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.
[MOD] GameLanguage=Czech
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 re-textured, LOD, lighting and colors reworked
* 2 QMB night missions added.
* Historical markings for all marks of the bf 109.
Added aircraft:
* Blenheim and BR.20 AP Guide:
Key bindings needed: course autopilot next mode; course autopilot adjust course left and adjust course right; directional gyro increase and decrease; [(BR.20) start motor compressor; stop motor compressor]
Simple mode: After takeoff, trim your plane on desired course for your climb. Hit autopilot next mode, you will get a read out that says mode: course. Your plane will start to turn, just hit your adjust course left/right keys until the plane is flying on the course you want. The AP default course is N so the farther away from N that you are the more turning that will initially be needed. This is mode 1 (course) you can climb, dive, fly level using elevator trim as it only controls the rudder. BR.20; for a more precise AP, start motor compressor to spool up the directional gyro (will shake the plane); known bug.
For mode 22 (level flight, level bombing) hit the autopilot next key and it will say mode 22 (). Now the autopilot will control rudder, elevator, and ailerons. The plane will most likely dive for a bit to help it level out so pick an altitude at least 300-500 meters above what altitude you want. The Blennie's nose will bounce up and down (known bug)
For both of these modes just use your course autopilot left/right keys to turn the plane. You can also use the directional gyro keys for smaller movements.
BR.20:
Without the motor compressor on, the plane will drift more than other planes so it will need constant adustment.
For total correct navigation: BR.20: During startup turn on the motor compressor. Both: Turn the dirctional gyro to match the magnetic compass (You will have to continually match the gyro to the compass during flight)
Take off and pick your course, match gyro to magnetic compass, then hit autopilot next mode, then repeat the above steps.
For more info, check out the ju-88 flight manual (Autopilot) on wiki, it will all work the same except for not having a gauge for the autopilot course.
* 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.
* The dive brakes on the Ju-88 and Ju-87 have been adjusted to lower the speeds during their dive bomb attack. The Ju-88 now dives with brakes deployed at 400 kmh and the Ju-87 dives with brakes at 500 kmh. My research indicates those are the historical speeds. This should allow the pilots to aim better, and actually make it harder for attacking fighters to stay with these aircraft during dive bomb attacks.
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.
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.
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.
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.
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:
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:
Two new flyable models introduced:
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:
The following Twin and Four engine bomber or attack types have their High Speed Maneuverability revised:
Blenheim Bomber
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 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.
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.
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.
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
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
Somua S-35 Medium Tank Char 1 Bis Heavy Tank
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
Note: AAA guns cannot be manned at this time. 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.
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.
* 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)
* 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.
* 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.
* 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)