W.

Cheers,
Catseye
ex II./JG1_Katze

Torric270
Oct-17-2013, 23:15
For the bombers. In case you missed it, the Blennies and Br20s were given German autopilot mode 1 (course) and mode 2 (22) to stand in for a level stabilizer. So here is something to help you get started.

Blennie and Br20 AP Guide:

Key bindings needed: course autopilot next mode; course autopilot adjust course left and adjust course right; directional gyro increase and decrease; [(Br20) start motor compressor; stop motor compressor]

Simple mode: After takeoff, trim your plane on desired course for your climb. Hit autopilot next mode, you will get a read out that says mode: course. Your plane will start to turn, just hit your adjust course left/right keys until the plane is flying on the course you want. The AP default course is N so the farther away from N that you are the more turning that will initially be needed. This is mode 1 (course) you can climb, dive, fly level using elevator trim as it only controls the rudder. Br20; for a more precise AP, start motor compressor to spool up the directional gyro (will shake the plane); known bug.

For mode 22 (level flight, level bombing) hit the autopilot next key and it will say mode 22 (). Now the autopilot will control rudder, elevator, and ailerons. The plane will most likely dive for a bit to help it level out so pick an altitude at least 300-500 meters above what altitude you want. The Blennie's nose will bounce up and down (known bug)

For both of these modes just use your course autopilot left/right keys to turn the plane. You can also use the directional gyro keys for smaller movements.

Br20: Without the motor compressor on, the plane will drift more than other planes so it will need constant adustment.

For total correct navigation: Br20: During startup turn on the motor compressor. Both: Turn the dirctional gyro to match the magnetic compass (You will have to continually match the gyro to the compass during flight)

Take off and pick your course, match gyro to magnetic compass, then hit autopilot next mode, then repeat the above steps.

For more info, check out the ju-88 flight manual (Autopilot) on wiki, it will all work the same except for not having a gauge for the autopilot course.

RedBeard
Oct-19-2013, 10:18
* Clouds drawing distance has been increased 3x

Note: To enable extended clouds distance, add "ExtendCloudsDistance=yes" under the "[MOD]" section on the "confuser.ini" file.

Example:

[MOD]
GameLanguage=Russian
UseOldHumans=Yes
ExtendCloudsDistance=yes


Cant find it.

Mattias
Oct-19-2013, 10:23
* Clouds drawing distance has been increased 3x

Note: To enable extended clouds distance, add "ExtendCloudsDistance=yes" under the "[MOD]" section on the "confuser.ini" file.

Example:

[MOD]
GameLanguage=Russian
UseOldHumans=Yes
ExtendCloudsDistance=yes


Cant find it.

:salute:

The confuser.ini is located in your C:\Users\(your username here)\Documents\1C SoftClub\il-2 sturmovik cliffs of dover - MOD folder

Just copy and past this into the end of the confuser.ini:
[MOD]
ExtendCloudsDistance=yes

RedBeard
Oct-19-2013, 10:35
Add that instead of whats already written right there and its more understandable. or its just me.:)

Mysticpuma
Oct-19-2013, 10:46
Open the confuser.ini with notepad

hold down ctrl+f

that opens the find box

type in

[MOD]

if you see it highlighted in the confuser.ini then just put this underneath it;

ExtendCloudsDistance=yes


it will now look like this in your confuser.ini

[MOD]

ExtendCloudsDistance=yes


if when you type [MOD] into the find box it isn't found, just scroll down to the bottom of the confuser.ini and under the the last line, leave a space then add:

[MOD]
ExtendCloudsDistance=yes



Now close the confuser.ini and when it asks you to save, choose "Yes"

You will now have the extended clouds.

Cheers, MP

ATAG_Freya
Oct-19-2013, 15:11
I hate to say it but I have popcorn clouds happening here. I have the [mod] extendcloudsdistance=yes in my confuser.ini in the Il2...MOD folder (in docs). I cleared the cache before install. Everything else is A-O-K ! I move my head side to side and distant clouds pop in and out as I scan. I don't think this is patch related, but something local. Perhaps a conf.ini entry is buggering something up? Would anyone using an Nvidia card (i use a 660ti 2GB) and has clouds functioning normally please post the [core] section of their conf.ini so I can compare? Thankyou!

I'll put mine up too in case anyone spots a problem...
5066


[core]
RandSeed = 0
TexQual=3
TexFlags.PolygonStipple=0
Shadows=1
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
LandShading=2
LandDetails=1
Sky=3
Forest=1
VisibilityDistance=12
LandGeom=2
DrawCollisions=1
Water=-1
Effects=2
EffFlags.Light=1
EffFlags.SpriteRender=1
Grass=3
CordEffect=1
UseFog=0
UseLandCube=1
UseLandConnectedObject=1
LinearObjectManager=1
Roads=1
Sun=1
Clouds=1
EffFlags.LightSpritesProj=1
ShadowMapSize=5
TexFlags.AsyncLoad=1
TexFlags.ShowTexture=0
SimpleMesh.SWTransform=0
SimpleMesh.QuadTreeClip=1
SimpleMesh.InstancingHW=1
EffFlags.LightContextSprites=1
CloudsFlags.Detailed=1
TexFlags.CreateHDR=1
Decals=2
EffFlags.SWLight=0
TexFlags.CockpitOnePass=0
MegaTexture=0
TexFlags.Reflection=1
RenderTargetQual=3
MSAA=0
MeshStatics=1
MeshStaticsDetail=2
SimpleMesh.QTNoCompose=0
MeshFirstLod=0
MeshShowLod=0
SpawnHumans=0
TexFlags.SSAO=0
TexFlags.VSync=0
TexFlags.FastTransparency=1

Thankyou, and this is my first post since the patch release, so I'll say thank you all Team Fusion! You guys are awesome!

Cheers,
Freya

ATAG_Lolsav
Oct-19-2013, 15:20
Im not a english born speaker, so i will have pleasure in telling you this: You cant spell!

YOu are missing a "s" on the settings, and you know how picky computers are :D

ATAG_Freya
Oct-19-2013, 16:25
I've been staring at this for a good ten minutes and can't see where I'm missing this "S"...everything is copied and pasted from the readme....---extendcloudsdistance=yes----???? Are you messing with my head Lolsav?

Mysticpuma
Oct-19-2013, 16:52
I am attaching my ini files.

Save yours out of your 1CSoftclub folder to somewhere safe and replace them with mine. This is not ideal as it will have all my controls and settings, but as a starting test, try my files and see if you get the clouds working?

Cheers, MP

5071

ATAG_Lolsav
Oct-19-2013, 17:05
I've been staring at this for a good ten minutes and can't see where I'm missing this "S"...everything is copied and pasted from the readme....---extendcloudsdistance=yes----???? Are you messing with my head Lolsav?

Now that i have your full atention im gonna ask you a very simple question: Do you go to your "MyDocuments" folder /1cMod blablabla, or are you trying to apply the changes in the main Steam/common/etc/il2Dover?

Mysticpuma
Oct-19-2013, 17:10
I think he already answered it :(

" in my confuser.ini in the Il2...MOD folder (in docs)."

Mysticpuma
Oct-19-2013, 17:11
The confuser.ini is located in your C:\Users\(your username here)\Documents\1C SoftClub\il-2 sturmovik cliffs of dover - MOD folder

Then:

Open the confuser.ini with notepad

hold down ctrl+f

that opens the find box

type in

[MOD]

if you see it highlighted in the confuser.ini then just put this underneath it;

ExtendCloudsDistance=yes


it will now look like this in your confuser.ini

[MOD]

ExtendCloudsDistance=yes


if when you type [MOD] into the find box it isn't found, just scroll down to the bottom of the confuser.ini and under the the last line, leave a space then add:

[MOD]
ExtendCloudsDistance=yes



Now close the confuser.ini and when it asks you to save, choose "Yes"

You will now have the extended clouds.

Cheers, MP

ATAG_Freya
Oct-19-2013, 17:48
Thanks for the files MP !! I'll give this a go tonight and report back if (when, i hope) I find the problem!

Cheers,
Freya

ATAG_Freya
Oct-19-2013, 23:36
Ok I found it. Systematically and patiently went through the conf.ini (yours vs mine) and found the culprit that was causing popcorn. And what was it you say? Well its obvious...Landdetails=1 was the problem. Changing it to landdetails=2 solved it! :smash: It was truly a WTF moment. Thankyou for your files, without them I never would have found that!

Cheers,
Freya

RedToo
Oct-21-2013, 14:33
Hi,

Just d/l your conf and confuser files. In the core section my conf.ini file I have the following line:

TexFlags.FastTransparency=1

Which is absent from your conf.ini. Do you have any idea what it does? Idle curiosity really.

I also have VisibilityDistance=5 and yours is set to 3. Should I change mine?

RedToo.

ATAG_Lolsav
Oct-21-2013, 14:35
I also have VisibilityDistance=5 and yours is set to 3. Should I change mine?

RedToo.

Thats how far you can see, and 5 its the most you can set on the game. Its like option "5" gives X ammount of drawn distance

varrattu
Nov-30-2015, 10:40
Thank you Team Fusion for the excellent work ... looking forward to patch 5.xx.

I just fiddling around with the available ammunition for German 20mm MG FF and MG FF/M.

What are the new / corrected values "Form Factor" "Velocity" "Dispersion" etc. ? Please allow a short "view" into the weapons.ini.

:salute: ~V~

Edit 03/12/2015: It is not my intention to open the floor for another discussion about "Various gun dispersion data" (http://theairtacticalassaultgroup.com/forum/showthread.php?t=9642) or "Ammo modelling in CloD" (http://theairtacticalassaultgroup.com/forum/showthread.php?t=11211). I am only curious about how things work and why they are working in such or such way ...