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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

 
 
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Old 06-24-2011, 07:12 PM
335th_GRAthos 335th_GRAthos is offline
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Join Date: Oct 2007
Posts: 1,240
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Some good things are there, I better post this here as I bet many people will not bother to RTFM

README V1.4.0
GAME VERSION 1.02.14821
(June 24, 2011)

************************************************** **************************************

The latest patch continues to improve on overall performance and multiplayer
functionality.

NOTE: This patch is incompatible with previous game versions when playing online.

ATTENTION!
If you experience sub-par performance or unexpected artifacts please update your graphic drivers to the latest version.
Additionally, if you have disabled Cloud Synchronization for config files, you may be playing a game with an obsolete controls config. Please back up and delete your old file and reenable Cloud Synchronization to grab a latest stock version.

The current patch contains the following changes:

GENERAL
* Added Bf. 109 E-1;
* Added a Minensuchboot 1935 German warship;
* Added crewmen models to various ships;
* Improved damage system for radars and other large objects;
* Improved in-mission map, added some simple navigator tools.

AIRCRAFT VISUALS
* Reworked Spitfire visuals;
* Minor changes to Spitfire hatch damage;
* Fixed graphical issues in BR. 20 radioman's cabin;
* Added machine gun belt animation to BR. 20's ventral gun. Shells now slide off
2nd tray opening when there are aroung 60 left;
* Minor changes to Blenheim Mk. I;
* Minor changes to D.H. 82 pilot's cockpit.

AIRCRAFT INTERNALS
* Ammo clip counters will not reset when a gun runs out of ammunition;
* Planes will no longer accept inappropriately named damages from user-made strategy modules and scripts (i.e. damage to 2nd engine on single-engine aircraft);
* Weapon slot definitions now accept overriding a gun's rate of fire, allowing
special configurations and synching guns;
* Finalized routines for fixed loop radio compass.

AIRCRAFT PHYSICS & A.I.
* D.B. 600x - equipped craft (Bf. 109 & 110) now start parked with propellor pitch set to fine;
* Flak fragments now have more destructive effect;
* Removed rate of fire variation off Bf. 109's and G.50's synchronized nose guns;
* Will not attempt to reload a gun that has run out of ammunition. This will show correct animations and ammo counter readings on aircraft affected;
* Force feedback will no longer produce gun shake when guns run out of ammunition;
* Adjusted deceleration of detached aircraft chunks;
* Pilot's radio compass in BR. 20 M is now operational, and works in fixed loop mode;
* AI pilots can now leave combat when their morale is low, such as when suffering losses or losing leader;
* AI pilots can now give chase to enemy cowards trying to escape;
* Improved and expanded orders menu (NOTE: some new parts are still in BETA).

MULTIPLAYER
* Redesigned the multiplayer and plane / player selection GUI;
* Added new graphical emoticons (smileys) to pre-game chat. Smileys do not show up when playing the actual game;
* Fixed "not found UC0" issue when connecting to a server;
* Engine RPM will no longer drop when you change position to gunner/bombardier while flying as a pilot on multi-seat aircraft;
* Game now properly displays Friends-only servers in server search;
* Enabled joining multiplayer servers from steam and not just from the in-game server search.
NOTE: this requires an additional key in conf.ini, tryDirectConnect=1 in the [NET] section. It will only appear automatically in a fresh install on a steam account where the game has not been installed previously;
* Spawn areas now properly switch sides when airfields are captured; <--- Ataros is probably dancing on tables right now...
* Improved script spawning for ground objects.

MINENSUCHBOOT 1935
The ship is a minelayer and can be set to carry and lay mines in the Full Mission Builder.
To lay mines with the Minensuchboot 1935:
1. Create a Minensuchboot 1935 ship in your mission with at least one waypoint;
2. Select the ship's Actor properties, and check the Show Skin checkbox;
3. Add a cargo of mines by setting Cargo to SeaMines;
4. To lay mines, create a waypont of LAYMINES type, and set the additional Lay Mines
parameter to ALL or a specific number of mines to drop at the waypoint.
NOTE: The mines dropped by the Minensuchboot 1935 will always float on the surface. <--- Hmmmm, undermodelled...ROFL

LIST OF EMOTICONS
..... a long list....

Last edited by 335th_GRAthos; 06-24-2011 at 07:14 PM.
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