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tsisqua
07-22-2004, 12:51 PM
Well, since you are looking at this post, it seems that I have lured you in, because the topic of this post is, indeed, the Readme file in your FB root folder.

Oh, what valuable info is contained therein! I really think that new users are completely unaware of what fun can be had by just learning how to configure the game for their machine; by using the tweaks that are contained in that precious little file. Twice today, I answered questions with info that is contained in the readme. I followed my replies with a reference to the readme, so that they will, hopefully, make an effort to read it. These are obviously not lazy people, or they would not have bothered to get an account here so that they could post their questions. They just are clueless about how much info is really there.

How to change languages that are spoken on the radio

How to configure campaigns for best fps on lower-end machines. (Don't feel bad about having a not-so-top-of-the-line rig! This game will still look better than anything else that you have ever played on it, I promise!)

How to run perfect by setting water=0 . . . yet another tweak for lower-end machines.

Trees tweak

How to use the in-game communications for online play.

How to see fps displayed.

Well, all this, and much, much more. There are downloadable utilities available, but most of them are simply writing commands to the config file as was explained in readme, and can be performed without the utility . . . the utility simply is a shortcut that adds the convenience of not having to open folder-after-folder to access the config file.

Yep . . . its all in the readme. This goes out to all those that enjoy helping others to enjoy this great game: be nice!!!! Help folks to find that sweet little readme file by politely answering their questions, and always, always ALWAYS, send them to the readme file for more in-depth instructions.


Thanks All
Tsisqua

http://server6.uploadit.org/files/tsisqua-bird1.JPG

tsisqua
07-22-2004, 12:51 PM
Well, since you are looking at this post, it seems that I have lured you in, because the topic of this post is, indeed, the Readme file in your FB root folder.

Oh, what valuable info is contained therein! I really think that new users are completely unaware of what fun can be had by just learning how to configure the game for their machine; by using the tweaks that are contained in that precious little file. Twice today, I answered questions with info that is contained in the readme. I followed my replies with a reference to the readme, so that they will, hopefully, make an effort to read it. These are obviously not lazy people, or they would not have bothered to get an account here so that they could post their questions. They just are clueless about how much info is really there.

How to change languages that are spoken on the radio

How to configure campaigns for best fps on lower-end machines. (Don't feel bad about having a not-so-top-of-the-line rig! This game will still look better than anything else that you have ever played on it, I promise!)

How to run perfect by setting water=0 . . . yet another tweak for lower-end machines.

Trees tweak

How to use the in-game communications for online play.

How to see fps displayed.

Well, all this, and much, much more. There are downloadable utilities available, but most of them are simply writing commands to the config file as was explained in readme, and can be performed without the utility . . . the utility simply is a shortcut that adds the convenience of not having to open folder-after-folder to access the config file.

Yep . . . its all in the readme. This goes out to all those that enjoy helping others to enjoy this great game: be nice!!!! Help folks to find that sweet little readme file by politely answering their questions, and always, always ALWAYS, send them to the readme file for more in-depth instructions.


Thanks All
Tsisqua

http://server6.uploadit.org/files/tsisqua-bird1.JPG

willyvic
07-22-2004, 01:05 PM
Good info Tsisqua. Thanks for posting relevant AEP info.

WV

http://www.geocities.com/mompeepers/willyvic/mig3u.jpg

hughlb2
07-22-2004, 01:15 PM
tsisqua I think I need a readme for the readmehttp://ubbxforums.ubi.com/infopop/emoticons/icon_frown.gif I can find the "perfect setting" section, but can't find "trees tweak", "different languages" or any of the others. Am I looking at the right file? (its the file named "Readme" in the main IL2 folder. It has headings like "using the K-14 gunsight" and "using the V-1 rocket")

tHeBaLrOgRoCkS
07-22-2004, 01:26 PM
Good post Tsisqua !
Hugh
I think that you will find the various tweaks mentioned spread over the various readme's that come with each update also? But I am not at home right now so I cant check for sure

http://img78.photobucket.com/albums/v323/tHeBaLrOgRoCkS/planes/signiture3.jpg

steve_v
07-22-2004, 01:33 PM
There are Readmes for each specific version. FB v1.0 - v1.22 and AEP v2.0 - v2.04. hughlb2, I can zip and email them to you if you'd like. As tHeBaLrOgRoCkS has pointed out, the information is spread through the Readmes. I can be reached at g8tr45@yahoo.com if you're interested.

http://home.earthlink.net/~viner45/sitebuildercontent/sitebuilderpictures/lance_sig.jpg (http://www.eurosport.com/home/pages/V4/L0/S18/E6083/sport_Lng0_Spo18_Evt6083.shtml)Lance tries for number six.

hughlb2
07-22-2004, 01:42 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by steve_v:
There are Readmes for each specific version. FB v1.0 - v1.22 and AEP v2.0 - v2.04. hughlb2, I can zip and email them to you if you'd like. As tHeBaLrOgRoCkS has pointed out, the information is spread through the Readmes. I can be reached at g8tr45@yahoo.com if you're interested.
<HR></BLOCKQUOTE>

I appreciate your offer steve, but its all good now, upon further investigation I have found info on what I was after in a sound readme included in Extreme_One's RAF campaign, explaing the RAF voicepack. Thankyou for your interest though and thanks also to tHeBaLrOgRoCkShttp://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

[This message was edited by hughlb2 on Thu July 22 2004 at 12:52 PM.]

tsisqua
07-22-2004, 01:43 PM
I'm curious now. Since AEP is available as a gold pack option, and will install directly over FB, are the additional files that came by patching FB not included? I'm betting that they are not. Perhaps what we need then is an all inclusive readme. Hmm, now I have to go to ORR to request it in the next patch.

Didn't mean to open a can of worms http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

Tsisqua

Atomic_Marten
07-22-2004, 01:48 PM
Previous README's (1.22!) are suppose to be in the root folder. They are not. I also agreed on that'll be good idea if they show up in the next patch. Will help much a lot of guys (especially with low-end PC's like me). http://ubbxforums.ubi.com/images/smiley/93.gif

hughlb2
07-22-2004, 01:52 PM
tsisqua - I bought AEP seperatly to FB, not in a gold pack, i'm not sure if this helps answer your questionhttp://ubbxforums.ubi.com/images/smiley/sonar.gif

tsisqua
07-22-2004, 02:20 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by hughlb2:
tsisqua - I bought AEP seperatly to FB, not in a gold pack, i'm not sure if this helps answer your questionhttp://ubbxforums.ubi.com/images/smiley/sonar.gif<HR></BLOCKQUOTE>

Yes it does. I just posted over at Oleg's Ready Room . . . a request for an all-inclusive readme file.

Thanks for the replies.
Tsisqua

http://server6.uploadit.org/files/tsisqua-bird1.JPG

tHeBaLrOgRoCkS
07-23-2004, 03:30 AM
Here (I hope) are some of the more significant portions of the previous readme's that I hope will be useful to some of you:-

1.1

FM

- Further tuning is performed on a line of aircraft:
Me-262,
Su-2,
DB-3 and variants (Il-4),
P-39 and variants,
P-47,
Bf-109 family,
B-239 and
Hurricane.

- Revised velocity you can safely deploy flaps at.
- Modifyed damage penalties for when a propellor hits the ground Ė this will effectively damage the engine now.
- Radiator-induced drag is now caclulated properly in ‚ėauto/closed‚' radiator mode.



Weapons

Revised the Ju-87 ‚ėStuka‚' bomb handling:
- When pressing the bomb trigger (‚ėWeapon 3‚' button), the bombs are released in a conventional way, in pairs like on the other planes.
- Opposed to, when the dive autopilot reaches the recovery altitude, it dumps the payload as awhole.
- You now can adjust the dive autopilot recovery altitude with ‚ėIncrease Bombsight Altitude‚' and ‚ėDecrease Bombsight Altitude‚' buttons, alike the level bombers bombsight.

Network

Added two new event types for ‚ėeventlog‚'. One is generated when somebody kills a player descending on a parachute, the other one represents an event when his chute is damaged and he begins to free-fall to the ground.
Ex.:
08:01:46 7GvShAP300(1) was killed in his chute by 7GvShAP301 at 300248.72 97822.61
08:01:50 r01100(2) has chute destroyed by 1_Static at 252955.97 141074.05


1.1b

Network:

Console Commands:
- words containing spaces may now be used in console commands in quotes
- 'user' command is modified: disposed of of 'KICK' keyword
- 'chat' command is modified: added keyword 'TO# &lt;N&gt;' - it sends the message to the player of the given number
- added command: 'kick &lt;name&gt;' - disconnects the given player from the server
- added command: 'kick# &lt;N&gt;' - disconnects a player of the given number
- added command: 'ban' - prohibits connection for the given player groups
command format:
ban [ADD] [REM] [NAME [&lt;name&gt;]] [PATTERN [&lt;pattern&gt;]] [IP [&lt;ip mask&gt;]] [CLEAR] [LOAD [&lt;file name&gt;]] [SAVE [&lt;file name&gt;]]
ADD - adds players listed in NAME, PATTERN, IP to the ban list
REM - removes players listed in NAME, PATTERN, IP from the ban list
CLEAR - clears the ban list
NAME [&lt;name&gt;] - picks out a player by his name
PATTERN [&lt;pattern&gt;] - picks out a player/players by the name(s) given in the &lt;pattern&gt;.
In the &lt;pattern&gt; - '?' represents any character, '*' represents any quantity of any characters
IP [&lt;ip mask&gt;] - picks out a player by his network address
&lt;ip mask&gt; - N.N.N.N, where 'N' is either a number 0 to 255, or a number range (i.e. 10-127), or a '*' that is any number
LOAD [&lt;file name&gt;] - reads list from a file ('banned.txt' by default)
SAVE [&lt;file name&gt;] - writes the list into a file ('banned.txt' by default)

New features and modifications

1. Planes attempt to use routes avoiding AAA. Maximum number of AAA en route (except target area) is reduced to 3

2. New parameters in conf.ini:
RandomFlights=n sets number of flight groups not related to mission. Maximum is 5, minimum 0, default 2. New random groups - friendly bombers and returning allied planes.
NoBadWeather eliminates storms, rain, snow, blind weather. All weather is possible by default
NoAirfieldHighlight - Not used airfields won't have AAAs anymore, which also removes their highlighting with a color on a map. They have AAA and are highlighted by default
CampaignAI=Easy (Hard), default is Normal - increases or decreases friendly and hostile AI level.
CampaignMissions=Easy (Hard), default is Normal - switches to different scripts for operations, affecting number of planes and groups. Even on Hard, the scripts are less challenging than in the previous version - for all nations and years. CampaignDifficulty now sets both AI and Missions.
CampaignLength=VeryLong (Long,Medium,Short,VeryShort), default is VeryLong. Sets number of missions in campaign. Long is about 2 times shorter than VeryLong. VeryShort is about 10 times shorter.

The lines can be placed anywhere in conf.ini, but recommended way to do it is to create in the end of the files a new [DGen] section and add everything after that. An example:

[DGen]
NoAirfieldHighlight
NoBadWeather
RandomFlights=5
MissionDistance=30
CampaignMissions=Hard
CampaignAI=Easy

3. Roster adjustements: fighter and bomber careers use different criteria for awards.
- Pilots are now younger.
- Promotions rate slowed down.
- Intitial number of sorties and kills increased. It is also year and nation specific, for instance
- Germans may start in 1941 with many aces, and Soviet squadrons are getting more and more experienced as war progresses.
- Criteria for some awards change historically during war - it requires many more kills for German fighter pilots to receive
- Knight's Cross in 1944 comparing to 1941.
- AI pilots fly missions even if they are not in your group, so number of sorties for you and AI is growing at the same rate. AI pilots can score and be killed in these missions, probability of that depends on their experience.
- Until you have the senior rank (Colonel), squadron CO will be always at least of your rank, no LtCol flying under Major's command anymore.

4. Summary of air and ground targets destroyed by you in the last mission and during your career are now listed in the debriefing.

5. New campaign - German retreat from Kuban in the fall '43

6. Templates can now use custom buildings.

7. Player's plane armament for ground attack now has different variants for soft targets, armor, ships and bridges.

8. Intercepting planes now not always receive special armament, like rockets or gunpods, it is more random.

9. For every career a file that defines plane classes for this career can be created. File name is ClassesNnX.dat, where NnX is career ID, like DeS for Geman Stuka. It is a text file that overrides default plane classes for this career, the format is:

PLANE ROLE,
for example:

FW_109A4 FIGHTER
FW_109A5 FIGHTER

the following roles are supported:

FIGHTER = escort, intercept, recon missions
LIGHT = same as fighter, "soft" ground targets like trains can be attacked.
TANK = soft targets + tanks, not antiship or anti bridge.
JABO = scramble, recon and all ground attack missions
ALL = all missions, fighter and ground attack
GROUND = only ground targets, suitable for bombers or ILs

1.21

New Aircraft

Flyable:

- P-51D-5
- Ki-84-1a
- A6M5a

AI:

- C-47
- B-17G

Notes:
- The first production series P-51D-5 were delivered without the dorsal fin fillet. However most aircraft had the fillet retro-fitted with a field modification kit. We have modeled the aircraft with the fillet. This will ensure skin compatibility with other D model variants. Also, in FB source code current limitation prevents us from replicating the real world P-51 fuel
system.
- National markings on the fuselage of the Boeing B-17 needed to be moved forward due to position of the gun windows and due to the present aircraft coding system.
- A6M5 Ė the game models the version for the land-based runways.


New ground models

Willis MB Jeep - US
Willis MBt Jeep - US
Willis MBtc Jeep - US
M16 self-propelled AAA
Chevrolet truck
Chevrolet ambulance
Chevrolet radio truck
Diamond T 5-ton truck
Pup tent
Pyramidal tent
Command tent
Pole with wires
Pole no wires
Bunker - small caliber guns
Bunker -large caliber guns
Bunker Elevated -large caliber guns
Omaha Beach Bunker
Observation Bunker
Sandbags - Round
Sandbags - Wall
Caen Castle
Chateau - Small


New ships

Destroyer type 7/1944
M-Boat

Note:
These ships are made for the use on European maps for creation of new missions. Ex.: Destroyer type 7/1944 is intended to be used for the allied forces and M-Boat Ė for Germany.


New Maps

Normandy1 - Large historical map based on the Normandy coast and Northern France. Pre-Invasion state.
Normandy2 - Large map based on Normandy and Northern France, with a non-historical Allied base off the French coast.
Normandy3 - Large historical map based on the Normandy coast and Northern France. Post-Invasion state with 18 temporary Allied strips.
Ardennes Summer - Non-historical medium sized summer map for online and offline play, loosely based on the Ardennes region.
Ardennes Winter - Non-historical medium sized winter map for online and offline play, loosely based on the Ardennes region.
Online8Islands - non-historical map featuring a ‚"Pacific Theater‚"Ě locale for online gameplay. Can also be used for user-made single missions and short campaigns.


Modifications

Changes and fixes in graphics: Perfect mode

- More realistic render of the water.
- Tuned the shades of the sea water.
- Eliminated chroma error of the water on ATI video cards (with disabled subtitles).
- Removed sun reflection artifacts on NVidia video cards with S3TC enabled.
- Improved visual appearance of the trees.
- Added an option to place better looking 3D trees in the towns and villages.

Notes:
For the new trees to render it is required that: you video card has no less than 128 Mb of RAM, and BIOS AGP memory (Aperture Size) set to no less than 128 Mb. Recommeded video cards for the option are GeForce 4, GeForce 5600 and newer, ATI Radeon 9700 and newer.
To see the new trees in towns:
Make sure you‚'re running the game in ‚ėPerfect‚' mode. In the ‚ėconf.ini‚' file, in the section ‚ė[Render_OpenGL]‚' change the following line:
Forest = 2
to
Forest = 3
To disable the trees and return back to normal appearance, change the parameter back to 2.
NB:
The option is released in test mode. We‚'re expecting video drivers update from the video card vendors to obtain full functionality of the mode. If you have less than 128 Mb of RAM on your video card, expect blinking triangle artifacts to appear on NVidia cards; on ATI cards you may see trees rapidly change their color shade and/or shape as you approach them.

Hints and Tips: How to Improve the Framerate in the ‚ė
- Do not set the screen resolution to larger than 1024x768.
- Disable full-screen antialiasing.
- If you suspecting trees or forests to cause the framerate drop, try lowering the Forest parameter in the ‚ėconr.ini‚' to 1, or even to 0 (that would make forest to appear in less detail, but faster render).
- Lower the objects visibility distance.

Il-2:FB list of recommended drivers

1C:Maddox Games recommends the following video card drivers to be used with IL-2:Forgotten Battles with the best graphics options. The sim may not function properly with other driver versions due to issues outside our control.

NVIDIA
Display Driver Version: 45.33
Release Date: October 9, 2003
WHQL Certified
http://www.nvidia.com/object/pc_winxp-2k_45.33.html

ATI
CATALYST‚ô 3.7
Driver Build 6.14.10.63787-93-030812a1-010735c

Tracks

- Corrected incorrect repeated playback error.


Sound

Corrected 3D sound engine by request of users, to prevent online sound cheating.

Users with a Sound Blaster Extigy card may need to deactivate the [Enables Extensions] from the Sound Setup of IL2:FB. When activated, some jerky sound may be heard when firing and changing views.

Users with the motherboard Asus A7N8X using the onboard audio card NVIDIA MCP2 (Chipset nForce2 SPP) may also experience these kind of sound problems, in that case turn OFF [Enables Extentions] in Sound Setup.


FM and other tunes of aircraft

Further tuning is performed on a line of aircraft:
- All Bf-109s.
- Me-262. Be aware that aircraft should accelerate slowly to maximal speed.
- La-5/7 series climb rate.
- Increased critical dive speeds for some aircraft.
- Increased roll rate of P-40 series.
- Corrected radiator-induced drag program module.
- Decreased damage durability of I-16, FW-190A-F series and some others.
- Modified the appearance of the metal-finished aircraft to appear more shining.
- Increased torque effect on a number of aircraft. Still not enough, but currently we have a limit for the greater and precise torque effect tunings.
- Fixed bug with automatic fuel mixture of P-47 series

AI

All types of aircraft keep better formation in wayponts with decreasing of altitude.


Weapons

- Added underwing payload variants for the P-51.
- Added ability to set up fuse timer for the Wfr.Gr. 21. To make the rocket operate as it was intended in real life, set the delay to 5.0 seconds.


Network

Added new types of messages in ‚ęeventlog‚Ľ.

1. When users switch On or Off wingtip smokes:
...:... &lt;aircraft&gt; turned wingtip smokes on at ... ...
...:... &lt;aircraft&gt; turned wingtip smokes off at ... ...

2. When users turn on landing lights:
...:... &lt;aircraft&gt; turned landing lights on at ... ...
...:... &lt;aircraft&gt; turned landing lights off at ... ...

3. When user changes the weapon or amount of fuel before take off:
...:... &lt;aircraft&gt; loaded weapons '&lt;weapons name&gt;' fuel &lt;N&gt;%

4. When pilot successfully landed after bail out:
...:... &lt;aircraft&gt;(N) successefully bailed out at ... ...

5. Modified message 'was killed'.
Instead of:
...:... &lt;aircraft&gt;(N) was killed at ... ...
the new message is:
...:... &lt;aircraft&gt;(N) was killed by &lt;initiator&gt; at ... ...
However, if the situation was generated by the aircraft itself (e.g., the pilot was burned) or bailed out pilot was killed with the hit from the ground, then the message will be in old format:
...:... &lt;aircraft&gt;(N) was killed at ... ...

6. When the aircraft was damaged but not exploded after landing:
...:... &lt;aircraft&gt; damaged at ... ...
This message is issued only once when the aircraft is on the ground (or not yet in air, or just landed).

7. At the moment of player disconnection:
...:... &lt;user&gt; disconnected
The time of disconnection in the messages of client and server may be different due to naturally allowed timeouts for the connection loss situations.


ReadME dated05032004



Il-2 Sturmovik. Forgotten Battles
ACE EXPANSION PACK
README

Installation Notes
We recommend to save all custom built missions and campaigns before installing the Ace Expansion Pack. This is necessary because user-created folders, subfolders or missions may have names duplicating those used in the expansion pack. If you do not back up your missions they may be overwritten by our installation. After the installation you may check your saved missions, rename them if needed and copy them back into the game folder.
Attention: If you choose the uninstall option, this procedure will uninstall both IL-2 Forgotten Battles and the Ace Expansion Pack completely leaving only your custom missions, skins or campaigns.

Additional features for ATI 9500+ and Geforce FX video cards (Shaders 2.0):

We've added the following new user options to the conf.ini file that control the water quality

Water = 0, Fastest water, without ground reflection
Water = 1, Normal water: ground and clouds reflections, cloud shadows
Water = 2, Perfect water: same as Water = 1, plus wavy ground reflections and weather-dependant wave types


Ace Expansion Pack list of recommended drivers

1C:Maddox Games recommends the following video card drivers to be used with Ace Expansion Pack with the best graphics options. The game may not function properly with other driver versions due to issues outside our control.

NVIDIA
Display Driver Version: 45.33
Release Date: October 9, 2003
WHQL Certified
http://www.nvidia.com/object/pc_winxp-2k_45.33.html

ATI
CATALYST‚ô 4.1
http://www2.ati.com/drivers/wxp-w2k-catalyst-7-97-031212a-013118c.exe
And old one is also suitable.
CATALYST‚ô 3.7
Driver Build 6.14.10.63787-93-030812a1-010735c


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 Ė 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‚"Ě 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‚"Ě 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‚"Ě. 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 ‚ėToggle Sight Mode (Auto)‚' button to switch gunsight mode. Use the ‚ėAdjust Sight Control to Right‚' and ‚ėAdjust Sight Control to Left‚' buttons to select the target aircraft type. Use the ‚ėIncrease Sight Distance‚' and ‚ėDecrease 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 you must set your dive airspeed (true) by buttons ‚"Increase Sight Velocity‚"Ě and ‚"Decrease Sight Velocity‚"Ě and bomb drop altitude by buttons ‚"Increase Sight Altitude‚"Ě and ‚"Decrease Sight Altitude‚"Ě. 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.

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 IL-2:FB 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.

Additional Information about the I-185

We‚'re including these two aircraft as a token of gratitude to V. Loginov - the founder of the sukhoi.ru resource that was very supportive throughout the year of creation of the Il-2; and with esteem to his grandfather, who had the honour of test-flying these two.

I-185 M-82, 1941

Type: multi-role fighter.

Weight:
Take-0ff: 3,735 kg
Full loaded: 3,825 kg

Length: 8.1 m
Wingspan: 9.8 m
Wing area: 15.53 sq. m

Engine: 1 x M-82
Power:
Take-off: 1,600 HP
Indicated: 1,390 HP

Top speed:
Ground Level: 549 km/h
At 6,170 m: 615 km/h

Time to climb to 5,000 m: 6 min

Ceiling: 10,450 m
Range: 1,380 km

Armament:
3x20mm ShVAK cannons
500 kg of bombs

I-185 with the M-82 engine was intended to be the I-185 with increased armament. Instead of two large-caliber and two small-caliber machine guns the I-185 M-82 was equipped with three 20mm ShVAKs. In addition to that the plane also had a redesigned canopy, gear struts and fuselage. Altogether two prototypes were built; the first flew on July 21st 1941. Both I-185 M-82s participated in front-line trials between December of 1942 and January 1943.

Advantages:
Excellent speed characteristics
Ease of control
Powerful armament

Disadvantages:
Slower climb rate than I-185 M-71.

I-185 M-71 (production standard), 1942

Type: multi-role fighter.

Weight:
Take-0ff: 3,735 kg
Full loaded: 3,825 kg

Length: 8.05 m
Wingspan: 9.8 m
Wing area: 15.53 sq. m

Engine: 1 x M-71
Power:
Take-off: 2,000 HP
Indicated: 1,625 HP

Top speed:
Ground Level: 600 km/h
At 6,170 m: 680 km/h

Time to climb to 5,000 m: 4.7 min

Ceiling: 10,000 m
Range: 835 km

Armament:
3x20mm ShVAK cannons
500 kg of bombs

The I-185 prototype equipped with the M-71 engine which first flew on June 10, 1942 was designated a ‚"production standard‚"Ě, i.e. a prototype which was to be used as a standard for future production. Compared to other prototypes of the series many defects were resolved and the overall aerodynamics improved. The I-185 M-71 production standard was built from the blueprints intended for serial production.

The I-185 M-71 production standard, in addition to the I-185 M-71 #6204 and two I-185 M-82 went through front line combat testing between December of 1942 and January of 1943. Speed and climb rate of this prototype were vastly superior to all contemporary Soviet fighters. However due to political reason and lobbying from Polikarpov‚'s enemies the project never entered production and was cancelled.

Advantages:
Excellent speed characteristics
Excellent climb rate
Ease of control
Powerful armament

Disadvantages:
Uncomfortable throttle lever

Hope that was of some use S!

http://img78.photobucket.com/albums/v323/tHeBaLrOgRoCkS/planes/signiture3.jpg

bazzaah2
07-23-2004, 04:06 AM
maybe I'm missing something, but hwy don't they just put these options onto a menu within game? Utilities are useful and I can twiddle with conf.ini as well. Just seems odd to 'bury' so much info/flexibility.

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Crashing online as :FI:SpinyNorman

tHeBaLrOgRoCkS
07-24-2004, 05:37 AM
Well I guess its some limitation of the game engine. Although that said, I see lots of requests for new aircraft ordinance ect ect But very few people request a new / change to the front end interface. I personally dont mind editing the conf but I guess if it was available in the front end it would at least cut down on some of the posts we see in hear about how to do this or that tweak?

boink^

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bazzaah2
07-24-2004, 06:05 AM
yep - guess the front end could stand a little work!

That all these things can be done suggests that the game engine is not the issue but perhaps is one simply of design - great code of course (judging by results on screeen), but would be nice to see a slightly more touchyfeely user interface.

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Crashing online as :FI:SpinyNorman

Holycannoli
07-24-2004, 07:36 AM
I'm still looking for the option to change the radio language...

Tully__
07-24-2004, 10:03 AM
RTFR? http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

=================================================


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Tully's X-45 profile (SST drivers) (http://members.optusnet.com.au/tully_78th/fb.zip)

Salut
Tully

PF_Coastie
07-24-2004, 10:15 AM
Dag on it Tsi, You gave away my secret! http://ubbxforums.ubi.com/images/smiley/10.gif

No really, It is a shame more people never even look at these files.

One other "Honey Hole" of info is on the AEP and FB disks. There is a wealth of info contained on those disks that people just don't know about.

Go ahead, I dare ya! Put in the FB disk 2 and turn off auto play, just explore the disk. You will be surprised at whats in there.

PF_Coastie

Coasties Place (http://www.angelfire.com/ultra/coastie0/)

Coasties FB and ATI settings (http://www.angelfire.com/ultra/coastie0/IL2setup.html)
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Click here to find out more about FIGHTER SWEEPS 2 (http://663blacktigers.net/FS2index.html)


OFFICIAL ATI BETA TESTER

michapma
07-24-2004, 11:04 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by tsisqua:
. . . the utility simply is a shortcut that adds the convenience of not having to open folder-after-folder to access the config file.
<HR></BLOCKQUOTE>

I have a shortcut on my desktop to the conf.ini. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

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michapma
07-24-2004, 11:16 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by PF_Coastie:
Go ahead, I dare ya! Put in the FB disk 2 and turn off auto play, just explore the disk. You will be surprised at whats in there.
<HR></BLOCKQUOTE>

http://ubbxforums.ubi.com/images/smiley/16x16_smiley-surprised.gif http://ubbxforums.ubi.com/images/smiley/16x16_smiley-surprised.gif http://ubbxforums.ubi.com/images/smiley/16x16_smiley-surprised.gif http://ubbxforums.ubi.com/images/smiley/16x16_smiley-surprised.gif http://ubbxforums.ubi.com/images/smiley/16x16_smiley-surprised.gif

I looked in the "sound" folder... using the info there seems to have fixed my problem with very low sound when the view is centered!

Just when you think it's safe to come out... !

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But we are all that way: when we know a thing we have only scorn for other people who don't happen to know it. - Mark Twain, Personal Recollections of Joan of Arc

Udidtoo
07-24-2004, 11:19 AM
Changing the AI from default(normal) to hard seems to clear up a great deal of the wacked behavior at low altitude.

The "I can crash faster than you can" business was getting old fast.

Like some have posted already, its a shame they couldn't make some of this stuff more basic for less puter literate users. Without a lot of the knowledge I've learned here and tech help I would never have dared mess around in those files.

..............................
I always have just enough fuel to arrive at the scene of my crash.

tsisqua
07-24-2004, 11:20 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by tHeBaLrOgRoCkS:
Here (I hope) are some of the more significant portions of the previous readme's that I hope will be useful to some of you:-
. . . <HR></BLOCKQUOTE>

Yes! thank you, and I wish that this were the first post in a sticky.

Coastie . . . Yessir, there are some goodies on the disks, that's for sure.

Changing spoken languages is as easy as pasting the sound files from the folder with the language that you want into the folder that represents the current language spoken there. Problem is that if you do that with the English sounds, your Russian, German, etc . . . pilots will all sound like us Yanks. There was a BBQ sound pack for the original IL2 that works with FB as well, and will give a Russian pilot a Russian accent. I believe that it is available at Netwings (which is currently down due to massive hardware failure, as they said it).



Tsisqua

Red_Russian13
07-24-2004, 11:20 AM
Tsisqua;

Thanks for the info...never thought of it, but frequently wondered how people did the things they do with the game. Maybe I'll now get brave and try...

One questions...I downloaded Extreme_One's RAF campaign. It's great, but I did something wrong I think. I now get those Brits yaking on the radio during ANY and EVERY mission I fly, no matter what country I am. At first, it was amusing...then annoying. But I don't know how to get rid of them...Please help! Thank you.

Red Russian

tsisqua
07-24-2004, 11:22 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Red_Russian13:
Tsisqua;

Thanks for the info...never thought of it, but frequently wondered how people did the things they do with the game. Maybe I'll now get brave and try...

One questions...I downloaded Extreme_One's RAF campaign. It's great, but I did something wrong I think. I now get those Brits yaking on the radio during ANY and EVERY mission I fly, no matter what country I am. At first, it was amusing...then annoying. But I don't know how to get rid of them...Please help! Thank you.

Red Russian<HR></BLOCKQUOTE>

Hi, Red.

Go to your sound setup in the game, and turn off the music. Voila!

Hope that helped http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Tsisqua

Red_Russian13
07-24-2004, 11:23 AM
Tsisqua;

That was QUICK. Thanks for you assistance as always.

Red Russian

Udidtoo
07-24-2004, 11:27 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Red_Russian13:
Tsisqua;

Thanks for the info...never thought of it, but frequently wondered how people did the things they do with the game. Maybe I'll now get brave and try...

One questions...I downloaded Extreme_One's RAF campaign. It's great, but I did something wrong I think. I now get those Brits yaking on the radio during ANY and EVERY mission I fly, no matter what country I am. At first, it was amusing...then annoying. But I don't know how to get rid of them...Please help! Thank you.

Red Russian<HR></BLOCKQUOTE>

Open up your FB folder, near the top will be a folder named samples. Open samples and you will see more folders marked De,Fr,etc, for the different countries.

Open what ever countries you are having trouble with and look to see if they contain one marked Gb. Only your GB folder should have the English voicepak, if it shows in any of the others just remove it.


P. S. disregard, I misunderstood your question, you are just talking about chatter,


..............................
I always have just enough fuel to arrive at the scene of my crash.

tsisqua
07-24-2004, 11:28 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Red_Russian13:
Tsisqua;

That was QUICK. Thanks for you assistance as always.

Red Russian<HR></BLOCKQUOTE>

I am a coffee drinker http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif
You are welcome . . . as always http://ubbxforums.ubi.com/images/smiley/16x16_smiley-happy.gif

Tsisqua

http://server6.uploadit.org/files/tsisqua-bird1.JPG

michapma
07-24-2004, 11:58 AM
Here is a slightly more in-depth answer on the in-flight sounds. In the folder IL-2 Sturmovik Forgotten Battles\samples\Music you will find several folders: Crash, InFlight, Intro, Menu and TakeOff. You can place (specific types of) wav files in these folders, and FB will play them at the appropriate times. Simply delete the files in these folders and then it won't matter whether you've got music turned on or off.

Cheers,
Mike

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tHeBaLrOgRoCkS
07-25-2004, 06:40 AM
Just a bit of additional bumpage

If you bring up the chat window and type

&gt;music STOP

also (may have the syntax wrong here but)


it will stop playing the raf sound files or what ever particular sounds your currently playing. Not sure if it works in coop but will in dogfight. Personally I prefer it to some of the gibberish I hear on comms. And for those of you that dont like the accents, you could always record your own with your own voice. A little work with a free ware sound editor can go a long way.

&gt;music help

will list the other available options

&gt;?

will list all commands available in the console also I believe ?



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