Page 1 of 38 12311 ... LastLast
Results 1 to 30 of 1126

Thread: Team Fusion Patches/Installers and details all in the first post of this thread

  1. #1
    Admin ATAG_Bliss's Avatar
    Join Date
    Feb 2011
    Location
    United States of China
    Posts
    4,240
    Post Thanks / Like
    Total Downloaded
    457.02 MB

    Team Fusion Patches/Installers and details all in the first post of this thread

    PLEASE NOTE. V4.00 OF THE MOD FILES BELOW IS REPORTED AS HAVING A VIRUS. IT IS A 'FALSE POSITIVE' AND THE FILE(S) HAVE BEEN CHECKED MY MULTIPLE USERS (AND DOWNLOADED AND USED BY THOUSANDS).
    Due to this you may need to disable your anti-virus when downloading or installing. Please be aware we know about this, it has been reported, and the file is clean.

    In a bid to tidy up the threads a little here are the links to the installers for the Team Fusion MODS.


    Team Fusion v3.00 (the first Mod):

    Hi everyone,

    The patch is finally ready. Below is just a snippet of changes found within the Team Fusion v1 3.00 release. An absolute incredible amount of work has been done in very short amount of time. We hope you enjoy it. This is the just the start of what we have planned for the future. There are very good times ahead.


    **Special note for Russian users:**

    Edit the "confuser.ini" file under "my documents" and add the following two lines:

    [MOD]
    GameLanguage=Russian

    **This will give you the Russian version localization files**

    AIRCRAFT
    All Aircraft Reflections
    * Added reflections from the sky and clouds to all aircraft surfaces (the effect depends on the weathering setting. 100% weathering=no effect, 0% weathering=brand new propaganda poster looking shiny aircraft. Set the weathering slider to your personal liking).
    * Added reflections to canopy glass surfaces.
    * Lowered the whitening effect from sun reflections in the propeller.
    * Increased reflectiveness for distant glass surfaces (the effect seeks to simulate the real life phenomena of sun reflections in glass surfaces being very easy to spot at long distances).

    All Cockpits
    * Altimeter algorithm revised and more accurate on the new default setting of 1013mB.

    Blenheim Cockpit
    * Corrected compass markings.
    * Decayed radium paint corrected back to 'as new.'
    * Oxygen gauges now show 'contents.'
    * Starboard throttle controls corrected to green.
    * Heir file edited to remove old oxy gauge needle.

    Hurricane Cockpit (All models)
    * Replaced 37 gallon spitfire fuel gauge with 33 gallon hurricane fuel gauge.
    * Corrected course setter ring cardinal point coloration.
    * Added compass correction card to holder.
    * Positioned oxygen gauge needles to simulate oxygen in the tank (gauge remains non functioning). [back to readme index]

    JU87 Cockpit
    * Corrected incorrect Kraftstoffrest label.


    Bf110 Cockpit
    * Corrected German "Prebluft-Druckbehalter" tooltip.
    * Corrected incorrect Bombenzunder label.
    * Corrected incorrect "drucken" label.
    * Corrected incorrect Kuhlerklappen label.
    * Corrected incorrect "Pumperprufung" label.
    * Fixed Bf110 fuel switching mechanism.

    Spitfire Cockpits
    * This mod creates separate pits for 3 'classes' of Spitfires, MKI, MKIA and MKII.
    * Changes have been made in the MKI/IA pits to better reflect the evolution of the Spitfires cockpit. through the Battle of Britain period. MKII is left 'standard' with the exception of corrections to compass markings.

    Tiger Moth Cockpit
    * 'Grey' needles now white.
    * Instrument faces corrected to '40 era types.
    * 'football team names' replaced with correct markings in T&S gauge.
    * Compass markings corrected.

    MAPS
    Stock Map Texture/Trees:
    * Adjusted to more realistic colours (only England so far).
    *Map environment set to Standard Day of 1013mB / 15 C at Sea Level.

    NEW MISSIONS

    Single player:
    * Ju88's over Manston (Hurricane 100oct high altitude Ju88 bomber interception over Manston airfield).

    Quick missions:
    * QM 026 - A high altitude intercept quick mission.
    9000m intercept of escorted 109 fighter bombers.

    *QM 027 - High altitude dogfight (Bf109's v Hurricanes) at 21,000 ft (6,400m).
    FMs

    Summary of Major FM/EM changes between Stock And this TF MOD
    -Altimeter model completely reworked; affects Ceilings and hi alt Vmax on all types.
    -All German Radiator settings and temps reworked Max temp now 100C amd 95C on some types.
    -5Min Rating is a real engine limit and sets the Overheat and Mechanical damage thresholds.
    **CAUTION** Exceed the 5Min Rating at your Peril.
    -All FM's extensively reworked.
    -All aircraft performance and engines re worked.
    -Merlin Rumbles Fixed
    -Structural G Limits added (Ultimate Load only)
    -JU88 Bomb Doors restored to Manual operation.
    -JU88 prop now VP with increased Blade range to ensure enough Coarse control at 2100RPM
    -JU88 Brakes corrected to standard OKL Toe brakes.
    -Trim Change with Landing gear extension added to some types.
    -BF110 Fuel Transfer system reworked.
    -BF109E4N (C3/100Octane) introduced.
    -HEIIIH/P Now Variable Pitch only
    -Introduction of 100 Oct variants of DH 2 Pitch Spitfire and Hurricanes
    -Hurricane Pitch bobble worked on but still not fully removed.
    -Boost cutout switches Physical movement restored to 87 Octane Hurricanes and Spitfires.
    -DH82 Engine Tweeks + Overheat routines (and correct IAS versus power)
    -DH82 Slats locking IN or OUT no longer incremental.
    -SU26 Engine Values now real World
    -Everything is based on Standard Atmosphere base 1013 / 15C.

    BALANCING
    This is always the bogey man with flight sims. No attempt at balancing per se has been made. The intention was to achieve documented performance with each type. If this could not be achieved (due lack of Sim coding capability and or knowledge of that code) then the relative performance between comparative types was the goal. We wont ever get it perfect. Ceilings are a case in point.

    Huge amounts of work have been done here to eliminate or minimise the CLOD altitude bug. Varied methods have been used to achieve this (and the methodology will be kept to those that need to know) . In the end we set a baseline minimum altitude capability of 30,000ft/9133m for most single engine fighter types and this has been achieved. Some types (for you to find out) can fly a bit higher than this.

    NEW TYPES
    BF109E4N is now included. This is basically a 109E4 with DB601N running C3/100 octane fuel. Its a suitable adversary to the Spit IIA.
    Introduction of 100 octane variants of the Spit MKI and Hurricane MKI 2 pitch types.

    STRUCTURAL G
    We have implemented Structural G based on Ultimate load to all flyables. This does not take into account weight reduction due fuel and or a stores expenditure. At this stage blanket Ultimate load values of +10/-4 have been applied to all single engine fighter types. Heavy Fighters BF110 +8/-3. Exceed the ultimate load and you will lose a wing. Few if any types have sufficient elevator authority to exceed the negative G limit. No deformation due to minor over G occurs. At this stage it is beyond the game engine capability. Heavy/Medium level bombers (HEIII,BR20, +4/-2), Medium DB (JU88)Blenheim IV , +6/-3, JU87B +10/-4 Values not added to AI types until we are sure of their reaction. You may decide that a specific Key binding is required for the bombers to set up their elevator pitch sensitivity to minimise the risk of Overstress. These were big aeroplanes with significantly higher stick forces than the fighter types.

    TRIM CHANGE WITH FLAP
    This has been corrected so that a nose down trim change will occur with flap deployment. It is most noticeable in the Spitfire with its simple two position flap system. It is barely noticeable in BF110. IRL the BF110 had a fairly strong natural tendency to pitch up with flap selection, this was countered by a mechanical interconnection with stab that moved automatically to compensate the trim change. This mechanism is not modelled in CLOD. We have represented this by a very slight up trim change with flap selection.

    TRIM CHANGE WITH LANDING GEAR
    Most aircraft types with longitudinally operating landing gear (Blenheim,HEIII,BF110,BR20,JU88 etc) experienced some trim changes with Landing gear extension. There are two reasons for this C of G change and a raising and or lowering of the drag line. These 2 factors generally operate against each other, however the C of G change tends to dominate. In those types with longitudinally operating landing we have incorporated a Nose UP trim change with gear extension, and vice versa.

    ATMOSPHERE
    -All maps now start at Standard ISA conditions 1013mb/760mm/15C
    -Propeller icing removed so in-cloud flight possible
    -Default Wind now zero (previously a hidden wind was present).

    Altitude (M) V Temp (C)
    0............. 15C
    1000......... 8.49
    2000......... 2.01
    3000......... 4.47
    4000......... 11.0
    5000........ -17.58
    6000....... -24.18
    7000...... -30.75
    8000....... -37.21
    9000....... -43.5
    10000...... -49.35

    ALTIMETERS
    All Flyable aircraft altimeters are now set to an initial or default Sub scale (QNH) setting of 1013mb or 760mm. Given the new standard map sea level pressure you shouldn't have to adjust the altimeter setting. Full ability to vary the setting is unchanged. So if you like to fly on QFE you can do so. Altimetry routines have been extensively re written. This has affected all aircraft ceilings and Vmax at altitudes from those achieved in the stock game. Cockpit Altimeter and No cockpit altimeter should now be in close agreement. RAF Altimeter minimum subscale setting is now 940mb. In addition a conversion factor related bug between Metres and feet in Wonder Woman view has been corrected.

    100 OCTANE and C3
    100 octane versions of the Spit I DH 2 pitch and Hurricane DH 2 pitch have been introduced. The 87 Octane 2 pitch aircraft versions are still available. Having 100 Oct versions available to all RAF types accurately reflects the situation in BOB. In addition C3 100 Octane BF109E4N is in this release.

    OVERHEAT ROUTINES
    Basically the Cooling capability is defined by being able to run for 5 minutes at the 5 min rating at Full throttle Height (FTH) with Rads Fully open at Climb IAS. This represents the worst possible scenario of max engine heat output with minimum cooling due to lower mass flow (Density and climb IAS). Increased altitude does provide some beneficial cooling but the effects of lower mass flow dominates. In the end the rationale is if the system can achieve the 5Min Rating in this scenario it will handle most other (less limiting) scenarios such as high speed Vmax runs (Though at FTH this is only just at any other altitude no issues) or sustained operation at lower levels with lower RAD settings. You should be able to push things a little harder in the lower altitudes than previously.

    In addition we have also utilised some additional tweaks to alter the temperature rise profile. This results in much better and consistent rise of coolant temperatures. This can now be used as a reliable indication of just how far you can push it. However, remember the other limits like time for a given power setting etc. Stay inside the limits and you will be safe. The single most dominant factors in the TF Overheat module are radiator position and Mass Flow. For a given radiator position mass Flow is the MOST IMPORTANT factor. Mass flow is a function of Altitude and IAS. In very basic terms low Altitude is best, High IAS is best. High Altitude and low IAS is the worst combination. Sustained max turn performance fighting is very demanding cooling wise. On the other hand straight lines and high speed are the least taxing of flight regimes on the cooling system. Intelligent "management" of your cooling system will reward you with the best performance.... get slack with it and you will get burnt or get sub optimal performance for your tardiness.

    FMs are not perfect and never will be. BF109 Spin Departure characteristics are now gentler. It will still flick but immediate relaxation of back pressure will prevent departure. You will notice more attention to prop pitch is required. Prop pitch blade angle rates are adjusted to documented figures. Auto setting works but is not quite as good as manual. You will achieve slightly better performance with manual.

    Prop pitch on the HEIIIH/P and JU88 were previously Hybrid Constant Speed systems that were very loose. Historical data indicates that the HEIIIH and P had straight out Variable Pitch (VP) props. These have now become the standard prop for these two aircraft. Directionally the mechanisation is the same as the BF109 and BF110. The JU88 is a special case. Documents indicate that the JU88A1 had a special limiter mode that limited RPM to 2350 and was designed for Take Off and Dive deliveries but it was not a conventional Constant Speed system. In other Flight regimes a Manual mode was selected and then the prop system was a standard VP system. At this stage it is not possible to model the Limiter Mode accurately. In RC4/RC5/RC6 after extensive rework the JU88 is now also a straight out VP system. There were some issues at altitude with the JU88 and getting the pitch coarse enough to hold 2100RPM at 5000m. This had been addressed in RC6 and should no longer be an issue. Directionally the new JU88 VP, HEIIIH/P VP system is the same as the BF109. The only odd man out in the German side of the house is the JU87. Its CSP system is directionally the same as the RAF types. Because of these variations it may be better to have dedicated Key binding Files for the JU87. You can copy Key bindings and save to a specific name and chop and change these even in mid-flight. A simple way is to have a Master key binding file. Then use this as the basis to make alterations required by individual types. Save the new file with the types name.

    GENERAL
    * Disabled the mirror rendering. It was discovered that, besides looking to a side instead of back, it was the cause of some game crashes. An attempt will be made in the future to correct it.
    * Server no longer gives 'murder' messages with kills.
    * AI Pilot and aircrew head movement restored.
    * Additional crew animations restored.
    * Gun Convergence issue where labels in the setup were reversed now fixed.

    SHIPS
    * Added British flower class Corvette.
    * Added Hospital ship.
    * Additional cargo ships skins.

    SKINS
    * Accurate high quality uniforms.
    * High quality faces.
    * Removed the enforced weathering on all marks of Spitfire, Hurricane and bf109.

    Please note that the QM weathering slider is slightly bugged: 0% weathering does not work, so choose any value above that and you will be fine.


    CREDITS

    We would like to express a heartfelt thank you to all of you who kindly donate to help us maintain our server & forums every month. Without this type of dedication and support we would not be in the position we are now.
    And to all of our guests, who visit our server and forums, its you that make ATAG what we are & we are very proud to be at the heart of the community.

    Thank you to all the talented community modders, who within hours of hearing about our announcement on various forums, rushed through the doors offering their skills to help keep the simulation alive. Your energy & enthusiasm to make this project a success is incredible!

    Finally,
    A big thank you to the original IL-2 Sturmovik development team and 1C and Ubisoft for publishing around the world!. Your work over the years has been a legacy, given us hours of fun, and allowed us to have a taste of what it was like to fly classic war-planes. It has also brought together a dedicated & passionate community of aviators & enthusiasts which could get pretty crazy at times but its been one hell of a ride!

    Oleg & Luthier, there is always a place for you guys here, amongst your fellow flight simmers. Hopefully well meet again sometime soon, but until then, all the best with your endevours and talking about flight simmers

    This one is for you!
    Enjoy!

    Team Fusion v1 (3.00) download links:

    https://www.yousendit.com/dl?phi_act...NnlCSWZtcXNUQw

    v3.00 Mod Installer:

    https://www.mediafire.com/?fyrebr8777hmvco

    Adrive links:

    Mod Installer v3.00:

    http://www.adrive.com/public/5kXfUP/...er%20v3.00.exe

    Torrent Link:
    http://www.pumaszallas.hu/Private/VO...OD_TF3.torrent

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

    Hotfix v3.01

    This mini patch addresses the following items:

    1.HEIIIP/H and JU88 reversal of Prop pitch Lever animation.
    2.DB601 inability to over rev even with Full Fine Pitch selected.
    3. Spitfire 2 Pitch Prop Limited VP operation
    4. elevator Authority adjustments at high speeds for HEIII and BR20

    HEIIIP/H JU88 PROP PITCH
    Propeller Pitch Levers and on screen lever helper icons will now move in the correct direction with propeller pitch changes. That is Prop pitch levers will move forward as Prop Pitch is "fined up" (clockwise movement of Pitch clock)
    Prop pitch levers will move rearward as Prop Pitch is "coarsened down" (Anticlockwise movement of pitch clock)
    This fix also returns the "directionality" of the prop pitch system. So HEIII,JU88,JU87 are all the same and in the same directional sense as other types in the Sim except the BF109/BF110 that remain as previously coded. In other words its the same as its always been in directional terms. Props remain as VP props without governing.

    DB601 OVER REV
    DB601 will now over rev beyond 3000RPM in manual. Any exceedence of 3000RPM will result in severe engine damage in <15 seconds

    SPITFIRE MKI 2 PITCH VP ADJUSTMENT
    The Spitfire MKI 2 pitch system could in fact be used with limitations as a Variable Pitch system. Though not exactly designed with this in mind it was found by pilots that careful 'jiggling' of the Prop pitch control allowed them to set any desired RPM rather than just Coarse or Fine pitch setting. This did not provide the complete flexibility of a dedicated VP system but did allow intermediate RPM control.This was good for certain flight phases like climb and Cruise. Due to limitations in the Pitch plunger design it does not really lend itself to combat flying. In this patch we have enabled the pilot to select a desired RPM. Blade angle change rates are still the same as was used in the original 2 Pitch system. We have not changed the 3d modelling of the Pitch lever, this will be done at a later stage. In the real aircraft the Pitch Change control was of a plunger or Push Pull type control.
    Note: Their is no documentary evidence to suggest that this Prop pitch quirk was applicable to the 2 Pitch set up in the Hurricanes. Hurricane 2 Pitch types therefore remain unchanged.

    ELEVATOR AUTHORITY FOR MEDIUM BOMBERS
    We have adjusted elevator sensitivity for the HEIII and BR20. Actual G limits remain unchanged.
    This Tweek now reduces Elevator authority as a function of IAS. In effect this stiffens or increases the Stick force per G as IAS increases. This closely approximates the higher stick forces found in the larger aircraft. It is still possible to overstress these aircraft but only at high IAS and with full elevator applied. If Elevator trim is also combined with a really good "yug"then the G limit will be reached at a slightly lower IAS. In broad brush terms you should be reasonably safe in the HEIII up to 400Kmh and in the Br20 up to around 370Kmh IAS. You will notice that manoeuvrability in the pitch axis is a little more laborious now ... they are medium bombers after all not Fighter Bombers.

    https://www.yousendit.com/download/U...dVVGOFJqQThUQw

    or

    https://www.mediafire.com/?yolp119bboohr2a

    or

    v3.01 adrive: http://www.adrive.com/public/tvxTrj/...0Installer.exe

    or

    Torrent Link:

    http://www.pumaszallas.hu/Private/VO..._TF301.torrent

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

    Patch v4.0

    Team fusion would like to thank you for your patience.

    As you will notice, TF 4.0 is a big one. The team has spent numerous hours working on it and the Beta testers have done a great job offering their spare time to test over and over and finding many obvious and not so obvious bugs.
    Still, with such a big size, surely some bugs have avoided detection. Since the team can't test forever and we all want the release out, the F5 time is now over...


    Before you proceed with the install, you might find these threads useful:

    - Final 4.0 Readme

    http://theairtacticalassaultgroup.co...ead.php?t=6319

    - Some more TF4 - pre-patch tweak suggestions

    http://theairtacticalassaultgroup.co...ead.php?t=6313

    - Team Fusion tutorial - How to install Patch v3.00/3.01 and then Patch v4.00 - video

    http://theairtacticalassaultgroup.co...ead.php?t=6290


    Without further a ado, bellow you will find the links for the TF4.0 download. The file hosting is not accepting files bigger than 2GB so, breaking it in two parts was necessary.

    Direct download zip file part 1:

    https://www.hightail.com/download/OG...RkU3bUNGa2NUQw

    Direct download zip file part 2:

    https://www.hightail.com/download/OG...RkVlM1Q0WjhUQw

    Torrent download (Installer files, no need to unzip as with the above two parts):

    http://theairtacticalassaultgroup.co...OD_TF4.torrent

    or try the following:

    Mod installer v4.00.

    This file is in two-parts. Download both files below. Copy them into the same folder. Double-click Part1 which is a self-extracting .rar archive.

    Once completed you will have two files. One is called "Mod 4.0 Installer.exe" the other is called "Mod-v40.zip"

    Double-click the "Mod 4.0 Installer.exe" and follow the instructions to install v4.00 into your CloD directory

    Hope the new links help?

    Cheers, MP

    Part 1:

    http://www.mediafire.com/?93szw8y01sxegto

    Part 2

    http://www.mediafire.com/?1bd1b7jnskl1fhw


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

    Well, here it is. Team Fusion patch v4.3

    After many more months than was expected, initially it was designated v4.01 as a 'hotfix', the patch steadily grew and now comes to you as v4.3

    There are a huge amount of fixes and features added but rather than repost them all here, please visit this page where the v4.3 readme is listed:

    http://theairtacticalassaultgroup.co...ead.php?t=9250

    v4.3 is most likely the only update team Fusion will release until v5.0, which will then take us into another theatre of war.

    I could post much more, but we realise that you'll most likely already have skipped past this and have the file downloading.

    At the same time as releasing v4.3 we are starting a complete new Bugtracker with the help of community member "Artist" and we'd like you to consider adding bugs that you find using that system rather than a completely new bug thread. This will make it easier for us to visit the page (which we intend to do as a Team and regularly) and the intention is to tick off the bugs as they are fixed and corrected.

    Please report bugs and/or request features at the new official Team Fusion Bugtracker:

    http://tfbt.nuvturais.de/projects/il2clodtf

    but please read the guidelines first before posting:

    http://tfbt.nuvturais.de/projects/il2clodtf/boards/4

    You may need to register to post a report, but please, once you have logged in, read the guidelines above before adding a new bug. We will be monitoring this now much more closely and although we can't promise to fix everything....if we know about it, there is now a chance it can be looked at

    For information on how to install this and previous patches please visit the following link and please be sure to follow the instructions...it always helps when you do that!

    Please note you must have all the previous patches installed before installing v4.3

    If you have already managed to get to v4.00 on your own, these are the instructions to install v4.3:

    http://theairtacticalassaultgroup.co...ead.php?t=9352

    This next link takes you to the FAQ with video tutorials on how to install all the previous patches including v3.00/3.01 and v4.00 along with many other previously reported features, like how to get it working with Windows 8/8.1 or why graphics anomalies are occurring, plus so much more:

    http://theairtacticalassaultgroup.co...ead.php?t=6431

    There is also the Beginner's Guide to help the novice pilot as-well as more seasoned flight-sim enthusiasts, after all, we're never too old to learn!

    http://theairtacticalassaultgroup.co...t=5058&p=52711

    Please remember, once you install the patch, go to your MyDocuments/1cSoftclub/ il-2 sturmovik cliffs of dover - MOD, open it, find the folder called 'cache' and delete the entire contents. If you don't, you will see issues!

    So, for now, here are the download links for v4.3 including multiple file hosts and a torrent link too. Enjoy the patch...we're going to enjoy the break!

    Cheers, Team Fusion.

    (Please note there are two different file names, but both contain exactly the same files! You will either be downloading:

    The MD5 Checksum for file called "Team Fusion v4.3 Patch" is: bec21b414ca3870251dd9afef5ff855d

    The MD5 Checksum for the file called "Mod+Installer+TF+4.3" = bec21b414ca3870251dd9afef5ff855d
    (according to this software: http://www.winmd5.com/[/B]


    Torrent for file "Mod+Installer+TF+4.3":

    http://www.pumaszallas.hu/Private/VO..._TF4.3.torrent



    Direct Download links for file "Team Fusion v4.3 Patch":


    https://s3.amazonaws.com/TFMOD/TF+MO...ler+TF+4.3.zip

    or

    http://www.mediafire.com/download/ww...v4.3_Patch.zip

    or

    http://www.adrive.com/public/GWgWs9/....3%20Patch.zip

    or

    https://tfvk.sharefile.com/download....570a7d11c42019


    Please post your screenshots in the following thread, we'd love to see them

    http://theairtacticalassaultgroup.co...ead.php?t=9357

    and don't forget we are also on Facebook, so if you have it, please 'Like' the page as it raises our profile and helps spread the word

    https://www.facebook.com/teamfusionmod


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

    Team Fusion Hotfix v4.312

    TF 4.312 READ ME

    Explosive ammo shrapnel
    Fixed typo that was making the shrapnel more deadly than normal. After the fix, it will behave like in 4.0.

    Sounds
    Corrected the distorted Jumo engine sounds.

    Sandbags
    Sandbags now look like sandbags again.

    He-115
    He-115 erratic flight behaviour corrected.


    Flight Model Changes

    Bf-109's
    109E-1/E-1b/E-3/E-4/E-4N and E-4N De-rated supercharger performance improved over 6000 meters.

    Bf-110's
    Bf-110's aerofoils slightly changed to provide more lift.

    Heinkel 111H and 111P
    Heinkel 111's engines, aerofoil, climb, and speed completely revised.

    Junkers Ju-88A
    Ju-88A engines, aerofoil, climb, and speed completely revised.

    Junkers Ju-87B
    Junkers Ju-87B overheat and aerofoil adjusted slightly.

    Fiat BR20M
    Fiat BR20M overheat and aerofoil adjusted slightly.

    Fiat G-50
    Fiat G-50 overheat adjusted slightly.

    Blenheim IV, IVF and IVNF
    Blenheim aerofoil and damage modeling adjusted slightly.

    Merlin III 100 octane
    100 octane Merlin III engines overheat revised.

    Fuel Tank Armour
    Fuel Tank armour for aircraft equipped slightly improved.

    -----

    Major Flight Model changes in TF 4.312 see 100 octane Merlin III powered aircraft with better performance from sea level up to Full Throttle Height. (16,250 ft) Conversely, 109's improve over Full Throttle Heights. (4000 m E-1/E-1B, 4500 m E-3/E-4, 4900 m E-4N)

    In addition, bombers and attack aircraft are more maneuverable, and Heinkels and Ju-88 climb performance corrected closer to historical.


    Download links:

    https://s3.amazonaws.com/TFMOD/TF+MO...+Installer.zip

    or

    http://www.mediafire.com/download/4d...r_TF_4.312.exe
    Last edited by ATAG_Bliss; Feb-03-2017 at 16:38.


    "The dissenter is every human being at those moments of his life when he resigns momentarily from the herd and thinks for himself". - Archibald Macleish


  2. #2
    Novice Pilot
    Join Date
    Feb 2013
    Posts
    50
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    yeaaaaaaaaaaaaaaaaaaaaaaaa

  3. #3
    Combat pilot il_corleone's Avatar
    Join Date
    Jul 2012
    Location
    Northern Celtic Spain
    Posts
    127
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Downloading! thanks guys!
    http://img27.imageshack.us/img27/3446/109forcorleone.jpg

  4. #4
    ATAG Member ATAG_Deacon's Avatar
    Join Date
    Oct 2011
    Location
    Heaven, I've already served my time in Hell!
    Posts
    1,503
    Post Thanks / Like
    Total Downloaded
    12.34 MB

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Bliss,

    How long until server 1 switches over?

    ~S~

    Deacon
    Celer, Silens, Mortalis

  5. #5
    Supporting Member Sandy1942's Avatar
    Join Date
    Dec 2012
    Location
    Western Desert
    Posts
    1,978
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Thank you! Go, go, go!!

  6. #6
    Admin ATAG_Bliss's Avatar
    Join Date
    Feb 2011
    Location
    United States of China
    Posts
    4,240
    Post Thanks / Like
    Total Downloaded
    457.02 MB

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Quote Originally Posted by ATAG_Deacon View Post
    Bliss,

    How long until server 1 switches over?

    ~S~

    Deacon
    Hi Deacon,

    I'd say in about an hour or so


    "The dissenter is every human being at those moments of his life when he resigns momentarily from the herd and thinks for himself". - Archibald Macleish


  7. #7
    ATAG Member ATAG_Deacon's Avatar
    Join Date
    Oct 2011
    Location
    Heaven, I've already served my time in Hell!
    Posts
    1,503
    Post Thanks / Like
    Total Downloaded
    12.34 MB

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    You"re the man!
    Celer, Silens, Mortalis

  8. #8
    Student Pilot workky's Avatar
    Join Date
    Mar 2012
    Location
    Marietta,Ga
    Posts
    17
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Would anyone object to creating a torrent file of this?
    Shut your Mouth when you talk to me

  9. #9
    Combat pilot Ekko's Avatar
    Join Date
    Feb 2013
    Location
    Denmark
    Posts
    196
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    thank you team F

  10. #10
    Admin ATAG_Bliss's Avatar
    Join Date
    Feb 2011
    Location
    United States of China
    Posts
    4,240
    Post Thanks / Like
    Total Downloaded
    457.02 MB

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Quote Originally Posted by workky View Post
    Would anyone object to creating a torrent file of this?
    By all means, please do! I'll add it to the OP if you give the link.

    Thanks workky!


    "The dissenter is every human being at those moments of his life when he resigns momentarily from the herd and thinks for himself". - Archibald Macleish


  11. #11
    Novice Pilot
    Join Date
    Feb 2013
    Posts
    50
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Launcher has stoped working!

    my bad luck with this game proceds

  12. #12
    Supporting Member
    Join Date
    Jan 2013
    Location
    Bolton UK
    Posts
    61
    Post Thanks / Like
    Total Downloaded
    67.22 MB

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Thank you.

    RedToo.

  13. #13
    Supporting Member Continu0's Avatar
    Join Date
    Jan 2013
    Posts
    1,688
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Thank you very much! Will try as soon as I handed in my graduation paper.

    Somehow, the downloadable readme doesn`t show any meaningful contet at the moment. Is it only me?

  14. #14
    ATAG_Colander's Avatar
    Join Date
    Nov 2011
    Location
    EGS8p7
    Posts
    10,632
    Post Thanks / Like
    Total Downloaded
    114.86 MB

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Quote Originally Posted by workky View Post
    Would anyone object to creating a torrent file of this?
    Go for it.

  15. #15
    Admin ATAG_Bliss's Avatar
    Join Date
    Feb 2011
    Location
    United States of China
    Posts
    4,240
    Post Thanks / Like
    Total Downloaded
    457.02 MB

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Quote Originally Posted by E69_pupo View Post
    Launcher has stoped working!

    my bad luck with this game proceds
    Go to your Redis folder in program files/ Il2 clod and run through all the programs there - directx update/ net frame work / and any other. That should get you sorted.

    Also make sure you give it time. The 1st launch will rebuild the game and take longer to get into. After that, it will be normal.


    "The dissenter is every human being at those moments of his life when he resigns momentarily from the herd and thinks for himself". - Archibald Macleish


  16. #16
    Student Pilot
    Join Date
    Oct 2012
    Posts
    24
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    THANKs GUYs

  17. #17
    Novice Pilot
    Join Date
    Nov 2012
    Posts
    56
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Thnanks a lot guys!

  18. #18
    Novice Pilot III/JG53_Don's Avatar
    Join Date
    Jan 2013
    Posts
    51
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Thanks for your efforts!

  19. #19
    Supporting Member =vit_unit='s Avatar
    Join Date
    Dec 2011
    Location
    Russia, Surgut region
    Posts
    1,356
    Post Thanks / Like
    Total Downloaded
    754 Bytes

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    How to change from English to Russian in the game after updating?

  20. #20
    Novice Pilot
    Join Date
    Feb 2013
    Posts
    50
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    its working!

    thank you som uch.

    so far one thing im finding strange, i dont hear my guns firing, is this suppose to be this way?

  21. #21
    Team Fusion
    Join Date
    Sep 2011
    Location
    Toronto Canada
    Posts
    1,649
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Quote Originally Posted by =vit_unit= View Post
    How to change from English to Russian in the game after updating?
    * To set language to Russian, edit the "confuser.ini" file under "My Documents" and add the following two lines.

    [MOD]
    GameLanguage=Russian
    [SIGPIC][/SIGPIC]
    [B]III./ZG76 2N+ZR[/B]
    ________________________________________________________
    Intel Core i7 4970 @ 3.6 GHz, Win 7 64 bit, 16 GB Ram, GTX 980 4GB GPU

  22. #22
    Admin ATAG_Bliss's Avatar
    Join Date
    Feb 2011
    Location
    United States of China
    Posts
    4,240
    Post Thanks / Like
    Total Downloaded
    457.02 MB

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Quote Originally Posted by =vit_unit= View Post
    How to change from English to Russian in the game after updating?
    Edit the "confuser.ini" file under "my documents" and add the following two lines:

    [MOD]
    GameLanguage=Russian


    "The dissenter is every human being at those moments of his life when he resigns momentarily from the herd and thinks for himself". - Archibald Macleish


  23. #23
    Supporting Member Tvrdi's Avatar
    Join Date
    Feb 2012
    Location
    On the border of the Eastern and Western Roman Empire
    Posts
    687
    Post Thanks / Like
    Total Downloaded
    763 Bytes

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    I want to express my gratitude to TEAM FUSION, for all what you have done for us. Thank you very much guys. You are the last one to bring a lite into the hardcore flight sims!
    ---------------------------------------------------------------------------------------
    click here for fixes if you have stutters in Cliffs Of Dover

  24. #24
    Supporting Member =vit_unit='s Avatar
    Join Date
    Dec 2011
    Location
    Russia, Surgut region
    Posts
    1,356
    Post Thanks / Like
    Total Downloaded
    754 Bytes

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Quote Originally Posted by ATAG_Keller View Post
    * To set language to Russian, edit the "confuser.ini" file under "My Documents" and add the following two lines.
    thx

  25. #25
    ATAG Member ATAG_Lolsav's Avatar
    Join Date
    Jun 2012
    Posts
    4,705
    Post Thanks / Like
    Blog Entries
    1
    Total Downloaded
    16.32 MB

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Pupo, sai do jogo e volta a lanca-lo. E espero que tenhas um backup do teu conf.ini, melhor dizendo, dos "inis" files para os colocar de novo no diretorio

  26. #26
    Team Fusion
    Join Date
    Sep 2011
    Location
    Toronto Canada
    Posts
    1,649
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Quote Originally Posted by E69_pupo View Post
    its working!

    thank you som uch.

    so far one thing im finding strange, i dont hear my guns firing, is this suppose to be this way?
    You should hear your guns. Perhaps a clean install of CloD and then the patch will sort things out.
    [SIGPIC][/SIGPIC]
    [B]III./ZG76 2N+ZR[/B]
    ________________________________________________________
    Intel Core i7 4970 @ 3.6 GHz, Win 7 64 bit, 16 GB Ram, GTX 980 4GB GPU

  27. #27
    Admin ATAG_Bliss's Avatar
    Join Date
    Feb 2011
    Location
    United States of China
    Posts
    4,240
    Post Thanks / Like
    Total Downloaded
    457.02 MB

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Quote Originally Posted by E69_pupo View Post
    its working!

    thank you som uch.

    so far one thing im finding strange, i dont hear my guns firing, is this suppose to be this way?
    Hey Pupo,

    Unless your sound is turned down, you may have a corrupt install of the game. Verify integrity and reinstall the patch.. Make sure you clear cache on the mod folder before running again.


    "The dissenter is every human being at those moments of his life when he resigns momentarily from the herd and thinks for himself". - Archibald Macleish


  28. #28
    Student Pilot
    Join Date
    Jan 2013
    Posts
    4
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Very thanks,TF... It is also occupied by soundmod Tiger_33 ?

  29. #29
    Student Pilot
    Join Date
    Jan 2013
    Posts
    17
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Thank you so much chaps !

  30. #30
    Combat pilot
    Join Date
    Jul 2011
    Posts
    160
    Post Thanks / Like
    Total Downloaded
    0

    Re: Team Fusion v1 (3.00) Mod is Now Available..

    Cheers guys, downloading now.

    Sound problems for can be fixed by turning the sound up in game and turning the sound down in your windows sound(volume mixer) for the game, hope that makes sense.

Page 1 of 38 12311 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •