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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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#1
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The effect is way overdone. ![]()
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#2
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Patch is great but there's just a few things to be considered in the RA planes.
1) Where is the WEP ("+100Mmhg") on the G.50? It's still missing 2) the bombsight in the BR20 is still broken... 3) The new sound are great but those Breda SAFAT are really awful... Cheers and thank you! Last edited by Rickusty; 09-08-2011 at 07:41 AM. |
#3
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#4
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because in the prebeta magnetos and fuelcocks (in cockpit mousecursor and shortcuts)are not working in the G.50. |
#5
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Pics are posted on 3rd side. I was set epilepsy filter off and now is everithing ok. Latest Nvidia drivers. conf.ini [BOB] EpilepsyFilter=0 [window] DepthBits =24 StencilBits=8 DrawIfNotFocused=0 SaveAspect=0 Render=D3D10_0 width=1680 height=1050 posLeft=0 posTop=0 ColourBits=32 FullScreen=1 ChangeScreenRes=1 Frequency=59 [NET] speed=100000 localPort=27015 serverName=My Server serverDescription=IL-2 Sturmovik: Cliffs of Dover serverInfo1= serverInfo2= serverInfo3= serverInfo4= VAC=1 maxPlayers=16 socksEnable=0 socksHost= socksPort=1080 socksUser= socksPwd= host=216.52.148.29 port=27016 [Console] IP=20001 UseStartLog=1 WRAP=1 PAUSE=1 HISTORY=1024 HISTORYCMD=1024 PAGE=20 LOG=1 LOGTIME=0 LOAD=console.cmd SAVE=console.cmd LOGFILE=log.txt LOGKEEP=1 [rts] tickLen=30 ProcessAffinityMask=14 maxTimerTicksInRealTick=20 ; 0 - not use, 1 - show cursor and not capture, 2 - not show cursor, and capture mouseUse=2 ; 0 - not use, 1 - use if hardware exist joyUse=1 ; 0 - not use, 1 - use if hardware exist trackIRUse=1 DisableIME=0 culture=en-GB [rts_mouse] SensitivityX=1.0 SensitivityY=1.0 SensitivityZ=1.0 Invert=0 SwapButtons = 0 [rts_joystick] FF=1 [core] RandSeed = 0 TexQual=2 TexFlags.PolygonStipple=0 Shadows=1 SpecularLight=2 DiffuseLight=2 DynamicalLights=1 MeshDetail=2 LandShading=2 LandDetails=2 Sky=3 Forest=2 VisibilityDistance=3 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=0 RenderTargetQual=3 MSAA=2 MeshStatics=2 MeshStaticsDetail=3 SimpleMesh.QTNoCompose=0 MeshFirstLod=0 MeshShowLod=0 SpawnHumans=1 TexFlags.SSAO=0 TexFlags.VSync=1 TexFlags.FastTransparency=1 [sound] SoundUse=1 DebugSound=0 SoundEngine=1 Speakers=1 Placement=0 SoundFlags.reversestereo=0 RadioFlags.Enabled=1 RadioEngine=2 MusicVolume=14 ObjectVolume=7 MusState.takeoff=1 MusState.inflight=1 MusState.crash=1 MusFlags.play=1 MasterVolume=14 Attenuation=7 SoundMode=0 SamplingRate=0 NumChannels=2 SoundExt.occlusions=1 SoundFlags.hardware=1 SoundFlags.streams=1 SoundFlags.duplex=1 SoundExt.acoustics=1 SoundExt.volumefx=1 SoundFlags.voicemgr=1 SoundFlags.static=1 VoiceVolume=8 Channels=1 SoundFlags.bugscorrect=0 SoundExt.extrender=0 SoundSetupId=8 ActivationLevel=0.02 Preemphasis=0.8 RadioLatency=0.5 AGC=1 PTTMode=1 RadioFlags.PTTMode=0 RadioFlags.PlayClicks=1 ActLevel=9 MicLevel=10 SoundFlags.UseRadioChatter=0 SoundFlags.AutoActivation=0 SoundFlags.forceEAX1=0 speakers=1 vgMaster=7 vgVoice=7 vgMusic=7 [game] mapPadX=0.05 mapPadY=0.1104762
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#6
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+1 same for me I shall try the BF109 E4-B.
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#7
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I'm having a major sound issue, I believe it has something to do with the turbine whine that was mentioned in the thread with the video. The sound of the "whine" is more like every bearing in the engine screaming at the same time, it drowns out the engine sounds and is painful to listen to.
I'm running an Auzentech X-Raider with the latest drivers. |
#8
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Well, flying online at the Repka Isle of Doom server (with a lot of others!) I had two complete freezes. Had to use the task manager to kill the app. Both happened just as I was blowing some enemy up, first a Hurricane and then a Blenheim. 109 E3 first time and 109 E4 on the second. Seemed to happen when I got too many 20mm hits on the target simultaneoulsy?
![]() Other than that I had an interesting bug where I had a red out after doing a roll low over the enemy filed on top of the hill (did not want to vulch so I buzzed the tower while the Spits where taking off ![]() ![]() ![]() Well, enough whining - the multiplayer on the Repka server was awesome - especially in a close dogfight when you heard the engines of the other planes. Great stuff! I can just fly around listening the the new sounds and have enough fun with that.
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#9
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I've got a suggestion to make this thread more useful and it's actually one very simple thing: let's stick to what the patch is supposed to be fixing and test that first, instead of testing our own "favorite" issue regardless of whether it's supposed to be fixed or not.
Radio commands, AA, the Spitfire's prop and various other issues are a) well known and documented on the sticky thread started by Insuber and b) not part of what they worked on for this patch, so it's no use reporting them in this thread This is a beta patch and that simply means "we tried to fix features A,B and C, please test and tell us if A, B and C work now". The Ju88's gyrocompass is my own pet peeve but i won't report it. Why? Because it's already a known issue and it wasn't supposed to be part of this patch. Please, let's read the changelog and test the items mentioned there: - New graphics: Are there any artifacts/corruption and under which circumstances and what PC configuration? Examples are the people who posted here about the red-out artifacts, the horizon lines and so on, perfectly good case of testing what's supposed to be tested. - New sounds: Are there any sound glitches? Do the sounds play correctly? Doesn't matter if we think it should be louder or softer or whatever for now, the question is does it work or does it play back a garbled mess? -New bombsights: Are they working as they said they would? -Ground handling physics: Any difference when testing previously suspect issues with the new beta patch? For example, the spinning aircraft upon spawn, or the Blenheim's tendency to yaw way too much to the right on take off? Well, i tested two of these items and i'm very glad to say that the patch seems to be doing what it says on the label: the Blenheim can now be kept under control during take-off much easier just by stepping on the rudder and its bombsight works correctly (i just came back from completing an attack on an airfield bombing from 8000ft and it worked like a charm, bombs bang in the middle of the runway intersection). Let's try to test the other stuff on the changelog so that they can wrap these issues up and move on the next ones, don't you guys agree? ![]() Finally some important technical guidelines for testing. Possible version mismatch: Going online with a beta patch is possible, but if the server you are flying on isn't running the same version, you can get all sorts of glitches. These can't be classified as legitimate bugs because they might simply be caused by flying a different version than the server. If you spot a bug while flying online, try to replicate offline too before reporting it. Clear your cache and defrag the game folder: After applying the patch go to documents\1c softclub\il-2 sturmovik cliffs of dover\cache You'll see a bunch of file in there and another folder named "shaders". Go into shaders and delete all files in there, but don't delete the folder too. Now go back one level back to the cache folder. Delete all files in there too (remember, except the shaders folder). Open steam, right click on CoD's icon, select properties and click on the "local files" tab. Now click on "defragment cache files" (this is not the same cache we just deleted in the documents folder, it's steam's way of referring to your actual game folder). What does all this do? The steam defrag does just that, it defragments the game files so that they are in continuous or adjacent blocks (or both), making it easier (and faster) for your hard disk to read them without having to look all over the place. As for the cache, the game generates some data and stores them in those folders under your documents folder, so that it doesn't have to calculate everything from scratch whenever you fly, thus saving some processing power and gaining some performance. However, if the way a bunch of graphics related stuff is calculated has changed and that data conforms to the old standard, there is a potential for glitches. Clearing those files forces the game to rebuild that data according to the new graphics algorithms. The first time you run the sim after clearing the cache you'll notice it takes longer to load the menu, it's because it's rebuilding that data. Let it finish and as soon as you are in the menu exit the sim. Run it for a second time and you'll now see that it loads much faster (since the data is now generated by the previous run). No go ahead, fly and test what's in the changelog ![]() |
#10
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The propeller pitch in Bf 109-4B is manual (like in can be manipulated with prop pitch down/up key controls), even though there's no visible prop pitch lever. Also (and is probably related) the prop pitch is not automatically changing values, no matter what you're doing with the throttle.
Probably the same in BF 109-4 too. The Radio Comm is still not working!!! PS: sorry Blackdog_kt, but this is the biggest problem this game has at this moment, as it kills any with-firendly-AI playing possibility, thereby completely killing the singleplayer gameplay. Last edited by adonys; 09-06-2011 at 11:09 PM. |
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