PDA

View Full Version : Community Patch avaiable


ChiefRedCloud
03-19-2013, 12:59 PM
Changes:


**Special note for Russian users:**

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

[MOD]
GameLanguage=Russian

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

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

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

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

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

JU87 Cockpit
* Corrected incorrect Kraftstoffrest label.


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

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

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

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

NEW MISSIONS

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


CREDITS

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

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

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

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

This one is for you!
Enjoy!

Patch installation is very simple.

1. Verify integrity
2. Clear cache
3. Save INI **Your control and graphics config** eg - confuser.ini / conf.ini files somewhere
4. Install patch
5. ***Very Important*** Start up IL2COD until you get into the loading screen. This creates a new folder under Documents/1cSoftClub called IL2 Cliffs of Dover - Mod. The Mod folder is where you place your saved config files.
6. Copy ini files over again to main folder

About Steps 1 and 2

1. In the Steam GUI, go to the Library, then the game. Right-click > Properties > Local Files Tab > "Verify Integrity of Game Cache". It checks your game for corruptions and missing files, and will replace them as necessary.

2. In your Documents, go to the "1C Softclub" folder, then the "il-2 sturmovik cliffs of dover" folder. Within is a folder labelled "cache". Delete the contents, specifically of a folder labelled "shaders". You can dump the whole folder and it will be rebuilt after verification and game start (in my experience).

If you are worried that deleting an entire folder is bad news, just change the name on the "cache" folder to something else, and verify and restart the game. You'll see it is rebuilt, and if not, you still have the original folder.


Open the patch executable file (run as administrator) and point the mod to your IL2 Cliffs of Dover Folder generally located inside Program files (x86). Click OK and a status bar will show installation progress. Once complete you can close the installer.

The installer creates a separate folder under Documents/1cSoft named IL2 Cliffs of Dover - MOD. Please note you must move copy your controls and graphics configs (generally confuser.ini and conf.ini) from the Documents/1CSoft IL2 Cliffs of Dover folder to the MOD one as they do not have your saved configs.

Now you should be ready to fly!


Links to download MOD
[Links updated/corrected on 20 March]
From yousendit: here (https://www.yousendit.com/dl?phi_action=app/orchestrateDownload&rurl=https%253A%252F%252Fwww.yousendit.com%252Ftra nsfer.php%253Faction%253Dbatch_download%2526batch_ id%253DUVJoTXRjNnlCSWZtcXNUQw)

From torrent here (https://rapidshare.com/#!download|551p2|83317194|TF_IL2COD_ModInstaller.7 z|15|0|0)

Interactive Readme here (https://www.yousendit.com/download/UVJpNU1Eb0JHa05qQTlVag)

Bugtracker address: http://tfbt.nuvturais.de/

Enjoy!

Note:
All files are placed on MOD folders. Should you need to revert to the stock version, just replace the "parts\core\maddox.dll" with the original file.
You can find the original "maddox.dll" in the same folder with a name like "maddox.dll.ModInstallBackup_17-3-2013-22_1_28" where the numbers are the date and time of the install.
This is the only change needed to switch between versions.


Bug Tracking and Error Reporting

Thanks to the very kind folks running the old IL2 Bug Tracker, they have set up a new data base specifically for Team Fusion's work. Please use this section only to report replicable bugs or problems. We will be monitoring the TFBT.

Those who have already registered on the old IL2COD bug tracker will still have their same username/password.

TFBT: http://tfbt.nuvturais.de

A very special thanks to Artist who has been working with us to get this going.

Artist
03-20-2013, 07:37 AM
Hi everybody,

The original (IL-2)Bugtracker (http://tfbt.nuvturais.de/) has moved to another location (http://tfbt.nuvturais.de/) and resumed operation.

There were some 350 issues left open from before the last patch from Maddox Games for which we recently asked feedback from the original submitters (authors). For about 130 we already got this feedback and could either set the issue to confirmed ("still there") or resolved. But: There are still about 234 issues open on which we need feedback from their authors![1]

Please, if you authored issues on the bugtracker at tfbt.nuvturais.de (http://tfbt.nuvturais.de), update your issues with one of the following options

(A) "This bug has been fully resolved, this feature fully implemented." Please mention the version you've tested (1.11.20362 or 3.00.000). We than can close that issue.

(B) "This bug has been partially resolved, this feature partially implemented." Please mention the version you've tested (1.11.20362 or 3.00.000). In this case, please also create a brand new issue concerning what has not been solved / implemented (and make a link to it). We can then close the original issue and everybody can vote on the new issue again.

(C) "This bug has not been resolved, this feature not been implemented at all." Please mention the version you've tested (1.11.20362 or 3.00.000). This issue will then remain open.

At the moment we ask all others to give the original authors a first call on their issues.

To those who thankfully are already submitting new issues: Please do read the Guidelines (http://tfbt.nuvturais.de/boards/1/topics/127) and use the search extensivly before submitting: We're just five and it is hard work to keep the bugtracker free of duplicate entries.


Cheers,
Artist

--------------
[1] We sent emails, but addresses may have changed, spam filters may have devoured...

Lolsav
03-20-2013, 06:34 PM
As the links are broken on the first post im adding the correct ones on this post untill they get fixed.

Links to download MOD

From yousendit: here (https://www.yousendit.com/dl?phi_action=app/orchestrateDownload&rurl=https%253A%252F%252Fwww.yousendit.com%252Ftra nsfer.php%253Faction%253Dbatch_download%2526batch_ id%253DUVJoTXRjNnlCSWZtcXNUQw)

From torrent here (https://rapidshare.com/#!download|551p2|83317194|TF_IL2COD_ModInstaller.7 z|15|0|0)

Interactive Readme here (https://www.yousendit.com/download/UVJpNU1Eb0JHa05qQTlVag)

Bugtracker address: http://tfbt.nuvturais.de/

Wiki link here (http://www.theairtacticalassaultgroup.com/wiki/doku.php?id=start)

ATAG_Bliss
03-20-2013, 06:46 PM
Thanks for the links!

GF_Mastiff
03-21-2013, 07:47 AM
Awesome work, thanks 1C and Team Fusion!

SlipBall
03-21-2013, 06:45 PM
Love the patch...thanks team :)

major_setback
03-21-2013, 07:59 PM
Sounds great!

Do I need to back-up skins and missions folders?

SlipBall
03-21-2013, 08:30 PM
Sounds great!

Do I need to back-up skins and missions folders?


I don't think you have to do that. After you run the game and your new 1C SoftClub folder is created. Then simple copy/paste those skins/missions from the old 1c SoftClub folder in to the new

larry69
03-22-2013, 11:25 AM
if anybody has also noticed, that are different the details? according the airplane?:confused::confused::confused:
larry69

SlipBall
03-22-2013, 12:46 PM
Not obvious to me larry what do you see

lensman1945
03-22-2013, 03:01 PM
if anybody has also noticed, that are different the details? according the airplane?:confused::confused::confused:
larry69

Could be just a slight difference in the lighting angle?

larry69
03-22-2013, 03:36 PM
i miss by the Hurricane the sharp edges, tilts and rivets.

major_setback
03-22-2013, 04:06 PM
I miss by the Hurricane the sharp edges, tilts and rivets.



Actually that looks like the skin hasn't finished loaded properly. Sometimes they seem to take 5-10 minutes before fully loading, and use a lower resolution until then (in offline mode).
Does this persist even if you wait?

I find that this is the case in aircraft I'm not flying. My own aircraft's skin loads a lot faster.

BUT - I haven't had a chance to try the new patch yet though.

major_setback
03-22-2013, 04:08 PM
I don't think you have to do that. After you run the game and your new 1C SoftClub folder is created. Then simple copy/paste those skins/missions from the old 1c SoftClub folder in to the new

Thanks!

Mysticpuma
03-22-2013, 08:22 PM
New update on the ATAG server. New ship included and map work ;)

Royraiden
03-22-2013, 10:32 PM
Awesome update!!Theres plenty of light at the end of the tunnel.

Meusli
03-23-2013, 06:16 PM
i miss by the Hurricane the sharp edges, tilts and rivets.

One was covered in fabric and another was made all metal.

major_setback
03-23-2013, 09:05 PM
i miss by the Hurricane the sharp edges, tilts and rivets.

The lines/rivets are just as sharp if you wait a while.

The skins are terribly shiny though. Very disappointing :-( They look terrible on a weathered skin. Oh dear!

http://i4.photobucket.com/albums/y129/major-setback/Clipboard021.jpg

http://i4.photobucket.com/albums/y129/major-setback/Clipboard01-8.jpg

If you turn the in-game weathering full on the shine is reduced, but then you get lots of added weathering and bare-metal showing that you don't really want.

I'm very disappointed in this as I spend a long time getting my weathering effects right on my skins.

Despair!!
http://i4.photobucket.com/albums/y129/major-setback/Clipboard022.jpg



.

ATAG_Bliss
03-23-2013, 11:49 PM
Now the planes look realistic for the sunlight we have in game. If you have custom skins made, yes, they will look very different to what you are used to seeing, but that doesn't make it unrealistic.

Here's some examples of real life sun shine effects on planes, many of these shots were taken during WWII (before anyone brings up the old paint argument).

The shine is really representative of all those pilot accounts we've read about.

@3:37

http://www.youtube.com/watch?v=BLkMPWGK8Ik

And

http://www.youtube.com/watch?feature=player_embedded&v=400--DH00yI

And Some WWII pics:

http://theairtacticalassaultgroup.com/forum/attachment.php?attachmentid=1934&d=1360972956

http://theairtacticalassaultgroup.com/forum/attachment.php?attachmentid=1938&d=1360979296

http://theairtacticalassaultgroup.com/forum/attachment.php?attachmentid=1939&d=1360979304

http://theairtacticalassaultgroup.com/forum/attachment.php?attachmentid=1940&d=1360979310

So I wouldn't call them terribly shiny at all. I'd call it pretty close to reality and what sunlight does to a metal surface. If you need more examples of WWII pictures with shine, let me know.

Oh, and you might want to take a look at your own signature :D

SlipBall
03-24-2013, 09:01 AM
With the size of the map and relatively low numbers of aircraft in the sky. I think that the reflections are a good thing, mainly for those who are on-line pilots. I know that it has given me a new interest to go on-line...I do like the various skins made by the community and will use both games to get some artistic shots to post :-P

topgum
03-25-2013, 09:24 AM
With the size of the map and relatively low numbers of aircraft in the sky. I think that the reflections are a good thing, mainly for those who are on-line pilots. I know that it has given me a new interest to go on-line...I do like the various skins made by the community and will use both games to get some artistic shots to post :-P

So do I! Since the last official patch cames out, I am online as well. But if you use this mod online, don't get you banned on steam? Anybody knows?
thx for replying.

DUI
03-25-2013, 09:39 AM
@Topgum: Dont worry - no issues at all flying with the Team Fusion patch on Steam. Enjoy it, it puts CloD technically, graphically and contentwise on a new level. See you in the online skies!

topgum
03-25-2013, 01:20 PM
@Topgum: Dont worry - no issues at all flying with the Team Fusion patch on Steam. Enjoy it, it puts CloD technically, graphically and contentwise on a new level. See you in the online skies!

Thank you, DUI, this are great news to me :D
Maybee we 'll get the OculusRift-headtrackingimplantation when it has it's coming-out one day on that way, too?

major_setback
03-25-2013, 05:22 PM
Oh, and you might want to take a look at your own signature :D

That's more 'sheen' than shine.

It depends a bit on the type of monitor you are using. The planes don't look too bad on the flat-screen I'm using at the moment. On my home CRT thay look very greasy. And admittedly my home monitor is a bit too dark (even oon max brightness) which doesn't help.

They are just a bit too shiny for me however I look at it though. I prefer a dull matt finish for weathered skins...for most skins actually.

I know some aircraft were shiny in the war. Some weren't.

I'm really very pleased the excess default weathering has been removed from the British fighters though! Well done Mods.

*Buzzsaw*
03-25-2013, 10:03 PM
So do I! Since the last official patch cames out, I am online as well. But if you use this mod online, don't get you banned on steam? Anybody knows?
thx for replying.

No, there is no possibility of being banned on Steam, as the Server can determine whether VAC is enabled or not.

In the case of Team Fusion Mods, the server disables VAC, we don't need it because we have our own 'cheat' system which keeps players with mods other than those included in the TF patch from playing.

VAC was never enabled anyway for the original game, people were able to use hacks online and get away with it.

On TF servers, that is not possible, everyone uses the same version.

planespotter
03-26-2013, 09:13 PM
In this mod I love:

Clean skins
Trails in the sky
Hi alt fights
109E4N can climb away from anything

I hate

Reflections, when a squadron comes at you it is like attack of the mad disco lights, it just stupid looking.
Spitfires are always higher than me and I can't reach them (this is just my complain, not the mod maybe). Is it worth trying? I thought both 109E4 and Spit II had same ceiling about 36,000? What is the ceilings in the mod?

ATAG_Deacon
03-27-2013, 12:56 AM
In this mod I love:

Clean skins
Trails in the sky
Hi alt fights
109E4N can climb away from anything

I hate

Reflections, when a squadron comes at you it is like attack of the mad disco lights, it just stupid looking.
Spitfires are always higher than me and I can't reach them (this is just my complain, not the mod maybe). Is it worth trying? I thought both 109E4 and Spit II had same ceiling about 36,000? What is the ceilings in the mod?


Leave France from a higher alt...I shot down 3 109N's last night in a Spit I (not Ia) 100 octane on the ATAG server. Of course I had to deal with some nasty girlfriends soon after and didn't have the speed to fully get out of the fight...I spent 10 minutes getting BnZ'd just off Calais. If not for the mission ending my parents would have received a telegram "Mr & Mrs Deacon, we regret to inform you...":grin:

SlipBall
03-27-2013, 09:00 AM
I rose to 6000m over France and then all the reports had the enemy at under 500m near France...can't win :grin:

topgum
03-27-2013, 01:38 PM
Thx a lot to Team-Fusion for the patch-mod, for your hard work and inspirations.
I just want to give you a little feedback, though I haven't spend any time on bombers.

#1 What I really love are the glints on AC-surfaces in the distance, even though I find that now approaching AC are going to be "invisible" longer than before but I will compare it with the unmoded version - will check it out & and let you now then.

#2 I like the "glossy"FX on my wings very much! If you prefere less, scale it out in the weathering sliders, works fine for me.

#3 The colours over UK are much better, but I would just suggest not to touch the colours of the French side, because weather is warmer here and fields are looking more golden during summertime.

#4 I love the introduction of all the 100-octane-fuel types, especially the 109 4/N is a thick prick. Unfortunately for all those "whiners", who complained the lack of 100oc MKI Hurris and Spits some time ago. Now the empire has stroke back ;-)

#5 I like the different Spit- & E4-pits and sure, one day we'll see animated trim wheels and the new flap indicators in the MKI-models will be animated,too.

#6 The rework of the FM is superb, the SU26 is less "helicopteric"/VTOL now and a 109 can loose a wing, because of it seems to be a little bit less sluggish now and it can take faster speed - bad surprise ;-)
I could reach the top ceiling with the 109E4/N at 10450m, even when the cooling limit of 78°C (Flea's Database) has been broken by~90°. I haven`t done it with a Spit - I got 31800ft/29900ft in Spit 1A 100Oc in the final -unmodded- patch - I'll let you know.

#7 I really appreciate that you have ironed out the CLOD-altitude bug and you have standardized the atmosphere conditions on 1015mb/760mmhg and 15°C, so I don`t have to deal with altimeter-adjustments a beginning DF in QM. It was a pretty cool event however, to impress some people eventualy around me;-)

#8 Nevertheless, while it is still quite easy in a SpitMKI to climb after take-off and handle the revolutions of 2speedpitchprop, it becomes more and more difficult if you are above 4000ft. Then you can't use the 2nd stage of the pitch anymore without reducing the boost pressure down to somewhat of -/+0 lb/sin. Try this out in the new "Manston"Raid mission! I'm quite curious for my next top ceiling attempts in it. Take care off your cooling temp. Once the prop has stopped spinning, because you didn't, then you wish that the big van in front of you would still revolving and going on
cooling ya ;-)
When this is all due to to redesign of FM and atmosphere-density in height and the mass flow conditions in the radiator, than Chapeau for the immersion.

#9 I'm thankful that I can trying to fly blind now, because of you've stopped the icing in the clouds in
standard missions. Otherwise you had to deal with the FM.

#10 The GUI-RL-photos are much better to me than nazis-with-deutsche-Dogge-dogs-pics or "grounded" tanks while I'm waiting for ready-for-take-off.

Last but not least the things I don't like:
#1 The decals of some AC types are disappeared now, here in the photo Spit MK I, but MKII as well, decals enabled, though.
#2 Is there now emergency boost (1,45atü) in the E4/N?
#3 the evetualy longer "invisible mode" off approaching AC, described in #1

This all is said to honour your work. Please take not of that I've just tried it out for some hours, don't get me wrong when my items are not exact ore even wrong in some points, but I'm quite sure that it is a huge step into a very good direction.
TG
12222

12223

topgum
03-27-2013, 01:43 PM
...
VAC was never enabled anyway for the original game, people were able to use hacks online and get away with it.

On TF servers, that is not possible, everyone uses the same version.

Does this means
#1 that therefore you finding somewhere some UFOs on other Servers and
#2 you can use your own skins without risking beeing banned?
Sorry for the offtopic

GF_Mastiff
03-28-2013, 01:57 AM
Does this means
#1 that therefore you finding somewhere some UFOs on other Servers and
#2 you can use your own skins without risking beeing banned?
Sorry for the offtopic

yes, the most likely ufo is when some one turns on their recording while flying. if they don't disco, then its not a recording thing..

Anders_And
03-28-2013, 11:37 AM
Thx a lot to Team-Fusion for the patch-mod, for your hard work and inspirations.
I just want to give you a little feedback, though I haven't spend any time on bombers.

#1 What I really love are the glints on AC-surfaces in the distance, even though I find that now approaching AC are going to be "invisible" longer than before but I will compare it with the unmoded version - will check it out & and let you now then.

#2 I like the "glossy"FX on my wings very much! If you prefere less, scale it out in the weathering sliders, works fine for me.

#3 The colours over UK are much better, but I would just suggest not to touch the colours of the French side, because weather is warmer here and fields are looking more golden during summertime.

#4 I love the introduction of all the 100-octane-fuel types, especially the 109 4/N is a thick prick. Unfortunately for all those "whiners", who complained the lack of 100oc MKI Hurris and Spits some time ago. Now the empire has stroke back ;-)

#5 I like the different Spit- & E4-pits and sure, one day we'll see animated trim wheels and the new flap indicators in the MKI-models will be animated,too.

#6 The rework of the FM is superb, the SU26 is less "helicopteric"/VTOL now and a 109 can loose a wing, because of it seems to be a little bit less sluggish now and it can take faster speed - bad surprise ;-)
I could reach the top ceiling with the 109E4/N at 10450m, even when the cooling limit of 78°C (Flea's Database) has been broken by~90°. I haven`t done it with a Spit - I got 31800ft/29900ft in Spit 1A 100Oc in the final -unmodded- patch - I'll let you know.

#7 I really appreciate that you have ironed out the CLOD-altitude bug and you have standardized the atmosphere conditions on 1015mb/760mmhg and 15°C, so I don`t have to deal with altimeter-adjustments a beginning DF in QM. It was a pretty cool event however, to impress some people eventualy around me;-)

#8 Nevertheless, while it is still quite easy in a SpitMKI to climb after take-off and handle the revolutions of 2speedpitchprop, it becomes more and more difficult if you are above 4000ft. Then you can't use the 2nd stage of the pitch anymore without reducing the boost pressure down to somewhat of -/+0 lb/sin. Try this out in the new "Manston"Raid mission! I'm quite curious for my next top ceiling attempts in it. Take care off your cooling temp. Once the prop has stopped spinning, because you didn't, then you wish that the big van in front of you would still revolving and going on
cooling ya ;-)
When this is all due to to redesign of FM and atmosphere-density in height and the mass flow conditions in the radiator, than Chapeau for the immersion.

#9 I'm thankful that I can trying to fly blind now, because of you've stopped the icing in the clouds in
standard missions. Otherwise you had to deal with the FM.

#10 The GUI-RL-photos are much better to me than nazis-with-deutsche-Dogge-dogs-pics or "grounded" tanks while I'm waiting for ready-for-take-off.

Last but not least the things I don't like:
#1 The decals of some AC types are disappeared now, here in the photo Spit MK I, but MKII as well, decals enabled, though.
#2 Is there now emergency boost (1,45atü) in the E4/N?
#3 the evetualy longer "invisible mode" off approaching AC, described in #1

This all is said to honour your work. Please take not of that I've just tried it out for some hours, don't get me wrong when my items are not exact ore even wrong in some points, but I'm quite sure that it is a huge step into a very good direction.
TG
12222

12223

Isnt the "no decals" issue just a case of that specific pilot having just chosen a non default skin? I had that happening to me. I was sitting in a 109 just about to take off with some mates when they told me that i had no markings on. I exited and took default skin and the markings were back.

*Buzzsaw*
03-28-2013, 03:49 PM
You have some misunderstandings of the patch and the aircraft, you should read the READ ME, and Manuals, which can be found here:

http://www.theairtacticalassaultgroup.com/wiki/doku.php?id=start

Thx a lot to Team-Fusion for the patch-mod, for your hard work and inspirations.
I just want to give you a little feedback, though I haven't spend any time on bombers.

#1 What I really love are the glints on AC-surfaces in the distance, even though I find that now approaching AC are going to be "invisible" longer than before but I will compare it with the unmoded version - will check it out & and let you now then.

#2 I like the "glossy"FX on my wings very much! If you prefere less, scale it out in the weathering sliders, works fine for me.

#3 The colours over UK are much better, but I would just suggest not to touch the colours of the French side, because weather is warmer here and fields are looking more golden during summertime.

#4 I love the introduction of all the 100-octane-fuel types, especially the 109 4/N is a thick prick. Unfortunately for all those "whiners", who complained the lack of 100oc MKI Hurris and Spits some time ago. Now the empire has stroke back ;-)

#5 I like the different Spit- & E4-pits and sure, one day we'll see animated trim wheels and the new flap indicators in the MKI-models will be animated,too.

#6 The rework of the FM is superb, the SU26 is less "helicopteric"/VTOL now and a 109 can loose a wing, because of it seems to be a little bit less sluggish now and it can take faster speed - bad surprise ;-)
I could reach the top ceiling with the 109E4/N at 10450m, even when the cooling limit of 78°C (Flea's Database) has been broken by~90°. I haven`t done it with a Spit - I got 31800ft/29900ft in Spit 1A 100Oc in the final -unmodded- patch - I'll let you know.

#7 I really appreciate that you have ironed out the CLOD-altitude bug and you have standardized the atmosphere conditions on 1015mb/760mmhg and 15°C, so I don`t have to deal with altimeter-adjustments a beginning DF in QM. It was a pretty cool event however, to impress some people eventualy around me;-)

#8 Nevertheless, while it is still quite easy in a SpitMKI to climb after take-off and handle the revolutions of 2speedpitchprop, it becomes more and more difficult if you are above 4000ft. Then you can't use the 2nd stage of the pitch anymore without reducing the boost pressure down to somewhat of -/+0 lb/sin. Try this out in the new "Manston"Raid mission! I'm quite curious for my next top ceiling attempts in it. Take care off your cooling temp. Once the prop has stopped spinning, because you didn't, then you wish that the big van in front of you would still revolving and going on
cooling ya ;-)
When this is all due to to redesign of FM and atmosphere-density in height and the mass flow conditions in the radiator, than Chapeau for the immersion.

#9 I'm thankful that I can trying to fly blind now, because of you've stopped the icing in the clouds in
standard missions. Otherwise you had to deal with the FM.

#10 The GUI-RL-photos are much better to me than nazis-with-deutsche-Dogge-dogs-pics or "grounded" tanks while I'm waiting for ready-for-take-off.

Last but not least the things I don't like:
#1 The decals of some AC types are disappeared now, here in the photo Spit MK I, but MKII as well, decals enabled, though.
#2 Is there now emergency boost (1,45atü) in the E4/N?
#3 the evetualy longer "invisible mode" off approaching AC, described in #1

This all is said to honour your work. Please take not of that I've just tried it out for some hours, don't get me wrong when my items are not exact ore even wrong in some points, but I'm quite sure that it is a huge step into a very good direction.
TG
12222

12223

topgum
03-28-2013, 04:05 PM
Isnt the "no decals" issue just a case of that specific pilot having just chosen a non default skin? I had that happening to me. I was sitting in a 109 just about to take off with some mates when they told me that i had no markings on. I exited and took default skin and the markings were back.

The decal issue happens on standard skin, it is also affecting the players AC, see pics, external view of mine, last pic shows decal again when you zoom in.
Axis planes don't seem to be concerned.

topgum
03-28-2013, 08:15 PM
You have some misunderstandings of the patch and the aircraft, you should read the READ ME, and Manuals, which can be found here:

http://www.theairtacticalassaultgroup.com/wiki/doku.php?id=start

Sorry, Buzzard,I read the README, manuals & historicalmanual section, but I haven't had a look in the "CLOD-Flightmanual" section. In there I found infos for the use of MKI 2speed pitch.
Thx for the tip.

GF_Mastiff
03-29-2013, 06:53 AM
The decal issue happens on standard skin, it is also affecting the players AC, see pics, external view of mine, last pic shows decal again when you zoom in.
Axis planes don't seem to be concerned.

That looks like a LOD issue with mexhshowlod=0 should be at 1

Conf.ini file
[core]
RandSeed = 0
TexQual=3
TexFlags.PolygonStipple=0
Shadows=1
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
LandShading=2
LandDetails=2
Sky=3
Forest=3
VisibilityDistance=8
LandGeom=2
DrawCollisions=1
Water=-1
Effects=2
EffFlags.Light=1
EffFlags.SpriteRender=0
Grass=3
CordEffect=1
UseFog=0
UseLandCube=1
UseLandConnectedObject=1
LinearObjectManager=1
Roads=1
Sun=1
Clouds=1
EffFlags.LightSpritesProj=1
ShadowMapSize=5
TexFlags.AsyncLoad=1
TexFlags.ShowTexture=0
SimpleMesh.SWTransform=0
SimpleMesh.QuadTreeClip=1
SimpleMesh.InstancingHW=1
EffFlags.LightContextSprites=1
CloudsFlags.Detailed=1
TexFlags.CreateHDR=1
Decals=2
EffFlags.SWLight=0
TexFlags.CockpitOnePass=0
MegaTexture=0
TexFlags.Reflection=1
RenderTargetQual=3
MSAA=0
MeshStatics=2
MeshStaticsDetail=3
SimpleMesh.QTNoCompose=0
MeshFirstLod=0
MeshShowLod=1
SpawnHumans=0
TexFlags.SSAO=1
TexFlags.VSync=1
TexFlags.FastTransparency=1

topgum
03-29-2013, 10:16 AM
That looks like a LOD issue with mexhshowlod=0 should be at 1
conf.ini
...
MeshShowLod=1
...


Fantastic, Mastiff, thanks a lot, that did for me! Bizzar, the standard CLOD-Conf.ini-MeshShowLod=0:confused:
Anyway, great job!:grin:

=BLW=Pablo
04-01-2013, 02:29 AM
I installed this patch and now the water is ugly, no waves ...

What can I do?

http://cloud-2.steampowered.com/ugc/594747728617235712/CAE34A1C4516D426EBB676DD6B81A296B42C6077/

Sokol1
04-01-2013, 04:03 AM
Answer in Portuguese (OP native language).


Provavelmente quando a pasta MOD em Documentos\1c Soft Club\... foi criada, copiou antigos Conf.ini, ConfUser.ini (talvez setados nos primeiros patchs da 1c) da pasta onde o jogo esta instalado (Steamapps), o que com pode ter gerado este problema.

A configuração padrão para a àgua no Conf.ini é

Water=-1

Teste com este valor. Lembro de ter mechido neste valor certa vez, e a agua acabou deste jeito ai...
Se não fez backup - como recomendando no readme do MOD - destes ".ini" antes de instalar o MOD pegue com alguem que tenha feito, no caso terá que reconfigurar o josytick e comandos de teclado personalizados.


Sokol1

=BLW=Pablo
04-01-2013, 04:46 AM
valew Sokol obrigado!!!

consegui...

http://cloud-2.steampowered.com/ugc/594747728619068339/2565C4E8274FD16D4BD555D59D00586F43C92CCA/1024x576.resizedimage

VMF214_Jupp
04-01-2013, 03:23 PM
So far, so good. Patched successfully and joined the ATAG online server last night.

http://forum.1cpublishing.eu/picture.php?albumid=151&pictureid=975

Das Attorney
04-02-2013, 01:33 PM
Awesome, thanks very much for this.

Had some problems with stutter when I installed but shunted the game installation over to my SSD and now it runs smooth as silk :)

Loving the new sounds and (reinstatement of) graphical effects. Don't really know enough about FM to comment, but planes feel fine to fly.

DB605
04-03-2013, 07:50 PM
Only had time to small test but patch seems to be really good so far! Feels good to be back on clod after loooong break. Thanks a lot to the team!

Peacetone
04-04-2013, 05:46 PM
Hi!i downloaded the mod and follow the all steps but mod installer exe worked too short.and i check in 1csoftclub folder i cant see clod mod folder??after started in redist files (main clod folder) directx bla bla...but it not work...install too short...start and finished:)somethings go wrong any idea for this??pls help

*Buzzsaw*
04-04-2013, 06:31 PM
Hi!i downloaded the mod and follow the all steps but mod installer exe worked too short.and i check in 1csoftclub folder i cant see clod mod folder??after started in redist files (main clod folder) directx bla bla...but it not work...install too short...start and finished:)somethings go wrong any idea for this??pls help

1) Make sure you verify your original Game install through Steam so that it is up to date and patched with the latest patch from Steam

2) Download and Install Mod

3) Start the game, and immediately exit

4) Go to your 1CSoftclub folder, you will now see the new 'IL-2 Sturmovik Cliffs of Dover Mod' folder, copy over your 'conf' and other personal settings files from your original 'IL-2 Sturmovik Cliffs of Dover' into the new Mod folder

5) Start the game and fly

Peacetone
04-04-2013, 10:25 PM
Thanx *Buzzsaw*:)I redownload patch and all steps applied but not work:( i have original clod from steam...finished the verify game files ...i have last patch...problem is mod installer.exe dont wanna work.when i start the installer. then answer me the installation finished 1 second later??not install anything...

DUI
04-05-2013, 06:08 AM
As far as I remember the installer works quite fast - first I also thought that something must have gone wrong.

Did you nevertheless proceed with the steps 3 and 4 (the folder of the mod is user/my documents/1C SoftClub)? Isn't there a new mod folder after you started the game once?

*Buzzsaw*
04-05-2013, 07:27 AM
Salute

I would suggest you download the patch again. It is 300+ mb, and it does not install instantly.

Download it with a torrent if you are having a problem with the regular download.

And make sure you have a clean up to date install.

And turn off your anti-virus when you install.

Peacetone
04-06-2013, 11:52 PM
As far as I remember the installer works quite fast - first I also thought that something must have gone wrong.

Did you nevertheless proceed with the steps 3 and 4 (the folder of the mod is user/my documents/1C SoftClub)? Isn't there a new mod folder after you started the game once?

No i never see mod folder:(


Salute

I would suggest you download the patch again. It is 300+ mb, and it does not install instantly.

Download it with a torrent if you are having a problem with the regular download.

And make sure you have a clean up to date install.

And turn off your anti-virus when you install.

my first download i use torrent.2.download regular download and i m disabeled anti-virus program.i try everything .i'll never see this patch:( i will try to clean up to date install

GF_Mastiff
04-07-2013, 04:08 AM
No i never see mod folder:(




my first download i use torrent.2.download regular download and i m disabeled anti-virus program.i try everything .i'll never see this patch:( i will try to clean up to date install

you wont see the mod folder until you have started the game.

*:/user/my documents/1csoftclub/il2sturmovik cliffs of dover-mods
you will also see your original folder in there too.
*:/user/my documents/1csoftclub/il2sturmovik cliffs of dover

ataribaby
04-27-2013, 06:30 PM
Will be/is AI wingman doesent follow you on takeoff if you are leader bug fixed? I stopped playin cos of this bug :(

SlipBall
04-27-2013, 09:43 PM
Will be/is AI wingman doesent follow you on takeoff if you are leader bug fixed? I stopped playin cos of this bug :(


Try turning on map icons so you can follow the waypoints using the map, then the AI will follow you

ataribaby
04-28-2013, 12:15 PM
Thanks for tip. I will try.

CWMV
04-28-2013, 01:12 PM
You still have to take off with AI control for your flight to follow you getting them to shoot at something is another story.

SlipBall
04-28-2013, 03:01 PM
Thanks for tip. I will try.

OK, but its probably not necessary though

You still have to take off with AI control for your flight to follow you getting them to shoot at something is another story.

This is another misconception about the game that helped doom MG and all future development, a real pity!...we really lost something very special due to ignorance on a whole host of imagined issues with the game...observe the time needed for AI to form up here, timing is everything :)

http://www.youtube.com/watch?v=JPTi55PkJAg&feature=youtube_gdata

ataribaby
04-28-2013, 04:31 PM
Well it worked pretty well in some early version of game. Radio menu virtualy changed with every patch and on one moment there was option to announce you are ready to take off. AI wingies then take off and follow you ok. Now this radio command missing. Really ignorance in game i bought for 50 Eur at launch. Lesson learned. But its another story... Lets hope comunity patch fix this.

CWMV
04-28-2013, 05:06 PM
OK, but its probably not necessary though



This is another misconception about the game that helped doom MG and all future development, a real pity!...we really lost something very special due to ignorance on a whole host of imagined issues with the game...observe the time needed for AI to form up here, timing is everything :)

http://www.youtube.com/watch?v=JPTi55PkJAg&feature=youtube_gdata

Ha!
I'm not sure which build of the Sim your using but I've never observed AI doing anything like that.
Try the first mission of Wick vs Dundas. Take off and watch the AI pilot go on his merry way regardless of what you do. No radio commands, no actions on your part can get him into formation.
The only way to make the ai take off with you and stay in formation is to let the AI take off.

SlipBall
04-28-2013, 05:43 PM
Well it worked pretty well in some early version of game. Radio menu virtualy changed with every patch and on one moment there was option to announce you are ready to take off. AI wingies then take off and follow you ok. Now this radio command missing. Really ignorance in game i bought for 50 Eur at launch. Lesson learned. But its another story... Lets hope comunity patch fix this.

Its still a great game but there is a learning curve concerning the AI for people to master. Many times it is poorly designed missions that is a problem, that is why I make my own ;)

Ha!
I'm not sure which build of the Sim your using but I've never observed AI doing anything like that.
Try the first mission of Wick vs Dundas. Take off and watch the AI pilot go on his merry way regardless of what you do. No radio commands, no actions on your part can get him into formation.
The only way to make the ai take off with you and stay in formation is to let the AI take off.

Ha ha, original game first patch :cool:...Wick vs Dundas, probably strict AI skill level settings. You can either edit them out or make sure that you are on course, because the AI will not waver from that course. Forget that thing about auto pilot being needed. What is happening is that the auto pilot is flying on course where evidently you were off course. You can try map icons and you will see what I mean...I have another video in the cooker of the finished/final game pre-mod, I'll post it when its done. :)

https://www.youtube.com/watch?v=PakKZT53ORQ

SlipBall
04-30-2013, 08:55 AM
You still have to take off with AI control for your flight to follow you getting them to shoot at something is another story.

AI needs to be set up properly in the mission design :)

https://www.youtube.com/watch?v=EeHk0nISNSQ


and here in the final pre-modded game

https://www.youtube.com/watch?v=f4b0OMrqJNE

MarkJ
08-22-2013, 11:58 AM
I am new to the whole CoD experience. Does this community patch follow on from the last official released developer patch? My sim is auto-updated via steam so assume i have all developer patches available. So i should then install this community patch?

Is there a newbie guide to CoD on here anywhere? ie what patches should be installed, ideal control / gfx setup etc ?

Thanks in advance.

Royraiden
08-22-2013, 03:39 PM
I am new to the whole CoD experience. Does this community patch follow on from the last official released developer patch? My sim is auto-updated via steam so assume i have all developer patches available. So i should then install this community patch?

Is there a newbie guide to CoD on here anywhere? ie what patches should be installed, ideal control / gfx setup etc ?

Thanks in advance.

I suggest you register on the ATAG forums, all the necessary info/guides/tutorials are over there.Plus it is the home of the team making all these wonderful improvements and the website itself is the home page for anything related to the sim.

Artist
08-22-2013, 09:09 PM
I suggest you register on the ATAG forums [...]Just to make it bit easier for someone who is "new to all this": "Team Fusion" is the name of the group which tries to continue the development of CloD and their (sub)forum at ATAG is here: http://theairtacticalassaultgroup.com/forum/forumdisplay.php?f=91

Artist

Royraiden
08-22-2013, 09:13 PM
Just to make it bit easier for someone who is "new to all this": "Team Fusion" is the name of the group which tries to continue the development of CloD and their (sub)forum at ATAG is here: http://theairtacticalassaultgroup.com/forum/forumdisplay.php?f=91

Artist

Thank you ;)

MarkJ
09-04-2013, 12:19 PM
Sorry for late reply, been away on holiday. Thanks for the info gents, will head over there and register and install it :)

Icewolf
09-29-2013, 10:18 PM
can't find 3.0 patch
where is it?

Xabre
12-19-2013, 03:32 PM
Hi All, Im an old IL2 fighter pilot from the original release of IL2 Sturmovik. Ive had all the versions all the way up to 1946, including all the patches, and still have them buried deep in my external HD some place but my PC blew up and Ive been away from the game for almost 3 years (shame on me I know) ...but I digress.
I've just upgraded my MB im running Windows 7 Home and VID Card TI 650 MSI and have recently downloaded Cliffs of Dover, I must say at first the detail was impressive, but thats where it stops. Within is minutes I noticed glitches here and there which we sim flyers know is just a part of the experience, especially the bug where when flying my Spit there's a lovely lady sitting on my lap at angels 3000, now I realize the pilot is trying to impress his girl but ...come on!
So I guess the real question is where can I find ALL the patches and in sequence so I can get this game running correctly?:rolleyes:

Royraiden
12-19-2013, 03:41 PM
Hi All, Im an old IL2 fighter pilot from the original release of IL2 Sturmovik. Ive had all the versions all the way up to 1946, including all the patches, and still have them buried deep in my external HD some place but my PC blew up and Ive been away from the game for almost 3 years (shame on me I know) ...but I digress.
I've just upgraded my MB im running Windows 7 Home and VID Card TI 650 MSI and have recently downloaded Cliffs of Dover, I must say at first the detail was impressive, but thats where it stops. Within is minutes I noticed glitches here and there which we sim flyers know is just a part of the experience, especially the bug where when flying my Spit there's a lovely lady sitting on my lap at angels 3000, now I realize the pilot is trying to impress his girl but ...come on!
So I guess the real question is where can I find ALL the patches and in sequence so I can get this game running correctly?:rolleyes:

http://theairtacticalassaultgroup.com/forum/forum.php

Xabre
12-29-2013, 03:40 PM
Thank You,
Royraiden, I appreciate your coming to my rescue with the patches and in sequence no less...I'll start down loading them as soon as I can get a day off and let you know how it goes:)

Cheers!

Xabre