4.06 - detalhes

Forgotten Battles, Ace Expansion Pack, Pacific Fighters, 1946 e Cliffs of Dover. Dúvidas, dicas, novidades e debates.
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Post by 36_Killer-Ants »

S!

Pacotaço (IL2 + FB + Aces + PF + PE2 + 46 + Manchuria)!

Deve ser o patch final mesmo!

:drink:
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Post by 32_Mariocar »

Não, vai ter o 4.08 com correções e alguma coisa adicional.
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Nilton

Post by Nilton »

quando chega ao Brasil? Quando? Quando? Quando? Quando? :shock:
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Novo filme e confirmação da data da liberação do jogo na França.

http://www.pacific-fighters.com/fr/home.php
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Post by 20_Kyrodus »

S!

Segundo o site Worthplaying.com, o 4.06 foi a Gold... ou seja, está pronto!

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Post by 36_Killer-Ants »

S!

Ian boys disseram que sai dia 15 de dezembro. É esperar prá ver...

:drink:
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ps: Manchúria será a versão 4.06m, 1946 será a versão 4.07m e vai ser lançado na Europa em 8/12. Poderão ser comprados em separado ou num único pacote.
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Post by 36_Killer-Ants »

S!

Primeiro Review dos addons: http://www.flying-legends.net/php/reviews/view.php?id=7
The 406 aircraft are very welcome indeed and will see a lot of use. In fact, The Manchuria, Khalkin Gol and Burma maps are almost unthinkable without them. However it is doubtless the oddities of the 1946 add-on that will provoke the most initial interest. Let me begin with the Russian aircraft. These can be divided into those that did see service and those that were only prototypes or test beds.
The Arado jet bomber is a work of art and perhaps my favourite plane of the 407 add-on, not least because it flew from 1944 onwards. It has sights for level bombing, dive bombing and for the neat rear-firing guns. The dive bombing site is simplified but very accurate in all but the shallowest of dives and verges on a CCIP system. It is so good that I doubt the level bombsight will get any use at all. The rocket take-off packs are a nice touch.
There will be those who miss US or RAF 1946 aircraft, but this was never the intention of the add-on. The planes we have are modelled well and provide a bit of variety that we would not have seen in a Western add-on. The dual propulsion aircraft, the X-4 missile and the very odd Lerche are a completely new departure for our simulation.
The Burma map is the first to use real world digital elevation modelling and it shows in the detailed hills, spurs and valleys. It is also the first to use water at heights other than zero metres, because the western portion of the map is all at 450m above the eastern portion, making for interesting take-offs when the clouds are low. It does mean compromises in some areas, such as bridges, but these are the price of change. On the minus side – the villages could have been done better and the bases are too near the edges.
:drink:
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Post by 32_Mariocar »

Novo filme: Manchuria. Vale a pena ver.

http://www.pacific-fighters.com/en/home.php?skin=S2


:)
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Post by 03_Vingador »

S!

Vai dar uma injetada de animo na galera :D :D


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Post by 32_Mariocar »

Review interessante sobre o jogo e os novos planes.

http://www.simulation-france-magazine.c ... e&artid=57
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README (é enorme)


IL-2: Forgotten Battles, Ace Expansion Pack, Pacific Fighters.

Il-2 Sturmovik: 1946

Version 4.04m – 4.07m


Attention: The DVD version is shipping with the Pacific Fighters manual, as it is the most representative of the latest features in the simulation. This readme contains the latest up-to-date information that has changed since the manual was created. For all other items please see the standard Pacific Fighters manual. You can find the electronic manual by going to the Start Menu –> Programs –> Ubisoft –> Il-2 Sturmovik: 1946 -> Pacific Fighters Manual

Note: This document contains separate readmes for the 4.07, 4.06, 4.05 and 4.04 versions. Please make sure to read all pertinent information in all four readmes in your language.

Mission briefings and some other texts that are part of new 4.05, 4.06 and 4.07 content are only available in English, and are not localized into other languages



Minimum and recommended system specifications

Supported OS: Windows© 98 / Me / XP / 2000
Processor:
Minimum: Pentium® III or AMD Athlon ™ 1 GHz
Recommended: P4 3 Ghz or above
RAM:
Minimum: 512 Mb
Recommended: 1 Gb or more
Video Card:
Minimum: DirectX ® 9 compatible, 64 Mb
Recommended: 128 Mb or more
Sound Card:
Minimum: DirectX ® 9 compatible
Recommended: Audigy series
Free HD space after install: 6+ GB
Network Play: high speed internet connection with minimum delay is highly recommended



Recommended video drivers

As of this moment, the latest WHQL drivers are recommended.

NVIDIA
http://www.nvidia.com/object/winxp_2k_84.21.html
OR
http://www.nvidia.com/object/winxp_2k_81.95.html

NOTE: Please make sure to set the proper default graphics card settings in the setup program, and don’t set any decreasing quality settings. These options are only recommend for case of known problems with specific cards, which may help to identify or partially solve possible problem. Please make sure that the default settings for each video card in the list in the setup program are the best.


Additional features of graphics settings

Water rendering

To select water rendering mode please modify the Water section in the file conf.ini in the [Render_OpenGL] section (Water = 1 by default).

Water = 0 – Water with flat geometry (fastest).
Water = 1 – Water with flat geometry (fast).


High quality water rendering modes with correct wave geometry
Water = 2 – This mode is visually similar to water = 3 but it runs on ATI cards 9800, X800, X1800 and later models.
Water = 3 – Fast render mode with Vertex Shaders 3.0 (NVIDIA 6600 and later models)
Water = 4 – Better quality mode with Vertex Shaders 3.0 (NVIDIA 6800 and later models)

Reminder:
ATI 9500 and higher supports modes: 0, 1, 2.
NVIDIA 6600 and later models support: 0, 1, 2, 3, 4.
NVIDIA cards before the 6xxx series support: 0, 1, 2 (2 is not recommended).

Clouds rendering

In order to see higher quality clouds you will need to manually edit the conf.ini file located in your main game folder before launching the game. Open the file with a text editor, find the [game] section and in the TypeClouds= line write in either 0 or 1, then save the file.

TypeClouds=0 - standard clouds
TypeClouds=1 - improved quality clouds

Note:
When playing online the player will see the cloud type set by the server, and not as individually set in their conf.ini. This is done to ensure all players see the same tactical situation in the air regardless of their settings.



Notes about technical limits.

1.Ship wakes and explosions intersect with wave tops, creating dark spots
2. Reflections are visible behind the objects.
3. Effects=2 ([Render_OpenGL] section of conf.ini) test mode for improved effects lighting. This mode required 3.0+ MHz CPU.
4. The perfect graphics setting is prohibited in DirectX mode. It is possible to set only in OpenGL mode.
5. Please make sure that your sound card is properly configured if you experience any problems with hardware acceleration, as in-game sound depends on EAX settings.




Aircraft that require manual control for superchargers and fuel mixture.
Difficulty settings “complex engine management” must be On. If the “complex engine management” parameter is set to Off, then the superchargers and mixture are managed automatically in all aircraft.

Several aircraft in our flight simulator require performing additional functions when playing with Complex Engine Management option on. Many of the engines did not have automatic superchargers, thus they need to be adjusted manually. The supercharger stage is adjusted using Supercharger Next Stage and Supercharger Prev. Stage control keys.

I-153 M-62 and I-153P

When climbing, it is required to set the supercharger to stage 2 (Supercharger Next Stage) when passing 2200 meters. When going below 2200 m, one should return the supercharger back to stage 1 (Supercharger Prev. Stage).

In addition, fuel mix requires adjustment at altitudes above 4.0 km. At those altitudes, the engine carburetor is incapable of producing optimal mixture with low-density high altitude air. When the engines begins trailing smoke and suffer power loss or RPM instability, adjust the mix level (using Increase Mixture and Decrease Mixture control keys) until the engine returns to the regular output.

I-16 type 18 / 24

Sharing the same engine with the I-153 series, this plane requires the same operations.

La-5 (F, FN) and La-7

The supercharger requires to be set to stage 1 when flying below 3500 meters, and to stage 2 above 3500 meters. Mixture adjustment is requires at altitudes above 5000 meters.

LaGG-3 (early series)

The supercharger requires to be set to stage 1 when flying below 2200 meters, and to stage 2 above 2200 meters. Mixture adjustment is requires at altitudes above 4000 meters.

LaGG-3(66 series) and LaGG-3IT

The supercharger requires to be set to stage 1 when flying below 2200 meters, and to stage 2 above 2200 meters. Mixture adjustment is requires at altitudes above 3000 meters.

Yak-9 and Variants (D, K, T)

The supercharger requires to be set to stage 1 when flying below 2000 meters, and to stage 2 above 2000 meters. Mixture adjustment is requires at altitudes above 3000 meters.

Yak (Other Models)

The supercharger requires to be set to stage 1 when flying below 2000 meters, and to stage 2 above 2000 meters. Mixture adjustment is requires at altitudes above 4000 meters.

Hurricane

The supercharger requires to be set to stage 1 when flying below 2800 meters, and to stage 2 above 2800 meters.

P-40M

The supercharger requires to be set to stage 1 when flying below 2200 meters, and to stage 2 above 2200 meters.

P-40E M-105 (Field mod.)

A Russian modification with the engine found on the LaGG-3 requires the same engine handling. The supercharger requires to be set to stage 1 when flying below 2200 meters, and to stage 2 above 2200 meters.

Bf-109G-6/AS, Bf-109G-10/G-14 and Bf-109K-4

These aircraft are equipped with MW50 injection system. The system operates automatically, giving the engine additional power as you move the throttle control beyond the 100% mark. The system can be switched on and off (using the WEP control key), however, it may only be done when the engine is idle or running on lower throttle to prevent damage. Also, it should be switched off when it runs out of water-methanol mix as it can’t operate properly without external pressure and may lead to engine damage.

FW-190s

Mixture corrections may be required above 9000 meters.

FW-190D-9 (1945)

The plane is equipped with MW50 system, similar to the one installed on the Bf-109, and has the same restrictions.

FW-190F-8

The boost is effectiveness only bellow 1,000 meters. It was even prohibited to use over 1000 meters altitude.

He-111

The supercharger requires to be set to stage 1 when flying below 2800 meters, and to stage 2 above 2800 meters.

Ju-87

The supercharger requires to be set to stage 1 when flying below 2800 meters, and to stage 2 above 2800 meters.


A-20G:

Switch supercharger speeds at 2,200 meters (7,200 feet)
Maximum traverse speed for the electric top turret is 60 deg / sec

B-25J:

Switch supercharger speeds at 2,700 meters (8,850 feet)
Maximum traverse speed for the electric top turret is 60 deg / sec

F4F, FM-2 Wildcat Variants

Switch supercharger speeds at 2,500 meters (8,200 feet) and 4,800 meters (15,750 feet)
Flaps are automatically retracted at 250 km/h (155 mph)
Gear can only be operated manually; you have to manually assign keys for it in the Controls section.

F4U Variants

Switch supercharger speeds at 2,600 meters (8,500 feet) and 8,200 meters (26,900 feet)
The aircraft are also equipped with speed brakes that utilize a part of the gear mechanism. Please do not use this function during take-offs and landing, as in this way the gear isn’t supported by additional hydraulic pump and may very well break off under the stress.

F6F Variants

Switch supercharger speeds at 2,500 meters (8,200 feet) and 8,100 meters (26,570 feet)

A6M3-A6M7 and intermediate variants:

Switch supercharger speeds at 3,300 meters (10,800 feet)
Note: A6M5c is modeled with the Sakae 31a engine with methanol injection, instead of the Sakae 21. The cockpit has a gauge showing the quantity of the methanol mix. Unfortunately we were not able to find any detailed photos showing this gauge, and it is based on a diagram that may not adequately represent the historical gauge.
A6M7 model 62 also uses the Sakae 31a, however A6M7 model 63 reverts to Sakae 21 because of historical shortage of newer engines.

G4M:

Switch supercharger speeds at 3,000 meters (9,840 feet)

Ki-84:

Switch supercharger speeds at 2,500 meters (8,200 feet)

Ki-100
Switch supercharger speeds at 3,500 – 4,000 meters


NOTE: Most other aircraft modeled in our Flight Simulator use automatic or single-step superchargers that do not require manual control.


Designations for Spitfires in the game menus:

Spitfire Mk.Vb with Merlin 45 engine - Spitfire Mk.Vb
Spitfire Mk.Vb with clipped wings and Merlin 46 engine - Spitfire Mk.Vb (CW)
Spitfire LF. Mk.Vb with Merlin 50 engine - Spitfire L.F. Mk.Vb
Spitfire LF. Mk.Vb with clipped wings and Merlin 50 engine - Spitfire L.F. Mk.Vb (CW)

Using the SPB

The SPB consists of the TB-3 mothership and a pair of attached I-16s. There are special versions of these, TB-3 4M-34R SPB and I-16type24 SPB.
When building a mission, you can attach the I-16 to the mothership the same way you attach gliders to planes – set up a flight of I-16s with one waypoint, and set the waypoint’s target to the TB-3 (go to the Waypoint tab of the Object window with your I-16 selected, hit the Set button and click on the TB-3). The I-16 will be attached to the TB-3 in the beginning of the mission. You cannot build missions where I-16s start detached from the TB-3 and attach afterwards.
AI flying these I-16s will automatically detach when the TB-3 approaches a GATTACK waypoint. The I-16s then will attack the site and return to escort the TB-3 back. You may use the “Aircraft Attach/Detach” button when flying these planes to detach from the TB-3, or drop the I-16s if you’re flying the TB-3.
In dogfight mode, you may attach your I-16 to the TB-3 mothership while on the airfield. To do so, taxi the plane to the attachment port under the TB-3’s wing, and press the “Aircraft Attach/Detach” button. Your plane will be attached to the mothership and your landing gear will be raised automatically.
Note that while attached to a TB-3, I-16s drain the mothership’s fuel reserve, and if their engines are left at low RPM their fuel tanks will slowly refill to 100%.

According to historical sources there were many different versions of the SPB link-up. We only model one of them which was used in 1942 and later.

Using the V-1 rocket

The V-1 rocket is a completely new object type with a new set of parameters. To use it, open Full Mission Builder, load a map, and in the object browser find a Rocket object set. From here you have a choice of a V-1 Ground and a V-1 Air object. These basically function the same, except the Ground object starts on a rail while the Air object starts in mid-air.

You can place an Air V-1 anywhere, while a ground V-1 should be placed on flat ground. Both should be places with no mountains, hills or buildings immediately in front of its path. Pressing Insert or ctrl-clicking the ground places the rocket under the mouse cursor. This is its starting waypoint, one of only two possible. The final waypoint is not created in the same way as plane or vehicle waypoints. Instead you must go to the Rocket tab of the Object window with the V-1 selected, press the Set button, and drag and click the target waypoint on the target area. You can drag and drop it later to fine-tune the aiming.

The rocket always flies to target at around 2625 +/-200 meters of altitude; thus for Ground V-1s your target should be far enough for it to climb to that altitude. Usually it’s not a good idea to place a V-1 target close to its launch point since it’s very likely to miss in this case.

There are more important parameters you must set in the Rocket tab of the object window, namely the Timeout, Count and Period.
The Timeout parameter sets the initial time between the start of the mission and the launch of the first V-1. The first box is hours, the second is minutes. It’s best to set this value to at least two minutes (0:2) to allow the first V-1 to launch correctly. Setting it to a lower value may cause the first rocket not to launch at all.
The Count parameter sets the total number of V-1s launched from the current point towards the current target. If you want several V-1s to launch from the same point but towards different targets, you must create multiple launch points with different targets, and set their Timeouts to different values.
Finally, the Period parameter sets the time interval between the launches of each subsequent rocket from this point.

The rocket itself appears on the rail at exactly half the Timeout or Period time; during the other half of the interval the rail appears empty. For example, if the Timeout is set to 10 minutes and Period is set to 20, then the rail will appear empty for the first 5 minutes of the mission (timeout / 2); the rocket will appear on it for the next 5 minutes and launch at 00:10 of game time; then the rail will appear empty for the next 10 minutes (Period / 2) and then the rocket will sit on it for the remaining 10 minutes of the Period; etc.

The last important point is that the V-1 is not an airplane but rather a special other type of object; therefore it will not have a plane-like camera attached to it. In order to watch the V-1s take-off and fly you must place ground cameras around its launch point or across its mission path.

But of course the best way to look at V-1s is from an airplane. Our V-1s are “tippable”. They pack a lot of explosives so it’s not always a good idea to shoot at one; it may take it with you when it explodes. A better historical way to destroy it is to fly alongside it matching your airspeeds, close formation and then gently touch its wingtip with yours. Since the V-1 has no ability to stabilize itself horizontally it will go into a diving turn and hit the ground below instead of exploding in your face. Good luck!

Using the K-14 gunsight

Use the ‘Toggle Sight Mode (Auto)’ button to switch gunsight mode. Use the ‘Adjust Sight Control to Right’ and ‘Adjust Sight Control to Left’ buttons to select the target aircraft type. Use the ‘Increase Sight Distance’ and ‘Decrease Sight Distance’ buttons to adjust the sight circle for the target aircraft to fit in it. Track the target aircraft for at least 2 seconds to maintain correct lead.

Using the Stuvi gunsight

Before the dive in your Ju-87D-5 (Ju-88) you must set your dive airspeed (true) by buttons “Increase Sight Velocity” and “Decrease Sight Velocity” and bomb drop altitude by buttons “Increase Sight Altitude” and “Decrease Sight Altitude”. When the plane enters the dive you must place the crosshairs onto your target and keep it there. When the plane reaches the preset altitude the warning horn will sound. The pilot should drop the bombs at this point, after which point the plane will be automatically leveled off.

Dive Bombing Method in the Ju-88

These are the actual instructions from the historical Fl Üb 8-179/4 manual.
(Traditional method with "Dive Automation")

1. Close radiator.
2. Set propeller pitch to 100% (Auto).
3. Set bombsight speed to estimated drop speed (can also adjust during dive).
4. Set bombsight altitude (for example 1000m).
5. Center trim (on Ju88 red marks).
6. Press Divebrake button (this will also trim plane to dive).
7. Set power to idle (0%).
8. Take aim with ring in top part of the sight. Also take note of the dive
bombing marker ("Krawatte") below the ring on the vertical line.
9. Hold target in the ring until you hear the drop altitude warning buzzer.
10. Pull up so that the dive bombing marker becomes superimposed on the
target. Hold steady for a moment.
11. Press the bomb release button (this will also initiate the pull-out by centering
the trim again).
12. Press the divebrake button again to raise the brakes up.
13. Apply power slowly to avoid overspeeding the engines.
14. Open the radiator and adjust prop pitch for cruise, if necessary.


Using the Mistel

We have conflicting reports and pilot accounts regarding the weapons on the FW-190 part of the Mistel. It appears that there were versions with a regular armed FW-190 which could detach and fight, and versions where all armament on the FW-190 was removed. We are only modeling the armed FW-190 version.

The Mistel aircraft in FB is a very peculiar bird which presented our team with some unique challenges. The modified Ju-88 strapped to the flyable FW-190 is really a one of a kind object in the game. On one hand it's a droppable weapon. On another hand it's a player's aircraft since your input goes to its control surfaces. Finally it's an AI plane that has a simple "stay on course" AI routine. And the most unique thing is that it has to exist in all three states within one mission. The game engine was never designed to accommodate such very special objects, therefore we had to make some concessions to make this work.

First of all, our AI routine would need a complete overwrite to allow for complete realistic Mistel operations. Unfortunately we could not afford to spend another year building and testing the Mistel, so our AI Mistels cannot take-off, land or attack targets. The most an AI Mistel can do is follow a set of waypoints in the air, basically serving as a large target for other flights.

Another important limitation is that Mistels cannot be flown in online dogfight games; however they can be flown in co-op missions.

Player-controlled Mistels however do work like other FB planes. You can start on the ground and take-off in them, land with or without the attached Ju-88 bomb, and detach the Ju-88 bomb in the air and launch it at targets. You must launch the Mistel at least from 1 km away from the target; historically they were launched from even farther away. Just lower your engine power to about 33% of throttle, hold your target in the crosshairs for a few seconds and press the Attach/Detach Aircraft button to separate from the Ju-88. It will follow on your current course, while you should try to get away from the target area. The Mistel's blast is pretty big, and it will damage or destroy objects on the ground and in the air in a very large radius.

Creating a mission with a Mistel is easy: just create two waypoints for the Ju-88 (Mistel), then place waypoints for the FW-190A-8 (Mistel). With the FW-190 selected, go to the Waypoint tab of the Object window, click the Set button and click on the Mistel. This will link the two in the beginning of the mission.
NOTE: You can set the first waypoint of the pair to be Take-Off, but AI flown Mistels will not be able to take-off.

Additional notes:

- When releasing the Mistel from low altitudes and at a shallow angle, it may hit the ground without exploding. Its detonator was located in the tip of its long nose, so if the Mistel hits the ground with its fuselage without an impact on the nose it will not detonate.
- combat/take off/landing flaps will only work on the Fw-190 and not extend on the Ju-88.
- when the Mistel hits the ground you may sometimes hear the "I’m hit, I am going down" radio call.


Notes on Ta-152H-1

This plane has two systems of engine boost: GM-1 for high altitudes and MW-50 for low altitudes.

GM-1 should be used at altitudes above 9,000 m
1. If you reach that altitude with the MW-50 Off, you can turn on the GM-1 by hitting W button (default).
2. If you reach that altitude with the MW-50 enabled, then you need to switch it off by hitting W and then press W again to engage the GM-1.
Bellow 9,000 m the W key operated only the MW-50 as normal.
3. If the GM-1 was engaged at a high altitude and was not disengaged below 9,000 meters, then the engine will not be damaged as on DB-605s; however no extra power will be gained from the device. This is historically correct.


Notes on He-162 and Go-229

Both the He-162 and Go-229 are equipped with ejection seats. However these are not modern 0-0 ejection seats, and you have a very low chance of survival punching out below 500 meters of altitude or stationary on the ground. Also, try not to eject when flying inverted at tree-top level.

Go-229 is modeled without the historically optional drag chute; you must brake with only wheel brakes as on other planes.
We have also modeled small air brakes on this aircraft used for low speed stability and for spin recovery.


Notes on Do-335

1. Aircraft is equipped with propeller feathering devices. They work normally like on other two-engine bombers of the sim (i.e. when using separate engine control).
2. Speeds for maximum rated power was calculated from the known German trial curves of A-0 series for the combat power ("Steig- und Kampfleistung") - 609 km/h at Sea Level and 773 km/h at 6,500 m
3. Aircraft is equipped with the ejection seat. The top vertical stabilizer and the rear propeller are also jettisoned for safer bail out.


Level and direction stabilization for bombers.

We have added the control button "Level Stabilizer" and corresponding message "Level Stabilizer On" and "Level Stabilizer Off". This function allows beginners to keep the level course of bomber auto on direct line before/when the player will work with bombsight.



Additional Features


Open / Close Canopy: This feature is mainly designed for carrier ops. It will decrease your airspeed somewhat and is not recommended for combat.
It is ONLY available in some of the new planes that shipped with Flight Simulator. It is NOT available on older planes that were built for Forgotten Battles, Ace Expansion Pack or our older games.

Wing Fold: This key will toggle your carrier-borne aircraft’s wings between the up and down position. Not all aircraft are so equipped. None of the land-based aircraft have this feature, and many carrier-borne planes, such as the SBD Dauntless or the F4F-3 were also not historically equipped with folding wings.
We do not recommend using this feature while airborne.
That doesn’t mean you shouldn’t try it once. Or twice.

Change seat position: this key toggles the pilot’s seat height between two presets: high and low. This feature is intended for use during take-offs and landing to help look over the aircraft’s nose. High position should not be used in combat as it prevents you from using your gunsight. You must open your canopy first before raising your seat.
This function ONLY works on the A6M Zero, F4U Corsairs and F4F/FM Wildcat series of planes. All other planes did not have seat systems that could be controlled by pilot in-flight.

Arrestor Hook: toggles your aircraft arresting hook between the up and down positions. Used to land on an aircraft carrier.
NOTE: not all planes are equipped with the arrestor hook.

Chocks: These are used to fix your aircraft on the carrier deck, and to reach full throttle before beginning to move. Otherwise a heavy aircraft, especially carrying extra fuel or ordnance, may not be able to reach sufficient speed if it begins moving before reaching max RPM. This is especially true for slow moving or stationary carriers, as their speed is added to your plane’s speed during take-off. In other words, an aircraft carrier moving at 20 miles per hour adds 20 mph to your airspeed even when you remain stationary with your engine off. If the carrier however is not moving, it means you need to reach an even higher speed before you run out of deck.
You’re not required to use chocks, and can release them at any time and simply use wheel brakes, however chocks provide much better control over your aircraft’s speed when you increase RPM.
After landing, if you wish to watch other AI or human-controlled planes land, move to the front of the ship and engage chocks. Otherwise the motion of the ocean may cause your plane to slide and fall overboard.

Speedbar Units: You can use the Toggle Speedbar key (definable in the Controls section) to toggle the speedbar between metric units, and imperial units with speed in knots or miles per hour. The speedbar will toggle through measurement units in this order: Metric -> Imperial / Knots -> Imperial / Miles.


Craters: When bombs and artillery shells hit the ground, the crater they create will actually affect any objects running over it. This most importantly affects craters placed on runway surfaces. If an aircraft runs over the crater its gear may be damaged and it may crash. These craters however are not permanent, and will disappear over time. The lifespan of the crater will depend on the size of the bomb or shell that created it, and may vary from 1 minute 20 seconds to 10 minutes.


Time Skip: This feature allows players to quickly transfer between mission waypoints in cases when flying normally would take too long. When using this feature the 3D render is completely turned off, and only the in-game clock is shown in the bottom left corner of your screen. During time skip the game does fully model all normal AI aspects, such as fuel consumption, pathfinding, etc. In other words, all game processes run as usual, only in accelerated time.
Please note that this feature heavily relies on your machine's processing power, and its general speed will depend on your hardware specs and the number of AI aircraft and other objects in the mission.
No key is assigned to this feature by default. You will need to bind one in the Controls section of the game.



3d models of humans

Flight simulator includes 3d models of human gunners manning most of our guns on ground and sea objects, such as ship and land-based flak and artillery guns, drivers and other troops inside trucks and amphibious assault vehicles, etc. However these objects cause a decrease in game's frames per second when shown, especially when related to large ships such as aircraft carrier which can have a hundred or more of these gunners in close proximity.

Therefore we've made this feature turned off by default.

If you wish to turn it on, you'll need to open the conf.ini file inside your game's root directory with notepad, locate the
[game]
section, and insert the following line there:
3dgunners=1
If the line already exists and you wish to turn the feature off, replace the 1 with a 0, i.e
3dgunners=0


Icon Color

Please note that in our Flight Simulator Axis units are given blue color icons on maps, and Allied are given red. While the opposite was true historically for the Pacific Theater, we kept these colors since we needed to keep Pacific Fighters compatible with Forgotten Battles and AEP, and that color combination is correct for the Russian front. Changing the icon color would of course affect all areas modeled in the game, and as different colors were used in different theaters, it would invariably end up being wrong for some of the areas.
Thus we simply decided to keep the icon color unchanged.

Radio Calls and Measurement Units
Please note that all radio calls in Flight Simulator use one common system, regardless of nation or specific language. Due to compatibility requirements all voice instructions from your flight leader will always be in the metric system. However speech subtitles will give you both metric units and their approximate imperial equivalents where appropriate.
For example, voice command of "Altitude 05. Vector 0-3-0" will have a subtitle of "Height 05 (1,500). Vector 030". This means your intended altitude is 500 meters, which is approximately 1,500 feet; and your flight heading is zero-three-zero degrees.

How to land on an aircraft carrier

First and foremost, come in from the stern (i.e. from behind).
In order to make it easier to learn, we’ve included a non-historical helper feature that may be useful for people who otherwise find it difficult to land on the carrier.
If you turn off the 3D cockpit (Shift-F1 by default, with “No Cockpit” set to On in the Difficulty section), you will see an extra reticle floating around the virtual cockpit. When landing, try to keep decreasing your airspeed, and keep the reticle on the centerline of the carrier deck, at about 1/5th of the total length away from the stern. In other words, this reticle shows you the direction of your speed vector, and the landing angle should be about twice as shallow as when landing on a land strip.
Also, remember that a three-point landing is a requirement, not an option when it comes to aircraft carriers. First of all, it’s virtually unavoidable when you land at an appropriately low airspeed. Secondly, most arrestor hooks are simply not long enough to snag a wire if you land with your tailwheel high above the deck. Finally, a two-point landing is likely to cause a rather strong bounce, that can be especially disastrous if you did snag a wire. As your landing airspeed increases, so do the chances of catastrophic failure.
We very highly recommend practicing this a lot before going into combat, especially online. There you will encounter carriers moving at greatly varying speeds in greatly varying weather conditions. Start with a fast-moving carrier in clear weather first, as this allows you higher approach speeds and a stationary carrier deck.


Ship Flak guns

Many users requested additional control over the ship flak guns. We’ve added a new ROF(rate of fire) function to the FMB. This function controls the time it takes the ship to reload the weapons. Acceptable values range between 0.5 and 100, where
0.5 - half the historical time (i.e. ships fire twice as fast)
1 – historical reload time
5 – recommended value for lower-end machines.
100 – the absolute slowest reload value possible. You will see virtually no flak with this setting.
Note: this function is a compromise between historical accuracy and the requests of many users who have lower end machines but want to participate in large-scale battles with many well armed ships. Increasing the pauses between salvos will lower the ship flak’s calculations during the game and thus introduce increased frame rates.



Notice about custom skins.

Flight Simulator will remember the last skin you've used for your pilot, and for each player's plane. You only have to select it once. If you've selected "MySkin.bmp" as your pilot's skin in a multiplayer game, that skin will automatically be applied to all player's planes in the future until you select a different one in the Plane Customization screen.

The same applies to the plane camo schemes. The custom skin you choose will be remembered for every plane that you pick to fly. It will then be automatically picked again the next time you fly that particular plane, until you override that scheme in the Plane Customization screen.

This also applies to all missions you create in the Full Mission Builder. There is sound logic behind this functionality, but you may find it slightly confusing at first. If you've previously selected "MyNewCoolScheme.bmp" for your FW-190D9, and "MyFace.bmp" for your pilot, when you create a FW-190D9 mission in FMB the game will automatically pick that camo scheme and player scheme when you play the mission. However, the Plane screen for your Dora will still show Default for both the scheme and the pilot (unless you change it of course). That is done to ensure that you can easily send this mission to other players. If you do want to play with the default camo and player's skin you will have to toggle them back to default in the Aircraft Customization screen and not in the Full Mission Builder.

The sim will also remember the last weapon select you've made either in QMB or Online Dogfight, and will automatically select it for the appropriate plane until you override it. In cases of FMB or online co-op the weapon selection is defined by the mission creator.



Additional Field of view (FOV) functions

FOV 85 - User defined
FOV 80 - User defined
FOV 75 - User defined
FOV 65 - User defined
FOV 60 - User defined
FOV 55 - User defined
FOV 50 - User defined
FOV 45 - User defined
FOV 40 - User defined
FOV 35 - User defined
Increase FOV - PageUp
Decrease FOV - Home
Toggle FOV - Insert

The game ships with integrated TracKIR support.

The game uses TrackIR's new "enhanced support for custom integration into games" feature that is only available in the latest software release. In order to use it, you must download the latest TrackIR drivers from www.naturalpoint.com <http://www.naturalpoint.com> (1.30 or above). After downloading and installing the software, open the conf.ini file in your game folder with a text editor (i.e. Notepad) and find the [rts] section. Under the [rts] section locate the following line:

trackIRUse=0

and change it to

trackIRUse=1


Tuning the campaign for low- or high-end PC.

You can adjust some parameters in a dynamic campaign to increase performance or to modify a level of challenge by adding the following lines to the end of file conf.ini (capitalization is important!):

1. To adjust a number of planes and groups of planes, you can set:

AirIntensity=Low
AirIntensity=High

In addition to reduction of size of plane formations, on low air intensity there will be no random flight groups - those that are not directly connected to your mission

2. To adjust a number of ground objects, you can set:

GroundIntensity=Low
GroundIntensity=High

On low intensity you will see ground objects only in target area and around active airfields

By default there are also ground objects around your route, but the number of moving objects is limited.

On high ground intensity, all targets of opportunity in a corridor from your airfield to the destination are included.

3. To set your preferred distance to target, set

MissionDistance=nn

Where nn is the distance in kilometers that you prefer to fly to your target. It is not guaranteed that there will be suitable targets in this distance, so you may receive missions with different length of your route.

4. You may increase or decrease a level of friendly and enemy AI by setting

CampaignDifficulty=Easy
CampaignDifficulty=Hard

Easy settings will add one level to all friendly groups and decrease enemy experience. Hard settings do the opposite.


Influencing the War in Dynamic Campaign
(this function works in Pacific-releated scenarios)



In Pacific Fighters dynamic campaigns the player's actions influence the outcome of individual operations as well as the whole war. The system works by assigning a static number of points to each target destroyed, and calculating a total number of points for each side. If your side destroys enemy targets, points are added to your side's tally. If your side's targets are destroyed by the enemy, the points are subtracted from your side's tally.

The following point values are used:
Carrier = 100 points
Other ship = 20 points
Plane = 5 points
Tank = 3 points
All other targets = 1 point

The tallies are recalculated after each mission, and they're checked at the end of each operation. Each side is assigned a predetermined number of points which in each operation means a historical outcome (victory or defeat). If the operation's tally does not match the historical outcome, an alternative briefing is triggered which may mean a defeat for the side that historically won, or vice versa.

The grand total tally of multiple campaigns can also lead to an alternate outcome of the whole war.

Default value for an operation outcome is 100 points (added if it's a victory, subtracted if it's a defeat). War outcome's value is 1,000 points.

You can change these values by adding and modifying the following lines in the conf.ini file located in your root game folder:

OperationVictory=100
OperationDefeat=-100
WarVictory=1000
WarDefeat=-1000

These are default values. You can change the numbers to your liking. For example, if you want mission outcome to always be historical, you can set the parameters to unachievable high values, such as

OperationVictory=3000
OperationDefeat=-3000
WarVictory=30000
WarDefeat=-30000

By reducing the numbers you can make your contributions matter much more in the overall war effort.

Starting on Aircraft Carrier in Co-op and Online Campaigns

In order to maintain better online synchronization we had to turn off client-side collision for parked planes that are using chocks. In all other cases collision works as usual.



Replacing faces in Campaign mode

If you wish to see your own face in the pilot roster under your record, simply replace the stock "Photo.bmp" located in the DGen subfolder of your game installation. The image should be 192x256 pixels in size, and have Windows palette 256 colors. It does not have to be black and white.
If you wish to change faces of your squadmates, replace the numbered bitmaps under the corresponding country folder. These bitmaps should also be 192x256 pixels, Windows palette 256 colors. While that's not required, when replacing other pilot skins you should also update the corresponding pilot skin in the \PaintSchemes\Pilots subfolder. If you don't do that, the correct face will show up in pilot roster, however in the game engine the pilot will still keep the old face.


Notes on Using, Modifying and Replacing the Voice Files and Radio Chatter Text Messages

After the installation, the sound files of radio chatter can be found in the “Samples” sub-folder in the game root folder (the folder the game was installed into). The voice files for specific sides are located in the following sub-folders:

Samples -> Speech -> DE - Blue Side (German)
Samples -> Speech -> RU - Red Side (Russian)

The files of the corresponding HUD messages texts (subtitles lines) can be located in the “i18n” sub-folder. Those are:

I18n -> hud_msg.properties - Contains subtitles lines for English version
I18n -> hud_msg_fr.properties - Contains subtitles for French version
I18n -> hud_msg_de.properties - Contains subtitles for German version

All these text files are in UNICODE format. While the English version can easily be edited with Notepad, it may require a UNICODE-supporting text editor to write lines in other languages, specially when you’re intending to use umlauts, hieroglyphs, Cyrillic alphabet and so on. The edited file should be saved in TXT format. Please always remember that the left column of this text is the names of files and the right column is the messages that will be displayed on the screen simultaneously with the sounding the voice files, so do not change the left column.


Main Rules of Edition of Files and Texts:

1. Do not rename the files. The names must be kept original despite the changes of contents.
2. Do not change the left column of the text files - it contains the file names for the program’s internal usage.
3. Do not change the meaning of the phrases in the subtitles. Otherwise, you’ll get a wrong working chatter generator, with rubbish or meaningless dialogs.
4. The sound files must be in the 11025 Hz, Mono, 16-bit format. To be used in game they must be converted into Windows RIFF wave files (*.wav). The file data format must be MPEG-1 Layer 3 @ 20 kbps 11025 Hz Mono. This can be achieved using the appropriate sound editor, such as Sonic Foundry, SoundForge, Sonic Foundry Batch Converter, CoolEdit, e.t.c. It is up to you to decide which one to use, just be sure that the output format files meet the requirements.


Radio Chatter Generator Rules

We provide a number of documents for every voice actor in the game in order to help you understand the system of phrase generation. However, we can’t list all the possible combinations of sound phrases due to enormous amount of them, so we put the explanation of basic rules and common samples of speech into each document. It is quite self-explanatory and very easy to understand.
The doc files may be found in the root directory of the game (the folder the game was installed into). The file name is “RadioChatter.zip”.

Please be aware that you change the contents of the files at your own risk. Please keep back-ups of both “Samples” and “i18n” somewhere on you hard disk in case some of your changes may go wrong.


Creating FMB missions with ships.

If you wish to create missions with ships performing evasive maneuvers simulated with waypoints, please use the following guidelines:

1. Do not make sharp turns in the waypoints, especially for the carriers with the
planes on the deck. This is especially important if these planes must land or take-off during these waypoints.
2. If you wish to make turning waypoints for other ships, then see the item above and please make as many waypoints as necessary to create smooth enough turns.
3. You can currently use this unsupported feature, which may be removed in the future.
- set the group of planes on the carrier by the rules described in readme v.3.0.
- set for this group of planes with only one (take off only!) waipoint, fuel=0, No weapon, Radio Silence.
This way you will have static aircraft permanently sitting on the aircraft deck.

Additional Notes

1. Missions, tracks and other file names do not allow period, commas and special symbols such as umlauts.
2. When creating squad files for network play, please use these standard country codes to assign your squad to a specific army:

de - Germany
fi - Finland
fr - France
gb - RAF
hu - Hungary
it - Italy
ja - IJA
in - IJN
nn - None
pl - Poland
ro - Romania
sk - Slovakia
ru - USSR
us - USAAF
un - USN
um - USMC
ra - RAAF
rz - RNZAF
rn - RN
du - NL


Maps

We have placed high-resolution printable images of all in-game maps on the DVD. If you would like to use them for any purposes, just unzip the "map.zip" file onto your hard drive.



README

Pe-2 Peshka

Il-2 Sturmovik: Forgotten battles - Ace Expansion Pack - Pacific Fighters series

v.4.05m



1C:Maddox Games, Ubisoft and Ilya Shevchenko are proud to present the Petlyakov Pe-2 bomber to the virtual pilots of the world. The little bomber affectionately known as the “Peshka” (Pawn) is the most famous Soviet twin-engine bomber of the war. It was to the twin-engines what the Il-2 was to the single-engines. Extremely versatile, the Pe-2 served in virtually any role imaginable: dive- and level bomber, heavy fighter, night fighter, reconnaissance, and more. Over 20 different modifications were produced during the war, with a total of 11,000 built. The Peshka served from the summer of 1941 well into the Cold War, where it received a NATO reporting name “Buck”.


Missions

95 Campaign Missions
5 Single Missions
5 Multi-Player Cooperative Missions

New Flyable Aircraft

Pe-2, 1940 (1 series)
Pe-2, 1942 (84 series)
Pe-2, 1942 (110 series)
Pe-2, 1944 (359 series)
Pe-3, 1941
Pe-3 bis, 1941

New Ground Vehicles and Objects

61-K 37mm AAG
Flak 37
Flak 18 88mm AAG
SdKfz6 with Flak 37
Demag D7 with Flak 38
Demag D7
SdKfz6
ZiS-3 76,2 mm Div gun
Soviet 122mm Hovitzer
ML-20 155mm gun
PAK-40 75mm ATG
Dummy Flak
Dummy Gun
Dummy Plane
Dummy Tank

Notes:

1. Waist Gunners.
The third crewman in the Pe-2 bomber, officially known as the gunner-radioman, was one of the busiest men in aviation history. In addition to manning the radio, he also had to man three separate defensive positions: the left waist gun, the right waist gun, and the bottom gun. Often he would be given only one gun, which he would need to move from socket to socket as threats shifted. In a few recorded cases, the gunners would open the top hatch, stand up, and fire the machine gun off-the-hip, Hollywood style.
Unfortunately, the Il-2 / FB / PF code was never intended for a single crewman alternating between firing positions. In Pe-2’s cause we would not be able to prevent the AI from, for example, firing the bottom gun while the player fired the left waist. Due to these limitations and in order to keep a level playing field, the waist gunner in all Pe-2s will always be controlled by AI.
The Pe-2 and Pe-3 are no different from other flyable bombers on all other respects.

2. Some PCs made by the Northwood Computers company may experience performance issues when running the game in the Perfect graphics mode. Due to issues outside of our control, the machines may lock up. Therefore, we do not recommend running the game in the Perfect mode.
In certain cases, the lock ups may be prevented by renaming the il2_core.DLL file into il2_coreP4.DLL. The files are located in the root Il-2 folder. Important: when renaming the files, make sure to save a back-up copy of the original il2_core.DLL.

Using the OPB-1 bombsight

1. Prior making the bomb run, bombing altitude and aircraft speed must be entered into the bombsight. The true distance from the target to the plane can be entered using the Increase Bombsight Altitude and Decrease Bombsight Altitude keys. Input the plane speed using the Increase Bombsight Velocity and Decrease Bombsight Velocity keys. Note that the true (not indicated) airspeed must be set (it can be obtained from the speed gauge when in No-Cockpit View mode). Plane angle of drift should be entered using Adjust Sight Control to Left and Adjust Sight Control to Right keys.

Use the Toggle Gunsight control key (Shift-F1 by default) to lean to the bombsight lenses. The plane should be in level flight. While the plane is positioned horizontally, the bubble visible in the bombsight lenses should be in the centre of the reticule.

Use the Increase Bombsight Distance and Decrease Bombsight Distance keys to adjust the crosshair position so the “U-mark” and the triangle mark match on the bombsight scale. Bomb trigger should be pressed when the target passes the centre of the bombsight reticule.

2. Look for the special training mission in “Trainings” menu.
SP!
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Post by 15_Nymer »

S!

Pô Mario, só tem isso? Mais nada? Fraquinho... :lol: :lol: :lol: :lol:

SP!
[b]Dá Raduquem Riu! Dá Raduquem Riu! Da Raduuuuuquem Riu! Filho da P#$@! Aêêêê... [/b]
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