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Team Fusion Version 4.0

Publié : jeu. oct. 17, 2013 5:58 pm
par OBT~Miguel21
Le mod est enfin là:

Team Fusion V4.00

TF4.0. Le fichier d'hébergement n'accepte pas les fichiers de plus de 2Go donc, en deux parties était nécessaire.
Direct download zip file part 1: https://www.hightail.com/download/OGhmY ... bUNGa2NUQw

Direct download zip file part 2: https://www.hightail.com/download/OGhmY ... M1Q0WjhUQw

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

http://theairtacticalassaultgroup.com/T ... F4.torrent
Update 1: ils ont déjà posté la méthode pour installer le futur mod Version 4.0, en gros:

- il s'installera sur une version 3.01
- il sera constitué de 2 fichiers zippé, seul 7-Zip pourra correctement le reconnaître et le dézipper, les autres programmes considéreront que l'archive est corrompu, ce qui ne sera pas le cas.
- sauvegardez vos fichiers .ini
- une fois la 4.00 installé et avant de lancer le jeux, videz le cache C:\Users\(your username here)\Documents\1C SoftClub\il-2 sturmovik cliffs of dover - MOD
- replacez vos fichiers .ini

Une vidéo est posté pour l'explication:
http://theairtacticalassaultgroup.com/f ... php?t=6290
Some more TF4 - pre-patch tweak suggestions
Some more TF4 - pre-patch tweak suggestions

Some things you can do before the patch comes out... while you are waiting

Inject FX/ Sweet FX:
You can disable these now, if you had them only to help see dots etc... Unless you want to keep using them for their colouration effects, but you migth have to readjust their settings.

Weapons loadouts
Consider a mixture of ammunition. your loadouts should remain after you patch. So set your loadouts now.

MeshShowLod=1 to =0 in conf.ini file
If you had this at 1, you can now return it to MeshShowLod=0.
visitbility problems should be resolved and you no longer need to endure the FPS hit that having it set to 1 gives you.

Backup yourConfUser.ini
This is where your controls settings are stored - just in case for some "reason" you need set again

ExtyendedClouds in ConfUser.ini
You'll need to add some lines to the ConfUser.ini to allow the extended clouds range. Here is the text (you need both lines - check for a [od] section in the file already):

[MOD]
ExtendCloudsDistance=yes

Open your "confuser.ini" in notepad
Search for "[MOD]"
If the above search shows nothing, go to the end of the file and add those two lines.
If the above search finds "[MOD]", just add the other line bellow that one.

Up your Graphics settings
Go on.. increase one or two settings that you've been holding back on until now for performance reasons....

Clear the game cache
Just delete the whole folder. It's under mydocuments/ 1c soft club/ il2 sturmovik..MOD/ cache - I think.

Controls
think a bout a key you might assign for zoom-in and zoom-out. See the readme, you can now dynamically zoom.
This control option will be under "keys" and "camera" in the games' control options settings.

Team Fusion Version 4.0 readme

README - LIGHTTeam 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)

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)

Re: Team Fusion Version 4.0

Publié : jeu. oct. 17, 2013 6:00 pm
par OBT~Miguel21
Ha si, un truc fun: on pourra prendre la DCA, j'imagine déjà des missions d'attaque de base avec en face toute l'artillerie piloté par les meuchants copains ...

Cool ;)

Re: Team Fusion Version 4.0

Publié : jeu. oct. 17, 2013 7:07 pm
par OBT~Gib
J'arrive pas non plus à voir si le bug des impacts de balles est corrigé (quand on se fait tiré dessus et qu'on entend rien !)

Re: Team Fusion Version 4.0

Publié : jeu. oct. 17, 2013 7:24 pm
par LUSO 83
Sacré boulot, trop long ce read me, pour que j'arrive à tous lire!! o_O

Pour la vidéo elle avait été déjà posté ici: http://www.checksix-forums.com/viewtopi ... 0&start=75

Et le sujet abordé. :hum:

Merci pour cet lecture!! :Jumpy:

Re: Team Fusion Version 4.0

Publié : jeu. oct. 17, 2013 9:31 pm
par looping44
arbre c'est bien tree en anglais?
my spitfire pass through the tree ! :hum:

Re: Team Fusion Version 4.0

Publié : jeu. oct. 17, 2013 9:43 pm
par Sibiliev
Salut à tous,
Si le résultat est à la hauteur (devrais je dire à la longueur) du Readme ça valait le coup de patienter.
Chapeau bas Messieurs.
Ce soft à bien changé depuis sa sortie (et encore je ne l'ai pas connu from the box, il se patchait à l'installation) et ça fait plaisir, preuve que rien n'est impossible quand on a la volonté et la passion.

Re: Team Fusion Version 4.0

Publié : jeu. oct. 17, 2013 10:40 pm
par OBT~Miguel21
Mise à jour du post initial
Update 1: ils ont déjà posté la méthode pour installer le futur mod Version 4.0, en gros:

- il s'installera sur une version 3.01
- il sera constitué de 2 fichiers zippé, seul 7-Zip pourra correctement le reconnaître et le dézipper, les autres programmes considéreront que l'archive est corrompu, ce qui ne sera pas le cas.
- une fois la 4.00 installé et avant de lancer le jeux, videz le cache C:\Users\(your username here)\Documents\1C SoftClub\il-2 sturmovik cliffs of dover - MOD

Une vidéo est posté pour l'explication:
http://theairtacticalassaultgroup.com/f ... php?t=6290

Re: Team Fusion Version 4.0

Publié : ven. oct. 18, 2013 4:01 pm
par OBT~Cade
Ok merci pour ces précisions. :Jumpy:

Re: Team Fusion Version 4.0

Publié : ven. oct. 18, 2013 5:18 pm
par jeeploo
Oua o_O ! C'est du super boulot qu'ils nous livrent la !

vivement la sortie du patch ! :Jumpy:

Re: Team Fusion Version 4.0

Publié : dim. oct. 20, 2013 10:44 am
par OBT~warfou
Bah ça y est !! Il est sorti!!

Re: Team Fusion Version 4.0

Publié : mer. oct. 23, 2013 8:07 pm
par OBT~Miguel21
Et une FAQ, une ;)

On y apprend par exemple que l'on peut modifier la vitesse du nouveau zoom....


THE FAQ START HERE

Frequently asked Questions that have been asked many times by the Community regarding Patch v4.00 installation and other issues.


I'd like to install Patch v4.00, but I don't even have Patch v1.00, v2.00, v3.00 or v3.01, could you tell me where I can find them please?

Firstly, there never was a Patch v1.00 or v2.00, the naming convention occurred during development of the patches by Team Fusion. So the starting point is v3.00. Please visit this thread and then come back here to see exactly how to install them;

Patch v3.00 is here: http://theairtacticalassaultgroup.co...ead.php?t=3777

Patch v3.01 (hotfix) is here: http://theairtacticalassaultgroup.co...ead.php?t=4347



How do I install Patch v.4.00 (or earlier patches) into my original version of Cliffs of Dover?

All details about how to install the Mod are answered in this thread where you can find both English and German tutorials:
http://theairtacticalassaultgroup.co...ead.php?t=6290

When I try to install the patch I get the following message;
"Folder does not contain the pre-requisite MOD version". What causes this?

This is because the folder you are trying to install Patch v4.00 into, is not the correct one OR you haven't updated it to Patch v3.01. Please refer to the first part of the FAQ to learn how to install the patches and where to.

I am noticing various graphics issues that weren't there with patch v3.01, any ideas?

It's important to remember that when installing the latest patch, it will be adding new effects. The main probably causing graphics issues, is that the user failed to empty the contents of the cache file. This stores the graphics settings for the modified game and if you didn't delete it before installing Patch v4.00, there's every chance you will have graphics issues.

Please go to:

C:\Users\(your username)\Documents\1C SoftClub\il-2 sturmovik cliffs of dover - MOD\cache
and delete the contents of that folder. This fixes 99% of all graphics issues.

I'm experiencing stutters, like micro-pauses while of playing, is something wrong with my install?

It's not a perfect solution for all stutters, but if you've tried the solution of clearing the cache, as detailed above, there is another really great solution posted in the following thread, that details how to repair your .net install and directx. It really does work!
The thread can be found here:
http://theairtacticalassaultgroup.co...ead.php?t=1806

I seem to get crashes and lots of issues with my install, help!?

Another common issue causing lots of conflicts was a Microsoft update, called KB2670838, for details of this issue, please read this thread:

http://theairtacticalassaultgroup.co...ead.php?t=3528

Okay, I seem to have the patch installed and everything is working. I only came over to CloD after seeing the recent work that has been done to improve it and I'm pretty much a novice, where can I find more information about learning to fly and other beginner questions?

We have a dedicated thread for that. You can skip the first part of it as it details how to install the Patch, but the rest of the information is perfect for your needs. Check the thread here:

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


I have seen those lovely clouds in images posted on the forums, but how do I get them in my game?

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

Example:

[MOD]
ExtendCloudsDistance=yes

I not sure if I have a [MOD] section, how can I check?

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 the word "[MOD]" (without the "" marks). 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 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.

Okay, I've done that but my clouds look like they are cut in half or have 'flat tops', what did I do wrong?

You've done nothing wrong, it's the graphics settings in your game. Go into your Video Options and click on "Show Advanced". Then change the "Land Detail" option to "High".
The clouds are most likely going to cause a few frames-per-second loss, which is why it is recommended to turn them on only if you a reasonably powerful system. If you had your Land Detail set at anything less than "High", it's questionable whether you think it can run the detailed clouds option, but worth giving it a try?

I'm having issues with the temperature of the Spifire 1a (100). Even with perfect trim the spit1a(100) can now only reach 290mph at sea level unboosted with 35% rad and 305mph with boost and 35% rad (then engine blows after 2 mins).?

This is under revision along with other testing. An error that slipped through in the final patch is being dealt with, apologies for the inconvenience...we're only human!


I have started to get a beige rectangle in the upper left corner. Is this a bug, or did I unintentionally toggle some feature?

Hold down the Left ALT key and then left-click of mouse on the beige box (or any other window you wish to move, alter or close)

Let go of the Alt key

Now Right click on Beige window and you should have option to customize,delete or move the box. If you don't want it there any more, just right-click and choose 'delete', the box is now gone.


Hey, I've seen this new zoom view feature, but I don't know how to set up keys for it?

This feature has been added to the in-game options. Go to the main Menu, Click "Option", Click "Controls". At the top of that page is a drop-down menu, Click it and choose the "Camera Option" now you can assign a keyboard button to zoom in, and one to zoom out. The place to assign button is POV + (zoom in) and POV - (zoom out). Alternatively you can set up your joystick buttons for the zoom function if you wish to do so in this menu option.

It's great, but the zoom is a little too fast for me, can I change it?

Yes. Open your Confuser.ini (as detailed above for the extended clouds) and under the [MOD] section add the line " ZoomSpeed=5" (without the "" marks). If the zoom is too fast, change the number to a lower value (i.e 1,2,3 or 4) and if you want it faster change it to a higher value (6,7,8,9 or 10. 10 is the highest value you can set)

I was looking in the confuser.ini and saw the line "UseOldHumans". What does that mean?

It reverts some of the uniforms to vanilla/stock Clod ie no parade uniforms in the bombers

I don't like the new tracer effects, is there any way to change them back?

Yes, install either the stock game and you will have them just how you like them or just don't install Patch v4.00

One thing I cannot work out is taking off in the Campaign. When I spawn as #3 on the runway in my Hurricane, all is normal except when I advance the throttle my plane noses-over with the accompanying prop strike. I have tried setting chock removal, actuating brakes, all without success. Can anyone shed light on what I am missing to get the crate rolling?

Brakes are on by default in the hurricane for the campaign missions. You just need to press wheel brakes button once to clear it.
To brake only left or right wheel, press "Full Wheel Brake" key and push the rudder for this side.

In SP missions/campaigns since you spawn with engines on, brakes are on too. Same in multiplayer.
"Full Left Wheel Brake" and Full Right Wheel Brake" is for German planes. Italian planes also use "British" system.

Is there any chance of Occulus Rift Support?

Our tagline is "keeping the dream alive". Of-course we will look at new technology as it becomes available, but that is all we can say at the moment. Please remember this is all done on a voluntary basis as 'a hobby'. We don't have any big studio backing the development, it's just a group of chaps from around the world, sitting at their computers like you do, but working as a team to improve the experience of the Flight Sim enthusiasts who take the time to install the Cliffs of Dover software and then our patches. We would never exclude any option, it's just a case of priority and what will benefit the majority of users. Don't give up hope though!

Not sure if it's just me but when I am flying and get attacked, I don't hear the enemy bullets striking my aircraft?

Currently we are investigating this. It appears some have an issue, others don't. That makes it much harder to track down. If you do have this issue, please report it in the Bug thread with (if you can) details of the soundcard or motherboard audio you use (usually Creative labs sound card or realtec Motherboard audio), the driver and also if you can remember, whether you were using teamspeak or a Microphone at the time it happend Finally whether you were online or offline. That will help.

In previous versions you had a mod installer that enabled the Hakenkreuz (aka Swastika) but now it doesn't work. Will you have one that works in v4.00?

Yes, please visit this thread:

http://theairtacticalassaultgroup.co...ead.php?t=6390

Hey this is unfair, the tracers are invisible, what's going on. I'm getting hit but don't see any tracers!?

A question about the 'invisible' tracers that would be helpful.

If you have this happen to you please don't just say 'invisible tracers'.

Can you tell us if it was online or offline. Can you tell us why you think they are invisible. Enemy aircraft can have invisible tracers, or should I say 'tracerless' ammunition loadouts. If you have a trk file please post it so we can see what you saw? The 20mm ammunition in.the Luftwaffe really has a big impact .against the enemy aircraft, but it can be tracerless so you'll only feel/see an impact. If you have a screenshot that would help roo. Please understand, reporting 'invisible' tracers doesn't make sense, reporting 'tracers disappeared when near me' might be more understandable, but we need more detailed reporting to see if this is a bug or a clever load it on the side of the enemy you are facing.

Thanks for your understanding.

Well I like to fly the British Fighters but I seem to have lost my aiming sight. Is this a bug?

The gunsights in the British aircraft are only visible when switched on, apparently this is how they were in real life. They are a bit blinding in low light/night. Try switching them off just before you get to firing distance as they appear to take a little while to fade out which gives you a slightly easier reticule to see the target through.


I'm not sure if this happened with the TF patch or before it, but for some time now I have not been able to click the controls in game and have them do anything. I can hover the mouse over it, it will display its name and change the pointer icon, but when i click it nothing happens. I can however right click and get the small menu, and left click and select these things, drag around the map etc. Its really a pain to bind keys and remember them to simple things I only ever press once in a mission.

If its happening online, make sure that "mouse view" is not enabled. If its on, you'll be able to look around by moving the mouse without holding down the middle mouse button, but you won't be able to use the clickable cockpit.
The F10 key toggles it on and off.

Thanks for the reply, but that fix didn't work, any other suggestions?

Go to the Main Menu\Controls\Aircraft\Keys and look for the following input:

"Mouse Control" is usually assigned to "Mouse Left"

Perhaps the Mouse Control key is currently blank and you need to assign it

To fire the guns while in a turret position go to: Controls\General

This is usually defaulted to "Fire Current Weapon" = "Mouse Left"

The default "Mouse Left" are assigned in Controls\ Camera for "Hold to Offset Camera"

You need assign another key for this command or you are unable to move turret guns and fire at the same time.

I also now have this problem, but when I looked at the key bindings ... the mouse control one is blank ... but it will not let me enter anything in there ... including left click or any keys

Inside your Confuser.ini are all the key bindings you would set up normally in the control options menu. You can though manually assign keys in the confuser in for situations like this.

Go into your Confuser.ini and look for the line "[HotKey BOB]

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

Look down that list of many controls and you should see a set of lines like this;

Joystick+Key12 Joystick+Key16=autorudder_high
Joystick+Key3=pitch_auto
MouseLeft=MouseControl
Underscore=thtl_minus
Backspace=thtl_wep


If you are having an issue getting your mouse to be the 'mouse control' just copy and paste the line above (in Red) into your confuser.ini, where it is shown above.

Whenever pilot voices load and play in game I get a small microstutter. The problem is barely noticeable but enough so to annoy me especially since I don't have this problem in any other series of games. The problem is more pronounced when a lot of voices are played like when playing a single player mission with lots of aircraft. I have fairly high spec rig so I can only suspect this is a setup problem. Can anybody here help me out?

Currently this is a known issue and one we are keen to get to the root of. The only solution that has been currently found (though not ideal) is to disable the speech folder. This will remove ALL voices from your game though, so no friendly or enemy. You'll be relying on the onscreen messages for information. It is nice though that if you get a kill, you have to wait and see the enemy crash, rather than the Ai telling you he's been killed before there is any way of you or them knowing. So, here's the workaround.

Go to your game install directory (not the one in MY Documents, but the one you installed the patches into) and then browse to the speech folder. By default it is here:
C:\Program Files (x86)\Steam\steamapps\common\IL-2 Sturmovik Cliffs of Dover\parts\bob\speech

Inside there is a speech folder are the German and British speech samples. When any voice is loaded it is loaded from this folder. If the game can't see that folder, it won't load and play the speech files contained in it. So to disable the Pilot speech for both sides simply click on the text under the speech folder so it his highlight and add a - sign in front of the word speech. The folder should now be named -speech. The game will now no-longer load the Pilot speech and it should get rid of those stutters caused by the game loading the pilot audio. To get the voices back, just remove the - sign from the word speech so it looks like this; speech and you will have the voices back.
If you want to be more specific, you can open the speech folder and inside are two more folders, one called 'gb' and the other 'de'. By renaming one of those folders (your choice), you can just delete the audio of the side you don't wish to hear. So naming the 'de' folder to '-de' (without the ' ' marks) will eliminate the german speech but keep the British speech only. The same principle applies to the gb folder.


I'm enjoying your patch and it's time for me to start shooting down some Enemy Aircraft. I have a problem though. I can't work out how to change the ammunition in my guns, can you help?

Of-course. Please follow this link to a tutorial on how to change the ammunition in all your guns (English and German versions available in linked thread):

http://theairtacticalassaultgroup.co...ead.php?t=3003


I was looking through some of the videos of patch v4.00 and saw that I could have a picture on the cockpit instrument panel. That looks really cool, how can I put my own choice of image there?

No problem, check out this tutorial which will tell you how to do it:

http://theairtacticalassaultgroup.co...ead.php?t=6361

Re: Team Fusion Version 4.0

Publié : mer. oct. 30, 2013 10:30 am
par Coromon
Salut,

c'est marrant, avant je ressortais mes vieux jeux par nostalgie en me disant "Comment tu pouvais passer des heures sur ce jeu...".
Maintenant je les ressors pour enfin y jouer. Le travail de la Team Fusion est vraiment incroyable. Pour tous ceux qui comme moi avaient mis COD de côté , vous pouvez le réinstaller avec le mod 4, ce n'est plus du tout le même.

Re: Team Fusion Version 4.0

Publié : mer. oct. 30, 2013 2:14 pm
par UF_Viking
Pour profiter de toutes les nouveautés graphiques et techniques de ce super patch (ou Mod) y a t-il des manies à faire autre que le simple fait de l'installer ?

Re: Team Fusion Version 4.0

Publié : mer. oct. 30, 2013 2:21 pm
par Toubib
Bonjour à tous :-)

Pour ma part, je suis très désappointé et frustré :crying: Je m'explique: j'avais remisé CloDo au placard depuis des années par manque de temps pour exploiter au mieux la bête. A la vue de tous ces topics récents, je l'ai réinstallé (via Steam), appliqué tout ce qu'il fallait pour arriver à une Team Fusion 4 en pleine santé, et ... rtb après 1 ou 2 mn de vol au-dessus des superbes paysages de la 2ème mission solo (à titre d'essai...)
J'ai vérifié les fichiers via Steam, vidé x fois le cache, remis le confi.ini et son acolyte, vérifié que je n'avais pas le patch-qui-tue de Billou etc... et que je sois en version native ou en Team Fusion, le jeu plante entre 1 et 4mn de vol après un freeze d'1/4 de sec.
J'ai un proc 4 coeurs, 12Go de ram, MAIS une carte graphique peut-être un peu obsolète pour ce type de simu, une Radeon 5800 avec 1Go.
En mettant toutes les options graphiques au minimum, j'ai pu voler 5mn jusqu'à atterrir ou plutôt me vautrer sur l'absence de gazon du sol vus les règlages graphiques basiques.
Donc ma question: ma frustration de ne pouvoir profiter de magnifiques graphiques ou de voler tout simplement, tient elle à la vétusté de ma Radeon 5800, ou auriez-vous d'autres suggestions non mentionnées sur ATAG ?
Merci pour vos éventuelles réponses, et bons vols ;-)

Re: Team Fusion Version 4.0

Publié : mer. oct. 30, 2013 6:28 pm
par nacy
le truc qui tue COD c'est la mise à jour Windows KB2670838 (Internet Explorer 10)

A voir ICI: http://www.checksix-forums.com/viewtopi ... 3&t=181204

Je suis comme toi avec une 5850 avec 1 Go tout a sur haut dans les options vidéo.
HAUT.jpg

Re: Team Fusion Version 4.0

Publié : mer. oct. 30, 2013 7:26 pm
par OBT~Mikmak
@ toubib, regarde ici: http://www.checksix-forums.com/viewtopi ... 3&t=181204

@ Almagnifico, tu peux augmenter la distance de visibilité des nuages (3x) en ajoutant les lignes suivantes dans le "confuser.ini" :
[MOD]
ExtendCloudsDistance=yes

Re: Team Fusion Version 4.0

Publié : mer. oct. 30, 2013 8:54 pm
par UF_Viking
Ok, super. Et c'est tout ce qu'il y a à faire pour profiter au mieux de ce dernier patch ?

Re: Team Fusion Version 4.0

Publié : mer. oct. 30, 2013 9:34 pm
par OBT~Miguel21
Almagnifico a écrit :Ok, super. Et c'est tout ce qu'il y a à faire pour profiter au mieux de ce dernier patch ?
Presque: tu viens voler avec nous et ça devrait le faire ;)

Re: Team Fusion Version 4.0

Publié : mer. oct. 30, 2013 10:08 pm
par UF_Viking
Ce serait avec plaisir, mais je suis déjà en phase d'apprentissage sur le A-10 avec l'EVAC. Je ne voudrai pas trop me disperser, même si ce n'est pas l'envie qui manque....

Re: Team Fusion Version 4.0

Publié : jeu. oct. 31, 2013 12:06 am
par Toubib
@almagnifico et @nacy: vous aviez raison :cheer: je croyais être exempt de cette m-à-j de la mort, la KB2670838, eh bien que nenni, elle était tapie dans mon Système! je l'ai donc bannie à tout jamais et ai pu faire 2 vols (tjrs la mm mission rapide en solo au Sud de la GB), de très courte durée par manque de temps, mais sans planter :-))
J'espère ne pas me réjouir trop vite et ne pas déchanter rapidement, mais en tout cas, MERCI :-)
Lors de mes prochains tests, je vais essayer progressivement de remonter mes paramètres graphiques, comme d'aucun o_O puis réinstaller Team Fusion...,en croisant les doigts ;-)

Merci et bons vols!

Re: Team Fusion Version 4.0

Publié : jeu. oct. 31, 2013 9:39 am
par UF_Viking
Merci pour tes remerciements mais moi je n'ai rien dit du tout ;) Je suis trop nul en installation pour t'avoir donné un quelconque conseil ;)

Re: Team Fusion Version 4.0

Publié : jeu. oct. 31, 2013 6:58 pm
par sicutaquila
MArche pas chez moi message d'erreur en ouvrant le fichier Mod 4.0 Installer.exe ca me dit: Folder does not contain the pre requisite Mod version

Je suis en 3.01

Re: Team Fusion Version 4.0

Publié : jeu. oct. 31, 2013 7:10 pm
par OBT~Miguel21
Salut Sicu

Tu as télécharger les 2 fichiers séparé ou l'unique fichier via le lien torrent?

Si c'est les 2 fichiers séparés, utilise 7zip pour les utiliser


es-tu sur d'être en 3.01? quand tu lances le simu, 3.01 est affiché en bas à droite?

Encore un truc: tu es sur windows 7 ou .. bien ?..; ;)

Re: Team Fusion Version 4.0

Publié : jeu. oct. 31, 2013 7:14 pm
par sicutaquila
Oui suis en WIn 7 64 bits

J'ai download les 2 fichiers, c'est au lancement du premier que j'ai l''erreur

Je suis bien en 3.01 in game

Re: Team Fusion Version 4.0

Publié : jeu. oct. 31, 2013 7:16 pm
par sicutaquila
il y a un lien pour le torrent?


Edit: j'ai trouvé le torrent.

http://theairtacticalassaultgroup.com/T ... F4.torrent