PDA

View Full Version : official read me for 4.10 is out



thefruitbat
12-21-2010, 06:41 AM
as the title says, woot!

see here,

http://forum.1cpublishing.eu/showthread.php?t=17730

full pdf here,

http://www.mediafire.com/?ti0tgjdvf5fve8b




User Guide
Il-2 Sturmovik: 1946
v.4.10m
Main Features
• Moving Dogfight Server (MDS)
• Structural G limits
• QMB & FMB improvements
• All new QMB missions and ability to add new user missions to QMB
• Multi-throttle/prop support and radiator axis
• Advanced joystick profiles
• Navigation improvements
• Engine reliability difficulty option
• Improved pilot damage difficulty option
• Reworked national markings and historical units of Finland, Italy, Romania, Germany,
USSR and GB (RAF & RN)
• Revised flight models for all Spitfires
Maps
• Solomons map
New Flyable Planes
• Hs 129 B-2 & B-3
• I-15bis
• CW-21
• Re.2000 / Heja I
• Ju 88 A-17
• Ju 88 A-4/Torp
• He 111 H-12
New Spitfire Variants:
• Spitfire Mk Vb 12lbs
• Spitfire Mk Vb 16lbs
• Spitfire Mk Vb M46 16lbs
• Spitfire Mk Vc 16lbs
• Spitfire Mk IXc M61
• Spitfire Mk IXc M63
• Spitfire Mk IXc HF
• Spitfire Mk IX 25lbs CLP
New AI Planes
• Polikarpov R-5 (ski version included)
• Fairey Fulmar
• Fairey Swordfish
• Reggiane Re.2002
• Fiat G.55 Sottoserie 0
• Cant Z.1007
• Do 217 K-1
• Do 217 K-2
1 / 35
New Weapons
• Fritz X
• Hs 293
• Razon
• Bat
• Motobomba FFF (LT 350)
• 45-36AV-A
• AB23
• Mk103 for Hs 129
Weapon-related Changes
• new 3D models for SC50, SC70 & Wfr.Gr. 21
• new ETC50 VIIId bomb rack for Bf 109 series
• all new weapon meshes for Hs 129
• loadout changes for Bf 109s & He 111 H-6 & Ju 88 A-4 (loadouts which went beyond
the weight limits of the type have been modified)
• Torpedo-Kommandogerδt for Ju 88 A-17, Ju 88 A-4/Torp and He 111 H-6
• fuse arming for bombs (bombs need certain time to arm before they explode)
• realistic torpedo drop speeds & heights
• external stores jettison feature (bombs, BK7.5 & Wfr.Gr. 21)
• adjusted ammo count for F6F-3, F6F-5, Bf 109, Morane & various IL-2 variants
Navigation aids for ground & sea
• non-directional beacon (NDB) stationary object
• YG directional beacon stationary object
• YE directional beacon added to allied carriers
• Lorenz blind landing beacon stationary object
• Army Air Force Instrument Approach System stationary object
• Meacon (masking beacon) stationary object
• AM radio station tower stationary objects for various countries (plays sound clips saved
to corresponding folders)
• NDB added to all IJN carriers
• NDB added to few axis destroyers & subs (cloned new ships)
Environment Changes
• dynamically changing muzzle flash light intensity; more ambient light -> less visible
"yellow" flash on model surfaces
• light objects can be used better as runway lights; added new order to request lights on
• high altitude sky color change
• adjustable night darkness via day & month parameters
• changed calculation of moon phase so that phase is historically correct for the mission
date (moon phase also changes darkness of night)
• ship smoke is now visible from larger distances
• winter textures for trains
• winter textures for bridges
• added adjustable wind parameters to FMB
• added wind effect to bullets, rockets and bombs
• changed cloud height min & max values in mission
• modified ski plane taxing on snow. Ski planes now move more smoothly on snow
outside runways.
• AI planes are affected by wind
Other small Changes & Improvements
• reworked DM for bridges which are now considerably tougher
2 / 35
• external model changes for Ju-88 and adjusted damage model
• small cockpit changes for Ju 88
• P.11c external model changes - new collision boxes and DM code - adjusted FM
• binocular view for Ju 88 A-4/torp, Ju 88 A-17 & He 111 H-6 (when torpedos are used)
• added RDF indicator to SM.79 cockpit
• SM.79 damage model changes (Plane is more resistant against cannon fire and less
resistant against MG fire.)
• Bf 110 G-2 external model changes (prop spinners, engines, guns, pit internals and
landing light)
• Bf 110 G-2 pit changes and new radio operators . No third crew member. Rear gunner
is now acting as radio operator and shift+F1 view changes positions.
• Gladiator/J8A changes (Revi reticle, spinning wooden prop texture, ski behavior,
inclinometer & brake pressure gauge and openable canopy)
• He 111 cockpit instrument changes
• He 111 ground handling modified
• Mig-3 cockpit landing gear lights updated
• MC.200 Series VII cockpit landing gear lights updated
• MC.202 cockpit night texture updated
• Mosquito FB Mk VI cockpit changes (removed instrument panel flashing and changed
RPM instrument needle visibility when damage occurs)
• Yak-15 compass updated
• modified AI ground attack maneuvers for very nimble aircrafts
• modified AI torpedo attack routine so that AI obeys the torpedo drop speed/alt
constraints
• fuselage length in P-51 FM adjusted
• modified G4M-11 & Ki-27 airspeed gauges
• Fw 190 & Ta 152 cockpit "bar" made smaller
This was done by making a 3D render of the original cockpit model so that glass
refraction was simulated. Rendered images did indeed have smaller "bar" without any
actual 3D changes. Final 3D adjustment were made to match the rendered images.
• modified camera Z-Near plane values for several cockpits
• adjusted I-15bis FM
• changed Italian G.50 spinner cap to round type instead of pointed type
• Aichi D3A cockpit compass alignment modified
• new default skins for IAR-80 & IAR-81
• adjusted default skin Alpha Channel for all twin-seater Il-2 models
• modified I-153 pit reticle mask (reticle is not over the iron sight bead anymore.)
• Fokker D.XXI overheating adjusted
• propeller on Fokker D.XXI is now visible through tube sight
• unified all San Giorgio reticles and sights
Added new San Giorgio sights to G.50 & CR.42 and made the backup iron sight work.
Reticle is accurately calibrated to correct mills values specified in original San Giorgio
manual.
• modified formations for certain planes
• disabled flaps on a slider for planes with up/down flaps only (slider still works, but only
as "two stage")
• changed float carburetor behavior
• added new Shilling Orifice carburetor to certain Spitfires
This allows the performance of negative g maneuvers at maximum power without the
engine cutting out. At lower power settings the engine will still cut.
• changed LOD switch distances for Ju 87 & Seafire
• adjusted dive recovery in Ju 87 & Ju 88
• removed brake sound from ski planes
• adjusted aircraft AI gunners accuracy and night behavior
Previously even rookie gunners were able to shoot very accurate short bursts to long
distances. Gunners now have now trouble seeing in dark but player can also reveal
himself to AI gunner by doing something stupid like turning on lights, opening fire or
3 / 35
presenting himself as a silhouette against the moon.
• added intermediate ejected shell type between the small rifle caliber and large cannon
caliber
• added individual weights to all pylons
• MG 81 rate of fire adjusted
• changed starting position of aircraft contrails to always be at the same level as engine &
closer to the engine itself
• minimap centering removed when icons are off
Previously first opening of minimap revealed players position even when icons were off.
• unfrozen river on Slovakia map
• waypoint bearing & distance labels added to minimap & briefing screen (visible when
zoomed in)
• added new difficulty option for showing player icon on minimap regardless of the
minimap path option
• changed Murmansk winter map camo to winter while keeping the water liquid; planes
will have winter default skins
• added random dispersion for rockets
• added support for full date (day/month/year) in missions
• size of the FMB Load/Save dialog box can be configured
• adjusted tank armor to historical values
• adjusted train damage models
• adjusted collision model of submerged submarines making them more vulnerable to
near misses
• modified bunkers damage model so that they are much harder to destroy
• modified moving tanks so that they don't stop to shoot at fast flying planes with large
caliber cannons
• changed Italian tracers to red
• adjusted side slip orientation of few bomb sights (He 111, Ju 88, SM.79, B-25, A-20, Ar
234)
• added bow wave effect and synchronization of partial damage over net for some older
ships
• added "detonator" to Mistel’s nose to make sure it detonates on impact
• adjusted force feedback effect when firing guns (FF effect now stops when guns run out
of ammo and trigger is held down)
• added player name & call sign filtering to server so that only standard Latin & Cyrillic
characters are accepted
This was added to prevent online server exploits by using special characters. See
chapter "Other Features" how to turn on this filtering.
• adjusted rear gun movement limits for DB-3 early variants
• modified AI so that it can switch manual supercharger gears
• added two new transparent runway types
• modified N1K combat flaps
Moving Dogfight Server (MDS)
See the separate MDS guide for detailed features.
4 / 35
Structural G Limits
Before 4.10 patch all aircraft in IL2 have a single fixed Structural G limit of +13.5G. It only
really becomes an issue with aircraft with exceptionally light elevators such as the P-51. Pull
more than +13.5G and you loose your wings. The real life situation is a little more
complicated. Real aircraft are designed with an Ultimate load and In Service design load. Both
are for a defined configuration and weight.
In Service load is the typical G available to the pilot. As long as this the G is not exceeded then
no aircraft damage will occur. Exceed the In service G limit then damage of varying degrees
may occur like bent airframes etc. Exceed the Ultimate load then severe damage will occur
typically resulting in structural failure like wings coming off etc. Typically a safety factor of 1.5
is used. So fighter plane with a design In service G limit of say +8G will have an Ultimate load
of +12G. As external stores and or weight is increased above the design weight, both G limits
reduce accordingly. Reduce weight (by dropping bombs or burning fuel etc.) and your G limits
increase. Bomber and Transport aircraft have G limits much lower than fighters.
So if you abuse the limits you damage the aircraft. Once damaged then its structural integrity
is reduced so the ultimate load reduces as well. In other words keep bending the airframe and
you will eventually weaken it to the point that very little extra G is required to induce
structural failure. A bent airframe won’t perform as well either.
How does this work in game? You take your stock standard Fighter Mk 1 with default
armament +100% Fuel your limits are +8G/+12G. You add 2 x 500lbs bombs. Your limits now
reduce to 5G/8G. So prior to the target you need to be a little more careful with your plane.
Lets say pre target you pull + 6G, you have exceeded the “in service” limit, you will hear a
damage sound cue and suffer a slight aerodynamic penalty. In addition your G limits have now
reduced to say 5G/6G. Bust these again and further aerodynamic penalties and further
reductions will apply. You progress to the target and release your bombs. Since the weight is
reduced your limits will increase but since you already bent the airframe you won’t get back
your original limits. You might then get say +8G/+10G. As you can see if you keep abusing the
limits you will end with a very weakened airframe.
In the case of heavy bombers, G limits will prevent any real aerobatic maneuvers. You will still
be able to evade quite well but you wont be able to BFM with plane like the A-20 anymore.
Bombers will be just that: Bombers.
G Indications
When the speedbar is enabled an indication of proximity to the Service limit is provided. When
you get within 25% of the current Service limit a "G" will be displayed on the top of the
speedbar. As you get to within 10% of the current Service limit the "G" will begin to flash. The
process being reversed as you reduce the G. No G cueing is provided if Speed bar is
deselected.
If players use No Cockpit View than direct readout of G is provided. Number is white while G's
are above 0, when you get within 25% of the current Service limit number turns to red. Below
0G,number is black.
Quick Mission Builder (QMB)
Additional Flights
It is now possible to have 16 flights in QMB (8 vs. 8). On the first page of QMB are first 4
friendly and 4 enemy flights. The player's flight is the first friendly flight on the first page.
Additional flights can be reached by clicking on the "Next" button at the bottom.
5 / 35
Statistics Page
On the second QMB page you will notice a new button called "Stats". It leads to the QMB
statistics page. There are all sorts of statistical categories for you to enjoy. Statistics are now
kept for your last flown QMB mission, last played session (series of missions you play before
you exit the game) and, of course, statistics of your whole career. There is also a "Reset Stats"
button at the bottom.
Plane Lists
At the bottom right part of the first QMB page there is a Plane List drop down list. There are
two planes lists immediately available: Standard and Alphabetical. When the first one is
selected all planes are ordered as usual. When you select Alphabetical list planes are sorted
alphabetically. You can also create two additional plane lists on your own: QMBair_2.ini and
QMBair_3.ini. Place them in the Missions/Quick/ folder. The structure of the files must look
something like this:
[AIR]
BeaufighterMk21
BlenheimMkIV
BI-1
BI-6
BuffaloMkI
You can have planes you like in those lists and only those will appear in the plane drop down
menus. Also you can add the line DumpPlaneList=1 to [QMB] section and the game will dump
the list of all planes in correct format to Missions/Quick/FullPlaneList.dump file.
Adding more Missions
You can also create new missions for QMB. Your favorite map is not in? No problem, add it
yourself. First you need to create the mission in FMB and make 8 flights for each side. Use
default squadrons only. Then you have to name them properly according to certain rules. First
make a new folder in Missions/Quick/ folder. Place the mission there and make sure that the
first part of the mission name is exactly the same as the name of the folder you created. The
second part of the mission filename determines the army of the player (Red or Blue). The next
part determines the mission type (Airbase, Armor, Bridge, NoneN, NoneA, NoneD or
Scramble). The last part are two numbers for stock missions, but can be practically anything
(like DaidalosCoolestMissionsEver00001). If you have several missions which only differ in the
last part of the filename (meaning that map, army and mission type are the same), QMB will
pick one randomly when the mission is started by the player.
If you plan to share your missions with others, it's best to use internal map name which is
automatically translated to other localizations. Also it would be nice to use distinctive last part
of the filename (like Daidalos... example above), so users can combine your missions with
other authors for some variety.
There is nothing stopping you from making fake missions, for example mission named:
KievBlueArmorCoolAppendix99.mis which actually loads Norway map with None target and
player at disadvantage. The GUI elements in QMB are filled according to mission filename, not
according to what is actually written in the mission file.
Reset
There is a Reset button on the first QMB page which resets all flights to default values (number
of planes, selected planes and loadouts). Also, each time you exit the game, mission settings
are stored and loaded automatically when you start Il-2 another time.
6 / 35
Full Mission Builder (FMB)
Selecting Multiple Objects
To select/deselect multiple objects in FMB you need to have these commands enabled in your
conf.ini. Check the [HotKey builder] section for these two commands:
Alt MouseLeft=select+
Alt MouseRight=select-
Hold down the [ALT] key and left mouse button press and 'draw' a rectangle around some
ground objects. All appropriate objects are grouped into a single selection (multiselection). Do
this again on another group of objects and they are added to the multiselection. Naturally, by
holding down the [ALT] key and right mouse button you can remove objects from the selection
by 'drawing' a rectangle around them. Not all objects can be added to the multiselection. Here
is a list of those than can:
• Artillery
• Stationary Armor
• Stationary Objects
• Stationary Aircraft
• Stationary Ships
• Rocket
• Objects
• Static Camera
If you want to unselect all objects you can do that through Edit -> Unselect All option in the
menu.
Cut / Copy / Paste / Delete / Move
Add these commands to your conf.ini
Ctrl C=mis_copy
Ctrl X=mis_cut
Ctrl V=mis_paste
to be able to perform these commands. When you have some objects in multiselection execute
the copy or cut command. Click somewhere on the map and then paste them. You can paste
them multiple times. You can also delete the entire multiselection by pressing the [DELETE]
button on your keyboard. You can also move your multiselection. First add some objects to
multiselection. Then press and hold left mouse button above one of the objects in
multiselection. Still holding the left mouse button move your mouse cursor to the desired
location on the map.
Rotation
When you have created a multiselection, you can rotate the whole group of objects. Left click
somewhere on the map and use your numpad keys to rotate the group of objects around the
mouse position. There are two types of rotation: when individual objects change their
orientation with respect to the world coordinates (when the option Edit -> Rotate Object is
checked) and when individual objects maintain their original orientation.
Snap
Snap allows you to move objects along a grid. This helps placing objects with equal distance to
each other. This option can be reached through View -> Snap. Make sure that the option is
checked. You can also set the 'snap step'. Smaller step makes the grid where objects can be
placed denser.
7 / 35
Load / Save dialog box
You can change the default size of the Load/Save dialog box which is useful if you have many
missions saved. Open the bldconf.ini file and set the values of defFullDX and defFullDY
variables to suit your needs.
Mission Date
Clicking on the Configure -> Conditions you will notice that the dialog box has new tab "Date".
You can set the precise day, month and year of your mission there.
Wind
“Weather” tab in the Configure -> Conditions dialog box now has new set of parameters that
adjust the wind in the mission. It's possible to set Wind direction, Wind velocity, Gust and
Turbulence. Wind direction is as per aviation standards and is entered as where the wind is
blowing from. A westerly wind is entered as 270.
Multi-throttle/prop support and radiator axis
4.10 patch introduces following new axis for HOTAS controls:
• Engine 1 Power
• Engine 2 Power
• Engine 3 Power
• Engine 4 Power
• Engine 1 Prop Pitch
• Engine 2 Prop Pitch
• Engine 3 Prop Pitch
• Engine 4 Prop Pitch
These directly control their assigned engines.
• Radiator
Axis controlling radiator opening.
• Zoom
changes field of view
The player needs to map these axis before multi-throttle/prop for separate engines work. For
compatibility reasons Team Daidalos decided that all existing controls should stay in place and
work in parallel to new ones. If you have for example both Power and Engine 1 Power mapped
and engine 1 selected, both axes will fight together and last input will be used every time.
Radiator is same except there are axis and key interacting in this fashion.
Automatic radiators: you still have to use the radiator key to activate auto mode. There is
special part of Radiator axis travel (approx. above 80%), any movement in this range will not
switch radiator out of automatic mode.
Advanced joystick profiles
General Concept
Previously you were adjusting sensitivity of your Joystick primary axes. Team Daidalos
changed this so that you actually adjust response of your controls. This means that any control
listed in HOTAS section of Controls menu can be adjusted. All you have to do is assign
something to the desired control and it will appear in the Joystick menu top left drop down list.
8 / 35
Controls Response
Choosing one of the primary controls (ailerons, elevator and rudder) you won't see much
difference from the previous method. Ailerons and elevator responses are shown in the big
square box, while the rudder response is shown in the bottom horizontal rectangle. As usual
you can adjust sensitivity, dead band and filtering. If you choose any other control (like Power
or Prop Pitch) additional vertical response rectangle will be shown on the right. You can adjust
sensitivity, dead band and filtering for that control also.
Symmetrical Switch
Some of the control axes behave symmetrically (or mirrored). For example you probably want
your ailerons sensitivity curve to be the same if you push your joystick to the left and right.
But it doesn't make much sense to do that for Power control, for example. That's where the
Symmetrical switch comes into play. Turn it off and the sensitivity will be applied over the
whole range of values without trying to make them symmetrical. In other words, ailerons and
similar controls have values from -100% to 100% and you want the sensitivity to be mirrored
around zero value. Power, on the other hand, is more logically described as a control with
values ranging from 0% to 100%. You probably want this control to have different sensitivity
response over the whole range.
Joystick Profile
As before you can use 4 different Joysticks (or similar devices) to control your plane in IL-2.
But in addition to that, now you can have 4 different Joystick profiles stored in IL-2. Please
don't confuse 4 different physical Joysticks with 4 different Joystick profiles. What's this all
about? Well you can adjust your sensitivity curves to suit TnB fighter and save it as your first
profile (click Save button).
If you find yourself flying a BnZ fighter, those settings might not suit you. No problem, switch
to a different profile (top drop down menu and click Load) and use you BnZ fighter settings. As
there are 4 profiles available, you can use one for bombers or ground-attack planes. It's all up
to you to make sensitivity profiles for your specific needs. You might find this feature rather
useful considering the new G-limits in 4.10 patch.
Changing Joystick Profile
Joystick setup menu can now also be reached with a button from Air Arming screen. Why from
there? Well, this menu appears in every gameplay type: single, dogfight, coop. That means
that you can switch to a different Joystick profile (or even adjust it) without disconnecting from
the server. Switching from Red to Blue or from Fighter to Bomber has never been easier.
Engine Reliability Difficulty Option
All engines have now small chance of failure at every moment of flight. Probability depends on
power generated by engine and its RPM (more power, bigger chance for an engine to fail). Not
every failure is catastrophic, some of them just reduce power, but if its not your lucky day
then you might end up with a problem. Purpose of this feature is to give a reason to be easy
on engine, not to follow historical failure rates of specific engines. This can be turned off in
difficulty settings.
Improved Pilot Damage Difficulty Option
With this difficulty option turned on, damage to the pilot is more severe. Being hit is something
that has very serious consequences now. That apply to AI pilots and gunners too, it is much
easier to kill them. You will have to adjust your tactics to accommodate this change, avoid
being hit at all costs and when on attack, aim at the cockpit, especially if you are in plane
armed with light machine guns only. Against bombers, aim at gunners first to disable them,
you are better protected and you have more guns than them.
As you can imagine, if you can get killed easier, than you can get wounded easier too. In
9 / 35
addition, there are more variations in wounds, you can get hit in the arm or leg with a
corresponding loss of control over the plane. To make things even more complicated, some
wounds will cause bleeding and you can bleed to death unless you reach home in time.
Gunners ability to shoot is also reduced when they get wounded.
New Flyable Planes
Henschel Hs 129
The Henschel Hs 129 was developed by engineer Friedrich Nicholaus in response to a 1937
request by the German Air Ministry for a small, heavily armored ground attack/support aircraft
equipped with a minimum of two 20 mm cannon and two rifle caliber machine guns. Nicholaus'
design stressed pilot survivability. The cockpit was surrounded by an armor plated "bathtub" of
triangular shape, resulting in the fuselage's distinctive appearance, and bullet resistant window
panels of nearly three inch thickness.
Driven by two 485 horsepower Argus As410A air cooled engines, the prototype first flew in
April of 1939. In spite of displaying lackluster handling qualities, it was approved for
production later that year as the Hs-129A.
Hs 129 B
In an attempt to improve flight performance, the original Argus engines were replaced by more
powerful French-built Gnome-Rhone 14M radials that were secured after the fall of France in
1940. The redesigned Hs 129 B first took to the air in the summer of 1941 and became
operational later that year.
Hs 129 B-1
The need for an effective airborne tank destroyer became painfully evident following the Red
Army's overwhelming winter counteroffensive of 1941-42. With massed formations of Soviet
armor penetrating deep behind German lines, urgent priority was given to the Hs 129's
production.
In addition to the standard fixed armament of paired 20 mm cannon and 7.92 mm machine
guns, the B1/R2 variant featured a MK 101 30 mm automatic cannon housed in a ventrally
mounted external weapons pod. Production of the B1/R2 version began in January of 1942,
with the first units being delivered to the Eastern Front in April.
Hs 129 B-2
By May 1942 deliveries of the new Hs 129 B-2 model started side-by-side with the B-1. The
only difference between the two were changes to the fuel system – a host of other minor
changes could be found almost at random on either model. As time went on these changes
accumulated in the B-2 production line until they could finally be told apart at a glance, the
main differences being the removal of the mast for the radio antenna, the addition of a
direction-finding radio antenna loop and engine intake filters.
In the field, the differences seemed to be more pronounced. The R-kits were renumbered and
some were dropped, and in general, the B-2 planes received the upgraded cannon pack using
a 30 mm MK 103 cannon instead of the earlier MK 101. These guns both fired the same
ammunition, but the 103 did so at almost twice the rate.
Hs 129 B-3
The final version was the most daunting, both to Soviet tank crew and Luftwaffe pilot. With a
75 mm BK 7.5 cannon slung underneath its fuselage, the Hs 129 B-3/Wa became a true aerial
tank. The aircraft's devastating firepower earned it the title of Buchsenoffner, or "tin opener".
Such a weapon, however, made an already ponderous aircraft even more demanding of its
pilots.
10 / 35
When construction of the Hs 129 was halted in September of 1944, a total of 868 (all versions)
had been produced. Although proving to be a highly effective weapon against Soviet armored
vehicles, Germany's overburdened war industry was simply incapable of manufacturing the Hs
129 in enough numbers to have a significant strategic impact.
Cockpit Guide
1. Variometer
2. Clock
3. Turn and Bank Indicator
4. Airspeed Indicator
5. Repeater Compass
6. Altimeter
7. Manifold pressure
8. AFN-2 homing indicator
9. Landing gear lights
10. Electric prop. pitch control unit
11. Ammo counters for main guns (MG17 & MG151/20)
12. Additional guns/cannon indicator light(s). Light on = ready to fire
13. Magneto selectors
14. Indicator lights for bombs
15. Elevator & rudder trim knobs
16. Throttle levers
17. WEP lever
18. Mixture lever
19. Landing gear lever
20. Flaps lever and position indicator
11 / 35
21. Tachometer (RPM)
22. Fuel Indicator
23.Oil temperature
24. Fuel- and Oil pressure
25.Hydraulic pressure (only on left side)
Attention!
The Hs 129 has electric prop pitch control unit with switches instead of traditional prop. pitch
lever. This means that prop pitch can be only adjusted with "Increase Prop Pitch" and
"Decrease Prop Pitch" commands.
12 / 35
Polikarpov I-15bis
In 1933, Russian Nicolay Polikarpov developed one of the most outstanding biplanes ever used
in combat. The Polikarpov I-15 had amazing combat performance due to its gull-shaped top
wing that allowed the plane to do a complete turn in eight seconds. Although the first 59
planes were built with an American 630hp Wright Cyclone engines, they were quickly replaced
with Soviet made M-22 and M-25 radial engines that increased the horsepower.
Pilots of the I-15 had two main complaints. The gull-shaped wing did not allow the pilots to
view the horizon during flight and especially while landing. Also, at high speeds the plane was
unstable during level flight, which would complicate the attack of an enemy airplane and make
it difficult to aim the machine gun. In 1935 Nicolay Polikarpov was asked to design and perfect
the I-16 monoplane by the Air Force Red Army in response to the negative feedback on the I-
15 from pilots.
The Polikarpov I-15 did not go away. In October of 1936 the Soviet Union sent a squadron of
I-15's to the support of the Spanish Republic, where these manoeuvrable biplanes were
unexpectedly popular in their combat role.
Inexperienced pilots could learn to fly the Polikarpov I-15 very quickly and it was easy to take
off and land. This new found excitement for the plane forced the Soviet Air Force to renew
their manufacturing contract for more Polikarpov I-15's with a few modifications from Nicolay.
The top wing was no longer gull-shaped, the M-25 750hp engine was installed, and a new
exhaust system added, to make up this new I-15bis. The term "bis" meant second version or
variant. In 1938, 1104 I-15bis airplanes were manufactured which made it the most mass
produced Soviet fighter of that period. In 1939, an additional 1304 Polikarpov I-15bis aircraft's
were produced, just before the contract was over and production of the I-153 began. The final
27 Polikarpov I-15bis to roll off the assembly line were equipped with the M-62 900hp engine.
Soviet Air Force pilots came to love the I-15bis because all of the flaws from the previous
version were absent and the plane was very stable and performed excellently in combat. In
1941 there were still several Polikarpov I-15bis aircraft patrolling the borders of the USSR.
They began to be used for auxiliary tasks such as investigating artillery fire, destruction of
nightlights, night attacks, and anti submarine defense along the coast. Slowly they were
replaced by the MiG-3, LaGG-3 and the Yak-1.
The I-15bis remained at several airfields and warehouses as their replacements were being
delivered. During the many years of service the I-15bis was used in Spain, Mongolia, Finland,
Russia, and even during the Japanese campaign in 1945.
General characteristics Performance
Length: 6,10m Engine: Shvetsov M-25V. 775hp
Wingspan: 9,75m Speed at sea level: 321km/h
Height: 2,20m Max. speed: 370km/h @ 3500m
Wing area: 21,9m² Operational range: 570km
Empty weight: 1310kg
Takeoff weight: 1730kg
Armament External
4x 7,62mm PV-1 machine guns in
fuselage. Two ammunition boxes with
1100 rounds each for upper MGs and
two boxes with 425 rounds each for
lower MGs.
4x AO-10
2x AO-10 + 2x FAB-50
2x FAB-50
4x RS-82
13 / 35
Cockpit Guide
1. Compass
2. Manifold pressure
3. Tachometer
4. Altimeter
5. Turn and Bank Indicator
6. Variometer
7. Oil temperature, oil pressure and fuel pressure
8. Magneto selector
9. Engine cylinder head temperature
10. Airspeed Indicator
11. Clock
12. Fuel indicator
13. Mixture lever
14. Throttle lever
14 / 35
Curtiss-Wright CW-21B
The Curtiss-Wright Model 21 (also known as the Curtiss-Wright Model 21 Demonstrator, the
Curtiss-Wright CW-21 Interceptor, the Curtiss-Wright CW-21 Demon) was a United States-built
interceptor fighter aircraft, developed by the St. Louis Airplane Division of Curtiss-Wright
Corporation during the 1930s.
The CW-21 was not commissioned by the U.S. military, though it was test flown at Wright Field
in Dayton, Ohio. The Army Air Corps immediately rejected the aircraft, with one officer
commenting that it took a genius to land it. Instead it was developed for export sales by the
St. Louis Airplane Division of Curtiss-Wright. The aircraft was a single seat, all-metal cantilever
low-wing monoplane with rearward retracting landing gear. The Model 21 was powered by a
1000hp (746kW) Wright Cyclone nine cylinder air-cooled radial Wright R-1820-G5 engine. The
Model 21 was designed by George A. Page, Jr. based on Carl W. Scott's design of the twoseater
Model 19. The prototype first flew in January 1939 and bore the civil experimental
registration NX19431. The prototype was designed to carry various combinations of two 7,62
(0.303in) or 12,7mm (0.5in) machines guns, mounted in the nose and synchronized to fire
through the propeller.
The first sale of the CW-21 Demon in 1939, was to the Chinese Air Force, which received three
completed examples and kits for 32 more. Assembly would be undertaken by the Central
Aircraft Manufacturing Company (CAMCO) located in Loiwing on the China-Burma border.
Three CW-21s were furnished to the Chinese as kits, assembled in Loiwing, and delivered to
the 1st American Volunteer Group (Flying Tigers). These crashed in poor visibility on a flight
from Rangoon to Kunming on 23 December 1941.
In 1940, The Netherlands ordered 24 examples of a modified version designated the CW-21B
(together with a number of two-seat CW-22), for the Royal Netherlands East Indies Army
Military Aviation (Militaire Luchtvaart van het Koninklijk Nederlands-Indisch Leger; ML-KNIL).
The modifications consisted of inward retracting landing gear, a semi-retractable tail wheel and
a slightly larger fuel tank. These changes gained an 8mph (13km/h) speed increase at sea
level.
Deliveries started in June 1940, but only 17 had been received by Vliegtuigroep IV, Afdeling 2
(No. 2 Squadron, Air Group IV; 2-VLG IV), when war with Japan began on December 8, 1941.
With its rudimentary pilot protection, lack of self-sealing fuel tanks and light construction, the
CW-21B was not unlike the opposing Japanese planes. It had similar firepower to the Nakajima
Ki-43 "Oscar", but worse than the cannon-armed A6M Zero. Its climb rate wasn’t
much better than either. Squadron VLG IV claimed four aerial victories during the Netherlands
East Indies campaign but the ML-KNIL was overwhelmed by the sheer number of Japanese
adversaries, and soon lost most of its aircraft in air combat or on the ground. Japan has
captured at least one CW-21.
General characteristics Performance
Length: 8,3m Maximum speed: 506km/h at 5200m
Wingspan: 10,7m Range: 1010km
Height: 2,7m Service ceiling: 10500m
Wing area: 16m² Rate of climb: 1400m/min
Empty weight: 1534kg
Loaded weight: 2041kg Armament
Powerplant: Wright Cyclone R-1820-G5
nine cylinder radial air-cooled engine,
1000hp (746kW)
4x 0.303 or
2x 0.303 + 2x 0.5 machine guns
15 / 35
Cockpit Guide
16 / 35
1. Clock
2. Airspeed Indicator
3. Turn and Bank Indicator
4. Variometer
5. Altimeter
6. Compass
7. Oil temperature, oil pressure and fuel pressure
8. Hydraulic pressure
9. Engine cylinder head temperature
10. Tachometer
11.Manifold pressure
12.Switches for navigation lights, cockpit lights, and landing light
13.Supercharger lever
14. Throttle lever
15.Mixture lever
16. Prop. pitch lever
17. Landing gear lever
18. Flaps lever
Reggiane Re.2000 "Falco" - Heja I
The Re.2000 was designed by Ing. Longhi of Caproni Reggiane, who has worked in the USA
previously, and the plane had a strong exterior resemblance with Severski P-35 (though being
more aerodynamically refined and with much better performance). The prototype flew in May,
1939. The design included a "wet wing" to store fuel (in the center section of the wing). This
was judged unfit for war use by Regia Aeronautica and the aircraft was discarded.
On the other hand, Sweden, Hungary and Great Britain were interested in the plane and all of
them placed orders (the British order for 300 planes was canceled after the declaration of
war).
Due the shortage of fighters even Regia Aeronautica employed small numbers of Re.2000s,
mainly for action over Malta, for which a field modification for carrying two 100kg bombs was
adopted. Also a version was produced for catapult launch from Italian warships, but they saw
no operational use.
Hungary employed about 70 Re.2000s that saw an intense use as fighters on the Eastern
front, and later developed a license built version (Heja II.) with different engine (Gnome Rhone
K-14) and machine guns (Gebauer 12,7mm).
Sweden employed 60 Re.2000s for air space patrol. The Re.2000 was reported by all pilots for
having good power and good handling features. However, maintenance and reliability of the
Piaggio engine was troublesome.
General characteristics Performance
Length: 7,99m Speed at ground level: 425km/h
Wingspan: 11m Max speed: 530km/h @ 5300m
Height: 3,2m Operational range: 3h at 6000m @
430km/h cruise speed
Wing area: 20,4m² Rate of climb: 11m/s
Empty weight: 2090kg Armament
Fuel weight: 260kg 2x Breda-Safat 12,7mm with 300
rounds each
Useful load: 911kg
External
2x 100kg (field mod.)
88x 2kg bomblets
17 / 35
Cockpit Guide
1. Airspeed Indicator
2. Compass
3. Variometer
4. Turn and Bank Indicator
5. Altimeter
6. Oil pressure
7. Fuel pressure
8. Oil temperature
9. Manifold pressure
10. Tachometer
11.Airspeed Indicator
12.Clock
13.Wheel break pressure
14. Engine cylinder head temperature
15. Landing gear indicator lights
16. Landing gear lever
17.Mechanical landing gear indicator
18. Throttle lever
19.Mixture lever
20. Prop. pitch lever
21.WEP lever
22. Prop pitch mode selector
23. Fuel indicators
24. Elevator trim
25.Rudder trim
26. Flaps position indicator
27. Flaps crank
28.Radiator control levers
18 / 35
Ju 88 A-4/Torp
The Ju 88 A-4 / Torp was a modification of the Ju 88 A-4 introduced in the Summer of 1942 on
which the bomb racks were replaced by two PVC1000 racks for carrying torpedoes. Other
modifications were the deletion of the dive breaks and the addition of a fairing on the fuselage,
which contained the device to adjust the steering angle of the torpedo. The main weapons
carried were a pair of LT F5b or LT F5W torpedos. Also, many examples were fitted with a field
mounted MG FF cannon for suppression of ship’s AA.
Implementation in IL2: in this patch the Ju 88 A-4 / Torp can carry both the LT F5b and LT
F5W. Also, provision for practice torpedoes is given.
Note: For all 2x torpedo loadouts there is a "salvo" option available that mission builders can
use for AI planes. When a "salvo" loadout is selected both torpedoes are released
simultaneously.
Ju 88 A-17
The Ju 88 A-17 was a further modification of the Ju 88 A-4/Torp, on which the gondola under
the fuselage was removed to improve performance. Crew was reduced to three. This version
was introduced in late 1943 and had the same armament options of the Ju-88 A-4/Torp.
Implementation in IL2: in this patch the Ju 88 A-17 can carry both the LT F5b and LT F5W.
Also, provision for practice torpedoes is given.
Note: For all 2x torpedo loadouts there is a "salvo" option available that mission builders can
use for AI planes. When a "salvo" loadout is selected both torpedoes are released
simultaneously.
He 111 H-12
He 111 H-12 was an evolution of He 111 H-6 designed to be equipped with the Henschel Hs
293 guided rocket. It had a new general-purpose ventral bomb rack and had the ventral
gondola and waist guns removed. Some examples had an enclosed dorsal turret. The dorsal
weapon was a MG 131.
Implementation in IL-2
This aircraft can also be equipped of The Fritz-X guided bomb, Fritz-X was historically used by
He-111 H-12 for tests.
Spitfire variants
Several new Spitfires haven been added and others have been modified. The IL-2 simulation
now contains the following models:
• Seafire F III, 1943: A Seafire model with a Merlin 55 engine at 16lbs boost with good
performance at medium altitude.
• Seafire L III, 1943: A Seafire model with a Merlin 55M engine at 18lbs boost with
good performance at low altitude.
• Spitfire F Vb early, 1941: The first Spitfires Mk.Vb with a Merlin 45 engine at 12lbs
boost. The Merlin 45 gave better high altitude performance than the early Merlins in the
Spitfire Mk.I and II. Early models had some shortcomings when compared to later
versions, for example they would cut out under negative G.
• Spitfire F Vb, 1941: A typical Spitfire Mk.Vb for 1941 with a Merlin 45 engine at 12lbs
boost. It is equipped with the "Shilling Orifice", a device that prevented the engine
cutting out under negative G.
19 / 35
• Spitfire F Vb, 1942: A typical Spitfire Mk.Vb from the summer of 1942 on with a
Merlin 45 engine at 16lbs boost. It has even better performance than the 1941 model
at medium and low altitudes. It is also equipped with the "Shilling Orifice".
• Spitfire F Vb CW, 1943: The same plane as the Spitfire F Vb, 1942, but with clipped
wingtips. This gives a slightly higher speed at low altitude and a somewhat better roll
rate, at the expense of high altitude speed, climb and turn performance.
• Spitfire LF Vb, 1942: A Spitfire Mk.Vb with a Merlin 45M engine at 18lbs. It improves
low level performance at the expense of medium and high altitude performance. It is
equipped with the "Shilling Orifice".
• Spitfire LF Vb CW, 1943: The same plane as the Spitfire LF Vb, 1942, but with clipped
wingtips.
• Spitfire F Vb Merlin46, 1942: A typical Spitfire Mk.Vb with a Merlin 46 engine at
16lbs boost. This engine had a supercharger tuned for higher altitudes than that of the
Merlin 45. This gave the plane a better performance at high altitudes. The drawback
was worse performance at medium and low altitude. For this reason, many pilots
preferred the Spitfires with Merlin 45 engines.
• Spitfire F Vc(2)tr, early 1942: A tropicalized Spitfire Mk.Vc with a Merlin 45 engine
at 12lbs boost. The Vc was build in parallel with the Vb. It was different by using the
universal C wing, which could use several different armament configuration. This model
uses a layout with two Hispano 20mm cannons and four 0.303 machine guns. It is a
tropicalized model, equipped with the bulky Vokes airfilter which caused a lot of drag
and reduced the altitude performance of the plane. Tropicalized Spitfires also carried
extra equipment, such as a water ration for the pilot in case of an emergency landing in
the desert, which overall made these models heavier than the standard versions.
Tropicalized Spitfires were mainly used in North Africa and Asia.
• Spitfire F Vc(2)tr, 1942: A tropicalized Spitfire Mk.Vc with a Merlin 45 engine at 16lbs
boost. It has better performance than the early 1942 version at medium and low
altitude.
• Spitfire F Vc(4)tr, early 1942: The same plane as the Vc(2)tr, 1942, but with four
20mm cannons in the C wing. The extra firepower of this configuration came with a
considerable weight penalty and cost a lot of performance, so it was discontinued in
favour of the standard dual cannon configuration.
• Spitfire LF VIII, 1943: The Mk.VIII was intended to replace the Mk.V, but, due to the
success of the Mk.IX, never did. It features a reworked, slightly stronger and less
draggy fuselage, a higher fuel capacity and a Merlin 66 engine at 18lb boost. With the
exception of a higher range, the performance is very comparable to the Mk.IX with the
same engine. The Mk.VIII was used side by side with the Mk.IX.
• Spitfire LF VIII CW, 1943: The same plane as the Spitfire VIII, 1943, but with
clipped wingtips.
• Spitfire F IX, 1942: The first Spitfires with a two stage supercharger. It was powered
by a Merlin 61 engine at 15lb boost. It started to come off the assembly lines in the
summer of 1942. The two stage supercharger gave it a clearly better high altitude
performance than that of the contemporary Mk.V. The high altitudes this plane could
reach necessitated a fuel cooler, so that the fuel in the tanks would not evaporate in the
low pressure environment up high. The plane was used until the wars end.
• Spitfire F IX, 1943: The second major model of the Mk.IX with a Merlin 63 engine at
18lb boost. It was the major model of the Mk.IX in the first half of 1943. It outperforms
the 1942 model at medium and low altitudes. It was used until the wars end.
• Spitfire LF IX, 1943: In the second half of 1943, the Spitfire Mk.IX started to be
equipped with the Merlin 66 engine at 18lb boost. This engine was optimized for lower
altitudes than the Merlin 63. The need for a fuel cooler was eliminated by using
pressurized tanks and a universal air intake became standard at that time. The Merlin
66 models became the by far most common subversions of the Mk.IX.
20 / 35
• Spitfire LF IX CW, 1943: The same plane as the Spitfire LF IX, 1943, but with clipped
wingtips. The removal of the wingtips became a more and more popular modification
and by the wars end, the majority of the Spitfires LF IX had them removed.
• Spitfire LF IX 25lbs: In a late war modification, the Merlin 66 was cleared for 25lb
boost. This required the use of 150 octane fuel and not all Spitfires were converted. The
extra boost gave the plane a considerable increase in performance at medium and low
altitude.
• Spitfire LF IX(e), 1944: The same plane as the Spitfire LF IX, 1943, but with a
modified wing. This modification eliminated the four 0.303 guns in favor of two 0.50
guns and allowed for more ammunition for the 20mm cannons. This modification
resulted in a slight weight penalty.
• Spitfire LF IX(e) CW, 1944: The same plane as the Spitfire LF IX(e), 1944, but with
clipped wingtips.
• Spitfire LF IX(e) CW 25lbs: The same plane as the Spitfire LF IX(e) CW, 1944, but
with the modification that allowed the Merlin 66 to run at 25lb boost.
• Spitfire HF IX,1944: A high altitude Spitfire Mk.IX subversion, powered by a Merlin 70
at 18lb of boost. Its performance was worse than the more popular model with the
Merlin 66 engine at all but the highest altitudes.
• Spitfire HF IX(e),1944: The same plane as the Spitfire HF IX,1944, but with the (e)
wing modification.
New AI Planes
Dornier Do 217 K
The Dornier Do 217 was a bigger and more powerful development of the Do 17 (the famous
"flying pencil"). The Do 217 entered service in 1942, and was used for strategic bombing
(mainly at night), tactical bombing, reconnaissance and anti-shipping attack. Two versions
(versions J and N) were developed as a night fighter. The K version has a distinctive stepless,
more streamlined cockpit, giving less drag than previous versions. Engines were the BMW801
radials.

thefruitbat
12-21-2010, 06:41 AM
as the title says, woot!

see here,

http://forum.1cpublishing.eu/showthread.php?t=17730

full pdf here,

http://www.mediafire.com/?ti0tgjdvf5fve8b



<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> User Guide
Il-2 Sturmovik: 1946
v.4.10m
Main Features
• Moving Dogfight Server (MDS)
• Structural G limits
• QMB & FMB improvements
• All new QMB missions and ability to add new user missions to QMB
• Multi-throttle/prop support and radiator axis
• Advanced joystick profiles
• Navigation improvements
• Engine reliability difficulty option
• Improved pilot damage difficulty option
• Reworked national markings and historical units of Finland, Italy, Romania, Germany,
USSR and GB (RAF & RN)
• Revised flight models for all Spitfires
Maps
• Solomons map
New Flyable Planes
• Hs 129 B-2 & B-3
• I-15bis
• CW-21
• Re.2000 / Heja I
• Ju 88 A-17
• Ju 88 A-4/Torp
• He 111 H-12
New Spitfire Variants:
• Spitfire Mk Vb 12lbs
• Spitfire Mk Vb 16lbs
• Spitfire Mk Vb M46 16lbs
• Spitfire Mk Vc 16lbs
• Spitfire Mk IXc M61
• Spitfire Mk IXc M63
• Spitfire Mk IXc HF
• Spitfire Mk IX 25lbs CLP
New AI Planes
• Polikarpov R-5 (ski version included)
• Fairey Fulmar
• Fairey Swordfish
• Reggiane Re.2002
• Fiat G.55 Sottoserie 0
• Cant Z.1007
• Do 217 K-1
• Do 217 K-2
1 / 35
New Weapons
• Fritz X
• Hs 293
• Razon
• Bat
• Motobomba FFF (LT 350)
• 45-36AV-A
• AB23
• Mk103 for Hs 129
Weapon-related Changes
• new 3D models for SC50, SC70 & Wfr.Gr. 21
• new ETC50 VIIId bomb rack for Bf 109 series
• all new weapon meshes for Hs 129
• loadout changes for Bf 109s & He 111 H-6 & Ju 88 A-4 (loadouts which went beyond
the weight limits of the type have been modified)
• Torpedo-Kommandogerδt for Ju 88 A-17, Ju 88 A-4/Torp and He 111 H-6
• fuse arming for bombs (bombs need certain time to arm before they explode)
• realistic torpedo drop speeds & heights
• external stores jettison feature (bombs, BK7.5 & Wfr.Gr. 21)
• adjusted ammo count for F6F-3, F6F-5, Bf 109, Morane & various IL-2 variants
Navigation aids for ground & sea
• non-directional beacon (NDB) stationary object
• YG directional beacon stationary object
• YE directional beacon added to allied carriers
• Lorenz blind landing beacon stationary object
• Army Air Force Instrument Approach System stationary object
• Meacon (masking beacon) stationary object
• AM radio station tower stationary objects for various countries (plays sound clips saved
to corresponding folders)
• NDB added to all IJN carriers
• NDB added to few axis destroyers & subs (cloned new ships)
Environment Changes
• dynamically changing muzzle flash light intensity; more ambient light -&gt; less visible
"yellow" flash on model surfaces
• light objects can be used better as runway lights; added new order to request lights on
• high altitude sky color change
• adjustable night darkness via day & month parameters
• changed calculation of moon phase so that phase is historically correct for the mission
date (moon phase also changes darkness of night)
• ship smoke is now visible from larger distances
• winter textures for trains
• winter textures for bridges
• added adjustable wind parameters to FMB
• added wind effect to bullets, rockets and bombs
• changed cloud height min & max values in mission
• modified ski plane taxing on snow. Ski planes now move more smoothly on snow
outside runways.
• AI planes are affected by wind
Other small Changes & Improvements
• reworked DM for bridges which are now considerably tougher
2 / 35
• external model changes for Ju-88 and adjusted damage model
• small cockpit changes for Ju 88
• P.11c external model changes - new collision boxes and DM code - adjusted FM
• binocular view for Ju 88 A-4/torp, Ju 88 A-17 & He 111 H-6 (when torpedos are used)
• added RDF indicator to SM.79 cockpit
• SM.79 damage model changes (Plane is more resistant against cannon fire and less
resistant against MG fire.)
• Bf 110 G-2 external model changes (prop spinners, engines, guns, pit internals and
landing light)
• Bf 110 G-2 pit changes and new radio operators . No third crew member. Rear gunner
is now acting as radio operator and shift+F1 view changes positions.
• Gladiator/J8A changes (Revi reticle, spinning wooden prop texture, ski behavior,
inclinometer & brake pressure gauge and openable canopy)
• He 111 cockpit instrument changes
• He 111 ground handling modified
• Mig-3 cockpit landing gear lights updated
• MC.200 Series VII cockpit landing gear lights updated
• MC.202 cockpit night texture updated
• Mosquito FB Mk VI cockpit changes (removed instrument panel flashing and changed
RPM instrument needle visibility when damage occurs)
• Yak-15 compass updated
• modified AI ground attack maneuvers for very nimble aircrafts
• modified AI torpedo attack routine so that AI obeys the torpedo drop speed/alt
constraints
• fuselage length in P-51 FM adjusted
• modified G4M-11 & Ki-27 airspeed gauges
• Fw 190 & Ta 152 cockpit "bar" made smaller
This was done by making a 3D render of the original cockpit model so that glass
refraction was simulated. Rendered images did indeed have smaller "bar" without any
actual 3D changes. Final 3D adjustment were made to match the rendered images.
• modified camera Z-Near plane values for several cockpits
• adjusted I-15bis FM
• changed Italian G.50 spinner cap to round type instead of pointed type
• Aichi D3A cockpit compass alignment modified
• new default skins for IAR-80 & IAR-81
• adjusted default skin Alpha Channel for all twin-seater Il-2 models
• modified I-153 pit reticle mask (reticle is not over the iron sight bead anymore.)
• Fokker D.XXI overheating adjusted
• propeller on Fokker D.XXI is now visible through tube sight
• unified all San Giorgio reticles and sights
Added new San Giorgio sights to G.50 & CR.42 and made the backup iron sight work.
Reticle is accurately calibrated to correct mills values specified in original San Giorgio
manual.
• modified formations for certain planes
• disabled flaps on a slider for planes with up/down flaps only (slider still works, but only
as "two stage")
• changed float carburetor behavior
• added new Shilling Orifice carburetor to certain Spitfires
This allows the performance of negative g maneuvers at maximum power without the
engine cutting out. At lower power settings the engine will still cut.
• changed LOD switch distances for Ju 87 & Seafire
• adjusted dive recovery in Ju 87 & Ju 88
• removed brake sound from ski planes
• adjusted aircraft AI gunners accuracy and night behavior
Previously even rookie gunners were able to shoot very accurate short bursts to long
distances. Gunners now have now trouble seeing in dark but player can also reveal
himself to AI gunner by doing something stupid like turning on lights, opening fire or
3 / 35
presenting himself as a silhouette against the moon.
• added intermediate ejected shell type between the small rifle caliber and large cannon
caliber
• added individual weights to all pylons
• MG 81 rate of fire adjusted
• changed starting position of aircraft contrails to always be at the same level as engine &
closer to the engine itself
• minimap centering removed when icons are off
Previously first opening of minimap revealed players position even when icons were off.
• unfrozen river on Slovakia map
• waypoint bearing & distance labels added to minimap & briefing screen (visible when
zoomed in)
• added new difficulty option for showing player icon on minimap regardless of the
minimap path option
• changed Murmansk winter map camo to winter while keeping the water liquid; planes
will have winter default skins
• added random dispersion for rockets
• added support for full date (day/month/year) in missions
• size of the FMB Load/Save dialog box can be configured
• adjusted tank armor to historical values
• adjusted train damage models
• adjusted collision model of submerged submarines making them more vulnerable to
near misses
• modified bunkers damage model so that they are much harder to destroy
• modified moving tanks so that they don't stop to shoot at fast flying planes with large
caliber cannons
• changed Italian tracers to red
• adjusted side slip orientation of few bomb sights (He 111, Ju 88, SM.79, B-25, A-20, Ar
234)
• added bow wave effect and synchronization of partial damage over net for some older
ships
• added "detonator" to Mistel’s nose to make sure it detonates on impact
• adjusted force feedback effect when firing guns (FF effect now stops when guns run out
of ammo and trigger is held down)
• added player name & call sign filtering to server so that only standard Latin & Cyrillic
characters are accepted
This was added to prevent online server exploits by using special characters. See
chapter "Other Features" how to turn on this filtering.
• adjusted rear gun movement limits for DB-3 early variants
• modified AI so that it can switch manual supercharger gears
• added two new transparent runway types
• modified N1K combat flaps
Moving Dogfight Server (MDS)
See the separate MDS guide for detailed features.
4 / 35
Structural G Limits
Before 4.10 patch all aircraft in IL2 have a single fixed Structural G limit of +13.5G. It only
really becomes an issue with aircraft with exceptionally light elevators such as the P-51. Pull
more than +13.5G and you loose your wings. The real life situation is a little more
complicated. Real aircraft are designed with an Ultimate load and In Service design load. Both
are for a defined configuration and weight.
In Service load is the typical G available to the pilot. As long as this the G is not exceeded then
no aircraft damage will occur. Exceed the In service G limit then damage of varying degrees
may occur like bent airframes etc. Exceed the Ultimate load then severe damage will occur
typically resulting in structural failure like wings coming off etc. Typically a safety factor of 1.5
is used. So fighter plane with a design In service G limit of say +8G will have an Ultimate load
of +12G. As external stores and or weight is increased above the design weight, both G limits
reduce accordingly. Reduce weight (by dropping bombs or burning fuel etc.) and your G limits
increase. Bomber and Transport aircraft have G limits much lower than fighters.
So if you abuse the limits you damage the aircraft. Once damaged then its structural integrity
is reduced so the ultimate load reduces as well. In other words keep bending the airframe and
you will eventually weaken it to the point that very little extra G is required to induce
structural failure. A bent airframe won’t perform as well either.
How does this work in game? You take your stock standard Fighter Mk 1 with default
armament +100% Fuel your limits are +8G/+12G. You add 2 x 500lbs bombs. Your limits now
reduce to 5G/8G. So prior to the target you need to be a little more careful with your plane.
Lets say pre target you pull + 6G, you have exceeded the “in service” limit, you will hear a
damage sound cue and suffer a slight aerodynamic penalty. In addition your G limits have now
reduced to say 5G/6G. Bust these again and further aerodynamic penalties and further
reductions will apply. You progress to the target and release your bombs. Since the weight is
reduced your limits will increase but since you already bent the airframe you won’t get back
your original limits. You might then get say +8G/+10G. As you can see if you keep abusing the
limits you will end with a very weakened airframe.
In the case of heavy bombers, G limits will prevent any real aerobatic maneuvers. You will still
be able to evade quite well but you wont be able to BFM with plane like the A-20 anymore.
Bombers will be just that: Bombers.
G Indications
When the speedbar is enabled an indication of proximity to the Service limit is provided. When
you get within 25% of the current Service limit a "G" will be displayed on the top of the
speedbar. As you get to within 10% of the current Service limit the "G" will begin to flash. The
process being reversed as you reduce the G. No G cueing is provided if Speed bar is
deselected.
If players use No Cockpit View than direct readout of G is provided. Number is white while G's
are above 0, when you get within 25% of the current Service limit number turns to red. Below
0G,number is black.
Quick Mission Builder (QMB)
Additional Flights
It is now possible to have 16 flights in QMB (8 vs. 8). On the first page of QMB are first 4
friendly and 4 enemy flights. The player's flight is the first friendly flight on the first page.
Additional flights can be reached by clicking on the "Next" button at the bottom.
5 / 35
Statistics Page
On the second QMB page you will notice a new button called "Stats". It leads to the QMB
statistics page. There are all sorts of statistical categories for you to enjoy. Statistics are now
kept for your last flown QMB mission, last played session (series of missions you play before
you exit the game) and, of course, statistics of your whole career. There is also a "Reset Stats"
button at the bottom.
Plane Lists
At the bottom right part of the first QMB page there is a Plane List drop down list. There are
two planes lists immediately available: Standard and Alphabetical. When the first one is
selected all planes are ordered as usual. When you select Alphabetical list planes are sorted
alphabetically. You can also create two additional plane lists on your own: QMBair_2.ini and
QMBair_3.ini. Place them in the Missions/Quick/ folder. The structure of the files must look
something like this:
[AIR]
BeaufighterMk21
BlenheimMkIV
BI-1
BI-6
BuffaloMkI
You can have planes you like in those lists and only those will appear in the plane drop down
menus. Also you can add the line DumpPlaneList=1 to [QMB] section and the game will dump
the list of all planes in correct format to Missions/Quick/FullPlaneList.dump file.
Adding more Missions
You can also create new missions for QMB. Your favorite map is not in? No problem, add it
yourself. First you need to create the mission in FMB and make 8 flights for each side. Use
default squadrons only. Then you have to name them properly according to certain rules. First
make a new folder in Missions/Quick/ folder. Place the mission there and make sure that the
first part of the mission name is exactly the same as the name of the folder you created. The
second part of the mission filename determines the army of the player (Red or Blue). The next
part determines the mission type (Airbase, Armor, Bridge, NoneN, NoneA, NoneD or
Scramble). The last part are two numbers for stock missions, but can be practically anything
(like DaidalosCoolestMissionsEver00001). If you have several missions which only differ in the
last part of the filename (meaning that map, army and mission type are the same), QMB will
pick one randomly when the mission is started by the player.
If you plan to share your missions with others, it's best to use internal map name which is
automatically translated to other localizations. Also it would be nice to use distinctive last part
of the filename (like Daidalos... example above), so users can combine your missions with
other authors for some variety.
There is nothing stopping you from making fake missions, for example mission named:
KievBlueArmorCoolAppendix99.mis which actually loads Norway map with None target and
player at disadvantage. The GUI elements in QMB are filled according to mission filename, not
according to what is actually written in the mission file.
Reset
There is a Reset button on the first QMB page which resets all flights to default values (number
of planes, selected planes and loadouts). Also, each time you exit the game, mission settings
are stored and loaded automatically when you start Il-2 another time.
6 / 35
Full Mission Builder (FMB)
Selecting Multiple Objects
To select/deselect multiple objects in FMB you need to have these commands enabled in your
conf.ini. Check the [HotKey builder] section for these two commands:
Alt MouseLeft=select+
Alt MouseRight=select-
Hold down the [ALT] key and left mouse button press and 'draw' a rectangle around some
ground objects. All appropriate objects are grouped into a single selection (multiselection). Do
this again on another group of objects and they are added to the multiselection. Naturally, by
holding down the [ALT] key and right mouse button you can remove objects from the selection
by 'drawing' a rectangle around them. Not all objects can be added to the multiselection. Here
is a list of those than can:
• Artillery
• Stationary Armor
• Stationary Objects
• Stationary Aircraft
• Stationary Ships
• Rocket
• Objects
• Static Camera
If you want to unselect all objects you can do that through Edit -&gt; Unselect All option in the
menu.
Cut / Copy / Paste / Delete / Move
Add these commands to your conf.ini
Ctrl C=mis_copy
Ctrl X=mis_cut
Ctrl V=mis_paste
to be able to perform these commands. When you have some objects in multiselection execute
the copy or cut command. Click somewhere on the map and then paste them. You can paste
them multiple times. You can also delete the entire multiselection by pressing the [DELETE]
button on your keyboard. You can also move your multiselection. First add some objects to
multiselection. Then press and hold left mouse button above one of the objects in
multiselection. Still holding the left mouse button move your mouse cursor to the desired
location on the map.
Rotation
When you have created a multiselection, you can rotate the whole group of objects. Left click
somewhere on the map and use your numpad keys to rotate the group of objects around the
mouse position. There are two types of rotation: when individual objects change their
orientation with respect to the world coordinates (when the option Edit -&gt; Rotate Object is
checked) and when individual objects maintain their original orientation.
Snap
Snap allows you to move objects along a grid. This helps placing objects with equal distance to
each other. This option can be reached through View -&gt; Snap. Make sure that the option is
checked. You can also set the 'snap step'. Smaller step makes the grid where objects can be
placed denser.
7 / 35
Load / Save dialog box
You can change the default size of the Load/Save dialog box which is useful if you have many
missions saved. Open the bldconf.ini file and set the values of defFullDX and defFullDY
variables to suit your needs.
Mission Date
Clicking on the Configure -&gt; Conditions you will notice that the dialog box has new tab "Date".
You can set the precise day, month and year of your mission there.
Wind
“Weather” tab in the Configure -&gt; Conditions dialog box now has new set of parameters that
adjust the wind in the mission. It's possible to set Wind direction, Wind velocity, Gust and
Turbulence. Wind direction is as per aviation standards and is entered as where the wind is
blowing from. A westerly wind is entered as 270.
Multi-throttle/prop support and radiator axis
4.10 patch introduces following new axis for HOTAS controls:
• Engine 1 Power
• Engine 2 Power
• Engine 3 Power
• Engine 4 Power
• Engine 1 Prop Pitch
• Engine 2 Prop Pitch
• Engine 3 Prop Pitch
• Engine 4 Prop Pitch
These directly control their assigned engines.
• Radiator
Axis controlling radiator opening.
• Zoom
changes field of view
The player needs to map these axis before multi-throttle/prop for separate engines work. For
compatibility reasons Team Daidalos decided that all existing controls should stay in place and
work in parallel to new ones. If you have for example both Power and Engine 1 Power mapped
and engine 1 selected, both axes will fight together and last input will be used every time.
Radiator is same except there are axis and key interacting in this fashion.
Automatic radiators: you still have to use the radiator key to activate auto mode. There is
special part of Radiator axis travel (approx. above 80%), any movement in this range will not
switch radiator out of automatic mode.
Advanced joystick profiles
General Concept
Previously you were adjusting sensitivity of your Joystick primary axes. Team Daidalos
changed this so that you actually adjust response of your controls. This means that any control
listed in HOTAS section of Controls menu can be adjusted. All you have to do is assign
something to the desired control and it will appear in the Joystick menu top left drop down list.
8 / 35
Controls Response
Choosing one of the primary controls (ailerons, elevator and rudder) you won't see much
difference from the previous method. Ailerons and elevator responses are shown in the big
square box, while the rudder response is shown in the bottom horizontal rectangle. As usual
you can adjust sensitivity, dead band and filtering. If you choose any other control (like Power
or Prop Pitch) additional vertical response rectangle will be shown on the right. You can adjust
sensitivity, dead band and filtering for that control also.
Symmetrical Switch
Some of the control axes behave symmetrically (or mirrored). For example you probably want
your ailerons sensitivity curve to be the same if you push your joystick to the left and right.
But it doesn't make much sense to do that for Power control, for example. That's where the
Symmetrical switch comes into play. Turn it off and the sensitivity will be applied over the
whole range of values without trying to make them symmetrical. In other words, ailerons and
similar controls have values from -100% to 100% and you want the sensitivity to be mirrored
around zero value. Power, on the other hand, is more logically described as a control with
values ranging from 0% to 100%. You probably want this control to have different sensitivity
response over the whole range.
Joystick Profile
As before you can use 4 different Joysticks (or similar devices) to control your plane in IL-2.
But in addition to that, now you can have 4 different Joystick profiles stored in IL-2. Please
don't confuse 4 different physical Joysticks with 4 different Joystick profiles. What's this all
about? Well you can adjust your sensitivity curves to suit TnB fighter and save it as your first
profile (click Save button).
If you find yourself flying a BnZ fighter, those settings might not suit you. No problem, switch
to a different profile (top drop down menu and click Load) and use you BnZ fighter settings. As
there are 4 profiles available, you can use one for bombers or ground-attack planes. It's all up
to you to make sensitivity profiles for your specific needs. You might find this feature rather
useful considering the new G-limits in 4.10 patch.
Changing Joystick Profile
Joystick setup menu can now also be reached with a button from Air Arming screen. Why from
there? Well, this menu appears in every gameplay type: single, dogfight, coop. That means
that you can switch to a different Joystick profile (or even adjust it) without disconnecting from
the server. Switching from Red to Blue or from Fighter to Bomber has never been easier.
Engine Reliability Difficulty Option
All engines have now small chance of failure at every moment of flight. Probability depends on
power generated by engine and its RPM (more power, bigger chance for an engine to fail). Not
every failure is catastrophic, some of them just reduce power, but if its not your lucky day
then you might end up with a problem. Purpose of this feature is to give a reason to be easy
on engine, not to follow historical failure rates of specific engines. This can be turned off in
difficulty settings.
Improved Pilot Damage Difficulty Option
With this difficulty option turned on, damage to the pilot is more severe. Being hit is something
that has very serious consequences now. That apply to AI pilots and gunners too, it is much
easier to kill them. You will have to adjust your tactics to accommodate this change, avoid
being hit at all costs and when on attack, aim at the cockpit, especially if you are in plane
armed with light machine guns only. Against bombers, aim at gunners first to disable them,
you are better protected and you have more guns than them.
As you can imagine, if you can get killed easier, than you can get wounded easier too. In
9 / 35
addition, there are more variations in wounds, you can get hit in the arm or leg with a
corresponding loss of control over the plane. To make things even more complicated, some
wounds will cause bleeding and you can bleed to death unless you reach home in time.
Gunners ability to shoot is also reduced when they get wounded.
New Flyable Planes
Henschel Hs 129
The Henschel Hs 129 was developed by engineer Friedrich Nicholaus in response to a 1937
request by the German Air Ministry for a small, heavily armored ground attack/support aircraft
equipped with a minimum of two 20 mm cannon and two rifle caliber machine guns. Nicholaus'
design stressed pilot survivability. The cockpit was surrounded by an armor plated "bathtub" of
triangular shape, resulting in the fuselage's distinctive appearance, and bullet resistant window
panels of nearly three inch thickness.
Driven by two 485 horsepower Argus As410A air cooled engines, the prototype first flew in
April of 1939. In spite of displaying lackluster handling qualities, it was approved for
production later that year as the Hs-129A.
Hs 129 B
In an attempt to improve flight performance, the original Argus engines were replaced by more
powerful French-built Gnome-Rhone 14M radials that were secured after the fall of France in
1940. The redesigned Hs 129 B first took to the air in the summer of 1941 and became
operational later that year.
Hs 129 B-1
The need for an effective airborne tank destroyer became painfully evident following the Red
Army's overwhelming winter counteroffensive of 1941-42. With massed formations of Soviet
armor penetrating deep behind German lines, urgent priority was given to the Hs 129's
production.
In addition to the standard fixed armament of paired 20 mm cannon and 7.92 mm machine
guns, the B1/R2 variant featured a MK 101 30 mm automatic cannon housed in a ventrally
mounted external weapons pod. Production of the B1/R2 version began in January of 1942,
with the first units being delivered to the Eastern Front in April.
Hs 129 B-2
By May 1942 deliveries of the new Hs 129 B-2 model started side-by-side with the B-1. The
only difference between the two were changes to the fuel system – a host of other minor
changes could be found almost at random on either model. As time went on these changes
accumulated in the B-2 production line until they could finally be told apart at a glance, the
main differences being the removal of the mast for the radio antenna, the addition of a
direction-finding radio antenna loop and engine intake filters.
In the field, the differences seemed to be more pronounced. The R-kits were renumbered and
some were dropped, and in general, the B-2 planes received the upgraded cannon pack using
a 30 mm MK 103 cannon instead of the earlier MK 101. These guns both fired the same
ammunition, but the 103 did so at almost twice the rate.
Hs 129 B-3
The final version was the most daunting, both to Soviet tank crew and Luftwaffe pilot. With a
75 mm BK 7.5 cannon slung underneath its fuselage, the Hs 129 B-3/Wa became a true aerial
tank. The aircraft's devastating firepower earned it the title of Buchsenoffner, or "tin opener".
Such a weapon, however, made an already ponderous aircraft even more demanding of its
pilots.
10 / 35
When construction of the Hs 129 was halted in September of 1944, a total of 868 (all versions)
had been produced. Although proving to be a highly effective weapon against Soviet armored
vehicles, Germany's overburdened war industry was simply incapable of manufacturing the Hs
129 in enough numbers to have a significant strategic impact.
Cockpit Guide
1. Variometer
2. Clock
3. Turn and Bank Indicator
4. Airspeed Indicator
5. Repeater Compass
6. Altimeter
7. Manifold pressure
8. AFN-2 homing indicator
9. Landing gear lights
10. Electric prop. pitch control unit
11. Ammo counters for main guns (MG17 & MG151/20)
12. Additional guns/cannon indicator light(s). Light on = ready to fire
13. Magneto selectors
14. Indicator lights for bombs
15. Elevator & rudder trim knobs
16. Throttle levers
17. WEP lever
18. Mixture lever
19. Landing gear lever
20. Flaps lever and position indicator
11 / 35
21. Tachometer (RPM)
22. Fuel Indicator
23.Oil temperature
24. Fuel- and Oil pressure
25.Hydraulic pressure (only on left side)
Attention!
The Hs 129 has electric prop pitch control unit with switches instead of traditional prop. pitch
lever. This means that prop pitch can be only adjusted with "Increase Prop Pitch" and
"Decrease Prop Pitch" commands.
12 / 35
Polikarpov I-15bis
In 1933, Russian Nicolay Polikarpov developed one of the most outstanding biplanes ever used
in combat. The Polikarpov I-15 had amazing combat performance due to its gull-shaped top
wing that allowed the plane to do a complete turn in eight seconds. Although the first 59
planes were built with an American 630hp Wright Cyclone engines, they were quickly replaced
with Soviet made M-22 and M-25 radial engines that increased the horsepower.
Pilots of the I-15 had two main complaints. The gull-shaped wing did not allow the pilots to
view the horizon during flight and especially while landing. Also, at high speeds the plane was
unstable during level flight, which would complicate the attack of an enemy airplane and make
it difficult to aim the machine gun. In 1935 Nicolay Polikarpov was asked to design and perfect
the I-16 monoplane by the Air Force Red Army in response to the negative feedback on the I-
15 from pilots.
The Polikarpov I-15 did not go away. In October of 1936 the Soviet Union sent a squadron of
I-15's to the support of the Spanish Republic, where these manoeuvrable biplanes were
unexpectedly popular in their combat role.
Inexperienced pilots could learn to fly the Polikarpov I-15 very quickly and it was easy to take
off and land. This new found excitement for the plane forced the Soviet Air Force to renew
their manufacturing contract for more Polikarpov I-15's with a few modifications from Nicolay.
The top wing was no longer gull-shaped, the M-25 750hp engine was installed, and a new
exhaust system added, to make up this new I-15bis. The term "bis" meant second version or
variant. In 1938, 1104 I-15bis airplanes were manufactured which made it the most mass
produced Soviet fighter of that period. In 1939, an additional 1304 Polikarpov I-15bis aircraft's
were produced, just before the contract was over and production of the I-153 began. The final
27 Polikarpov I-15bis to roll off the assembly line were equipped with the M-62 900hp engine.
Soviet Air Force pilots came to love the I-15bis because all of the flaws from the previous
version were absent and the plane was very stable and performed excellently in combat. In
1941 there were still several Polikarpov I-15bis aircraft patrolling the borders of the USSR.
They began to be used for auxiliary tasks such as investigating artillery fire, destruction of
nightlights, night attacks, and anti submarine defense along the coast. Slowly they were
replaced by the MiG-3, LaGG-3 and the Yak-1.
The I-15bis remained at several airfields and warehouses as their replacements were being
delivered. During the many years of service the I-15bis was used in Spain, Mongolia, Finland,
Russia, and even during the Japanese campaign in 1945.
General characteristics Performance
Length: 6,10m Engine: Shvetsov M-25V. 775hp
Wingspan: 9,75m Speed at sea level: 321km/h
Height: 2,20m Max. speed: 370km/h @ 3500m
Wing area: 21,9m² Operational range: 570km
Empty weight: 1310kg
Takeoff weight: 1730kg
Armament External
4x 7,62mm PV-1 machine guns in
fuselage. Two ammunition boxes with
1100 rounds each for upper MGs and
two boxes with 425 rounds each for
lower MGs.
4x AO-10
2x AO-10 + 2x FAB-50
2x FAB-50
4x RS-82
13 / 35
Cockpit Guide
1. Compass
2. Manifold pressure
3. Tachometer
4. Altimeter
5. Turn and Bank Indicator
6. Variometer
7. Oil temperature, oil pressure and fuel pressure
8. Magneto selector
9. Engine cylinder head temperature
10. Airspeed Indicator
11. Clock
12. Fuel indicator
13. Mixture lever
14. Throttle lever
14 / 35
Curtiss-Wright CW-21B
The Curtiss-Wright Model 21 (also known as the Curtiss-Wright Model 21 Demonstrator, the
Curtiss-Wright CW-21 Interceptor, the Curtiss-Wright CW-21 Demon) was a United States-built
interceptor fighter aircraft, developed by the St. Louis Airplane Division of Curtiss-Wright
Corporation during the 1930s.
The CW-21 was not commissioned by the U.S. military, though it was test flown at Wright Field
in Dayton, Ohio. The Army Air Corps immediately rejected the aircraft, with one officer
commenting that it took a genius to land it. Instead it was developed for export sales by the
St. Louis Airplane Division of Curtiss-Wright. The aircraft was a single seat, all-metal cantilever
low-wing monoplane with rearward retracting landing gear. The Model 21 was powered by a
1000hp (746kW) Wright Cyclone nine cylinder air-cooled radial Wright R-1820-G5 engine. The
Model 21 was designed by George A. Page, Jr. based on Carl W. Scott's design of the twoseater
Model 19. The prototype first flew in January 1939 and bore the civil experimental
registration NX19431. The prototype was designed to carry various combinations of two 7,62
(0.303in) or 12,7mm (0.5in) machines guns, mounted in the nose and synchronized to fire
through the propeller.
The first sale of the CW-21 Demon in 1939, was to the Chinese Air Force, which received three
completed examples and kits for 32 more. Assembly would be undertaken by the Central
Aircraft Manufacturing Company (CAMCO) located in Loiwing on the China-Burma border.
Three CW-21s were furnished to the Chinese as kits, assembled in Loiwing, and delivered to
the 1st American Volunteer Group (Flying Tigers). These crashed in poor visibility on a flight
from Rangoon to Kunming on 23 December 1941.
In 1940, The Netherlands ordered 24 examples of a modified version designated the CW-21B
(together with a number of two-seat CW-22), for the Royal Netherlands East Indies Army
Military Aviation (Militaire Luchtvaart van het Koninklijk Nederlands-Indisch Leger; ML-KNIL).
The modifications consisted of inward retracting landing gear, a semi-retractable tail wheel and
a slightly larger fuel tank. These changes gained an 8mph (13km/h) speed increase at sea
level.
Deliveries started in June 1940, but only 17 had been received by Vliegtuigroep IV, Afdeling 2
(No. 2 Squadron, Air Group IV; 2-VLG IV), when war with Japan began on December 8, 1941.
With its rudimentary pilot protection, lack of self-sealing fuel tanks and light construction, the
CW-21B was not unlike the opposing Japanese planes. It had similar firepower to the Nakajima
Ki-43 "Oscar", but worse than the cannon-armed A6M Zero. Its climb rate wasn’t
much better than either. Squadron VLG IV claimed four aerial victories during the Netherlands
East Indies campaign but the ML-KNIL was overwhelmed by the sheer number of Japanese
adversaries, and soon lost most of its aircraft in air combat or on the ground. Japan has
captured at least one CW-21.
General characteristics Performance
Length: 8,3m Maximum speed: 506km/h at 5200m
Wingspan: 10,7m Range: 1010km
Height: 2,7m Service ceiling: 10500m
Wing area: 16m² Rate of climb: 1400m/min
Empty weight: 1534kg
Loaded weight: 2041kg Armament
Powerplant: Wright Cyclone R-1820-G5
nine cylinder radial air-cooled engine,
1000hp (746kW)
4x 0.303 or
2x 0.303 + 2x 0.5 machine guns
15 / 35
Cockpit Guide
16 / 35
1. Clock
2. Airspeed Indicator
3. Turn and Bank Indicator
4. Variometer
5. Altimeter
6. Compass
7. Oil temperature, oil pressure and fuel pressure
8. Hydraulic pressure
9. Engine cylinder head temperature
10. Tachometer
11.Manifold pressure
12.Switches for navigation lights, cockpit lights, and landing light
13.Supercharger lever
14. Throttle lever
15.Mixture lever
16. Prop. pitch lever
17. Landing gear lever
18. Flaps lever
Reggiane Re.2000 "Falco" - Heja I
The Re.2000 was designed by Ing. Longhi of Caproni Reggiane, who has worked in the USA
previously, and the plane had a strong exterior resemblance with Severski P-35 (though being
more aerodynamically refined and with much better performance). The prototype flew in May,
1939. The design included a "wet wing" to store fuel (in the center section of the wing). This
was judged unfit for war use by Regia Aeronautica and the aircraft was discarded.
On the other hand, Sweden, Hungary and Great Britain were interested in the plane and all of
them placed orders (the British order for 300 planes was canceled after the declaration of
war).
Due the shortage of fighters even Regia Aeronautica employed small numbers of Re.2000s,
mainly for action over Malta, for which a field modification for carrying two 100kg bombs was
adopted. Also a version was produced for catapult launch from Italian warships, but they saw
no operational use.
Hungary employed about 70 Re.2000s that saw an intense use as fighters on the Eastern
front, and later developed a license built version (Heja II.) with different engine (Gnome Rhone
K-14) and machine guns (Gebauer 12,7mm).
Sweden employed 60 Re.2000s for air space patrol. The Re.2000 was reported by all pilots for
having good power and good handling features. However, maintenance and reliability of the
Piaggio engine was troublesome.
General characteristics Performance
Length: 7,99m Speed at ground level: 425km/h
Wingspan: 11m Max speed: 530km/h @ 5300m
Height: 3,2m Operational range: 3h at 6000m @
430km/h cruise speed
Wing area: 20,4m² Rate of climb: 11m/s
Empty weight: 2090kg Armament
Fuel weight: 260kg 2x Breda-Safat 12,7mm with 300
rounds each
Useful load: 911kg
External
2x 100kg (field mod.)
88x 2kg bomblets
17 / 35
Cockpit Guide
1. Airspeed Indicator
2. Compass
3. Variometer
4. Turn and Bank Indicator
5. Altimeter
6. Oil pressure
7. Fuel pressure
8. Oil temperature
9. Manifold pressure
10. Tachometer
11.Airspeed Indicator
12.Clock
13.Wheel break pressure
14. Engine cylinder head temperature
15. Landing gear indicator lights
16. Landing gear lever
17.Mechanical landing gear indicator
18. Throttle lever
19.Mixture lever
20. Prop. pitch lever
21.WEP lever
22. Prop pitch mode selector
23. Fuel indicators
24. Elevator trim
25.Rudder trim
26. Flaps position indicator
27. Flaps crank
28.Radiator control levers
18 / 35
Ju 88 A-4/Torp
The Ju 88 A-4 / Torp was a modification of the Ju 88 A-4 introduced in the Summer of 1942 on
which the bomb racks were replaced by two PVC1000 racks for carrying torpedoes. Other
modifications were the deletion of the dive breaks and the addition of a fairing on the fuselage,
which contained the device to adjust the steering angle of the torpedo. The main weapons
carried were a pair of LT F5b or LT F5W torpedos. Also, many examples were fitted with a field
mounted MG FF cannon for suppression of ship’s AA.
Implementation in IL2: in this patch the Ju 88 A-4 / Torp can carry both the LT F5b and LT
F5W. Also, provision for practice torpedoes is given.
Note: For all 2x torpedo loadouts there is a "salvo" option available that mission builders can
use for AI planes. When a "salvo" loadout is selected both torpedoes are released
simultaneously.
Ju 88 A-17
The Ju 88 A-17 was a further modification of the Ju 88 A-4/Torp, on which the gondola under
the fuselage was removed to improve performance. Crew was reduced to three. This version
was introduced in late 1943 and had the same armament options of the Ju-88 A-4/Torp.
Implementation in IL2: in this patch the Ju 88 A-17 can carry both the LT F5b and LT F5W.
Also, provision for practice torpedoes is given.
Note: For all 2x torpedo loadouts there is a "salvo" option available that mission builders can
use for AI planes. When a "salvo" loadout is selected both torpedoes are released
simultaneously.
He 111 H-12
He 111 H-12 was an evolution of He 111 H-6 designed to be equipped with the Henschel Hs
293 guided rocket. It had a new general-purpose ventral bomb rack and had the ventral
gondola and waist guns removed. Some examples had an enclosed dorsal turret. The dorsal
weapon was a MG 131.
Implementation in IL-2
This aircraft can also be equipped of The Fritz-X guided bomb, Fritz-X was historically used by
He-111 H-12 for tests.
Spitfire variants
Several new Spitfires haven been added and others have been modified. The IL-2 simulation
now contains the following models:
• Seafire F III, 1943: A Seafire model with a Merlin 55 engine at 16lbs boost with good
performance at medium altitude.
• Seafire L III, 1943: A Seafire model with a Merlin 55M engine at 18lbs boost with
good performance at low altitude.
• Spitfire F Vb early, 1941: The first Spitfires Mk.Vb with a Merlin 45 engine at 12lbs
boost. The Merlin 45 gave better high altitude performance than the early Merlins in the
Spitfire Mk.I and II. Early models had some shortcomings when compared to later
versions, for example they would cut out under negative G.
• Spitfire F Vb, 1941: A typical Spitfire Mk.Vb for 1941 with a Merlin 45 engine at 12lbs
boost. It is equipped with the "Shilling Orifice", a device that prevented the engine
cutting out under negative G.
19 / 35
• Spitfire F Vb, 1942: A typical Spitfire Mk.Vb from the summer of 1942 on with a
Merlin 45 engine at 16lbs boost. It has even better performance than the 1941 model
at medium and low altitudes. It is also equipped with the "Shilling Orifice".
• Spitfire F Vb CW, 1943: The same plane as the Spitfire F Vb, 1942, but with clipped
wingtips. This gives a slightly higher speed at low altitude and a somewhat better roll
rate, at the expense of high altitude speed, climb and turn performance.
• Spitfire LF Vb, 1942: A Spitfire Mk.Vb with a Merlin 45M engine at 18lbs. It improves
low level performance at the expense of medium and high altitude performance. It is
equipped with the "Shilling Orifice".
• Spitfire LF Vb CW, 1943: The same plane as the Spitfire LF Vb, 1942, but with clipped
wingtips.
• Spitfire F Vb Merlin46, 1942: A typical Spitfire Mk.Vb with a Merlin 46 engine at
16lbs boost. This engine had a supercharger tuned for higher altitudes than that of the
Merlin 45. This gave the plane a better performance at high altitudes. The drawback
was worse performance at medium and low altitude. For this reason, many pilots
preferred the Spitfires with Merlin 45 engines.
• Spitfire F Vc(2)tr, early 1942: A tropicalized Spitfire Mk.Vc with a Merlin 45 engine
at 12lbs boost. The Vc was build in parallel with the Vb. It was different by using the
universal C wing, which could use several different armament configuration. This model
uses a layout with two Hispano 20mm cannons and four 0.303 machine guns. It is a
tropicalized model, equipped with the bulky Vokes airfilter which caused a lot of drag
and reduced the altitude performance of the plane. Tropicalized Spitfires also carried
extra equipment, such as a water ration for the pilot in case of an emergency landing in
the desert, which overall made these models heavier than the standard versions.
Tropicalized Spitfires were mainly used in North Africa and Asia.
• Spitfire F Vc(2)tr, 1942: A tropicalized Spitfire Mk.Vc with a Merlin 45 engine at 16lbs
boost. It has better performance than the early 1942 version at medium and low
altitude.
• Spitfire F Vc(4)tr, early 1942: The same plane as the Vc(2)tr, 1942, but with four
20mm cannons in the C wing. The extra firepower of this configuration came with a
considerable weight penalty and cost a lot of performance, so it was discontinued in
favour of the standard dual cannon configuration.
• Spitfire LF VIII, 1943: The Mk.VIII was intended to replace the Mk.V, but, due to the
success of the Mk.IX, never did. It features a reworked, slightly stronger and less
draggy fuselage, a higher fuel capacity and a Merlin 66 engine at 18lb boost. With the
exception of a higher range, the performance is very comparable to the Mk.IX with the
same engine. The Mk.VIII was used side by side with the Mk.IX.
• Spitfire LF VIII CW, 1943: The same plane as the Spitfire VIII, 1943, but with
clipped wingtips.
• Spitfire F IX, 1942: The first Spitfires with a two stage supercharger. It was powered
by a Merlin 61 engine at 15lb boost. It started to come off the assembly lines in the
summer of 1942. The two stage supercharger gave it a clearly better high altitude
performance than that of the contemporary Mk.V. The high altitudes this plane could
reach necessitated a fuel cooler, so that the fuel in the tanks would not evaporate in the
low pressure environment up high. The plane was used until the wars end.
• Spitfire F IX, 1943: The second major model of the Mk.IX with a Merlin 63 engine at
18lb boost. It was the major model of the Mk.IX in the first half of 1943. It outperforms
the 1942 model at medium and low altitudes. It was used until the wars end.
• Spitfire LF IX, 1943: In the second half of 1943, the Spitfire Mk.IX started to be
equipped with the Merlin 66 engine at 18lb boost. This engine was optimized for lower
altitudes than the Merlin 63. The need for a fuel cooler was eliminated by using
pressurized tanks and a universal air intake became standard at that time. The Merlin
66 models became the by far most common subversions of the Mk.IX.
20 / 35
• Spitfire LF IX CW, 1943: The same plane as the Spitfire LF IX, 1943, but with clipped
wingtips. The removal of the wingtips became a more and more popular modification
and by the wars end, the majority of the Spitfires LF IX had them removed.
• Spitfire LF IX 25lbs: In a late war modification, the Merlin 66 was cleared for 25lb
boost. This required the use of 150 octane fuel and not all Spitfires were converted. The
extra boost gave the plane a considerable increase in performance at medium and low
altitude.
• Spitfire LF IX(e), 1944: The same plane as the Spitfire LF IX, 1943, but with a
modified wing. This modification eliminated the four 0.303 guns in favor of two 0.50
guns and allowed for more ammunition for the 20mm cannons. This modification
resulted in a slight weight penalty.
• Spitfire LF IX(e) CW, 1944: The same plane as the Spitfire LF IX(e), 1944, but with
clipped wingtips.
• Spitfire LF IX(e) CW 25lbs: The same plane as the Spitfire LF IX(e) CW, 1944, but
with the modification that allowed the Merlin 66 to run at 25lb boost.
• Spitfire HF IX,1944: A high altitude Spitfire Mk.IX subversion, powered by a Merlin 70
at 18lb of boost. Its performance was worse than the more popular model with the
Merlin 66 engine at all but the highest altitudes.
• Spitfire HF IX(e),1944: The same plane as the Spitfire HF IX,1944, but with the (e)
wing modification.
New AI Planes
Dornier Do 217 K
The Dornier Do 217 was a bigger and more powerful development of the Do 17 (the famous
"flying pencil"). The Do 217 entered service in 1942, and was used for strategic bombing
(mainly at night), tactical bombing, reconnaissance and anti-shipping attack. Two versions
(versions J and N) were developed as a night fighter. The K version has a distinctive stepless,
more streamlined cockpit, giving less drag than previous versions. Engines were the BMW801
radials. </div></BLOCKQUOTE>

thefruitbat
12-21-2010, 06:46 AM
cont,

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">
The K-1 entered production in 1941, it had a crew of four, an armament of a twin
MG81Z in the nose (replaced by a MG131 in some examples), two MG131s in a dorsal turret
andventral gondola, and two MG81 in lateral positions. Bombload was up to 4000kg,
maximum range was 2300Km, maximum speed was 515 Km/h at 5000m.
Subsequently the K-2 version was produced with elongated wings (for better high altitude
performance) and intended to carry the Fritz X guided gliding bomb. This version was used in
the Mediterranean and Atlantic and was the first aircraft to score a hit with a guided weapon,
sinking Italian battleship Roma in September 1943.
Later the K-3 was developed which identical to K-2 but able to carry Hs 293 guided rocket.
Implementation in Il-2
In this patch of IL-2, K-1 and K-2 versions are implemented. For simplicity K-2 is also given
the loadout option of K-3 (instead of defining a completely new plane model).
AI planes are able to drop and guide both Hs 239 and Fritz X. Please see the respective guides
for how to correctly program AI attacks with these weapons.
Fairey Fulmar
The Fairey Fulmar was a two-seat reconnaissance fighter adopted by the British Fleet Air Arm.
It was designed to meet the Admiralty's urgent need for a modern shipboard fighter. The
aircraft was delivered to the first operation unit, 806 in June 1940 stationed at Worthy Down
and boarded HMS Illustrious in August 1940, where it was put into action against the Italian
Air Force assisting Malta convoys.
21 / 35
The Fulmar was also used over Crete and took part in shadowing the battleship Bismarck. With
its lack of speed, and the Admiralty's need for a truly modern carrier-based fighter, the Fulmar
began being replaced by the Supermarine Seafire by 1943.
Top speed was 415 Km/h at 2750 m. Two underwing bomb (up to 250 lbs each) could be
carried, also a detachable fuel tank was available as an external load.
Cant Z.1007bis Alcione
The Z.1007bis Alcione (Kingfisher) was Italy's finest three-engine medium bomber of the war.
Its development started in 1935. By 1940 the aircraft went into production. The first version
had 830 hp Isotta Fraschini Asso inline engines. Being underpowered, a second version (bis)
was built, powered by three 1,000 hp Piaggio P.XI RC 40 radial air-cooled engines. This version
was the one widely used operationally.
A later variant had a twin rudder and fin for giving better field of fire to the dorsal gunner who
operated a Caproni-Lanciani turret with a Scotti-Isotta Fraschini 12.7mm machine gun. Other
guns were two 7,7mm Breda (lateral positions) and a 12.7mm Breda (ventral position). The
Cant was used on all fronts and proved to be an effective and strong aircraft, despite structural
problems in extreme climates due to its construction, made entirely of wood.
Few examples were used in the campaign on the English channel. Thereafter, it was used in
the Mediterranean fronts, especially in North Africa, the Balkans and Greece. A total of 560
were built.
Top speed 456 km/h
Ceiling 8100 m
Typical bomb load 1100kg
Fairey Swordfish
The Swordfish was a bomber and torpedo bomber aircraft adopted by the Fleet Air Arm in
WWII. Known as the "Stringbag", it was designed in 1934, and was outdated at the beginning
of WWII, but still was the main carrier borne attack aircraft of the FAA, achieving great
successes including the raid at Taranto and the torpedoing of the Bismarck. It remained in
service up to the end of the war, though relegated to anti-submarine role.
The Mk.I version of the aircraft could carry up to 700kg bombs, depth charges, flares or a
torpedo. MKII version (not modelled) could also carry rockets. Armament was a fixed forward
firing 0.303 cal. Browning machine gun and a rear flexible 0.303 cal. Vickers K machine gun.
Crew was of three (Pilot, Navigator and Telegraphist/Air Gunner) but could be reduced to two
when carrying an additional fuel tank (not modelled).
Top speed was 224 Km/h at 1500m.
Implementation in Il-2
In this patch, Mk.I version is modelled.
Reggiane Re.2002
The Reggiane 2002 was an evolution of the Re.2000 - Re.2001 family that mounted the more
powerful Piaggio XIX and was designed as a fighter bomber and dive bomber. It saw
operational service in 1943 against the Allied invasion of Sicily and mainland Italy. It was also
adopted by the Luftwaffe and used in France against Maquis (partisans) forces.
The Re.2002 did not have the "wet wing" of the Re.2000, but the more conventional wing from
the Re.2001. It could carry a variety of bombloads, including an armour piercing 630kg bomb
(derived from a 381mm naval artillery shell) and a small torpedo. It was also one of the few
22 / 35
Italian planes that could be equipped with an external fuel tank.
The performance was very similar to the Re.2000, the Re.2002 just being slightly faster.
Implementation in Il-2
The first production series is implemented in IL-2. A subsequent variant had a slightly lowered
engine mount and more refine cowling (for better pilot visibility) but was otherwise the same.
Polikarpov R-5
The Polikarpov R-5 was a Soviet reconnaissance bomber aircraft of the 1930s. It was the
standard light bomber and reconnaissance aircraft with the Soviet Air Force for much of the
1930s, while also being used heavily as a civilian light transport, in the order of 7,000 being
built in total.
The R-5 was developed by the design bureau lead by Nikolai Nikolaevich Polikarpov as a
replacement for the R-1, the copy of the Airco DH.9A which served as the standard
reconnaissance and light bomber aircraft with the Soviet Air Force.
The prototype first flew in autumn 1928, powered by an imported German BMW VI V-12
engine. It was an unequal span single bay biplane of mainly wooden construction. After
extensive evaluation, the R-5 entered production in 1930, powered by Mikulin M-17s, licence
built copies of the BMW-VI, as a reconnaissance bomber. Further modified versions were
produced to serve as floatplanes, ground attack aircraft and civil transports.
The R-5SSS, an improved reconnaissance bomber with improved streamlining, served as the
basis for the Polikarpov R-Z, which succeeded the R-5 in production.
Fiat G.55 Sottoserie 0
Fiat G.55 Centauro was a development of the previous G.50 Freccia fighter. Besides improved
aerodynamics it featured the 1475hp Daimler-Benz DB 605A piston engine (which Fiat
manufactured under licence as the RC.58 Tifone). The first of three prototypes (MM491) were
flown on 30 April 1942. The type was ordered into production, but only 16 G.55 Sottoserie 0
(pre-production model) and 15 G.55 Serie I were delivered to the Regia Aeronautica (RA)
before the armistice in September 1943.
The pre-production planes were armed with one 20mm Mauser MG 151/20 cannon firing
through the spinner and four 12.7mm Breda-SAFAT machine-guns around the nose while the
production model had three 20mm cannons (two in the wings) and two machine-guns in the
nose.
Weapon Changes
Fritz X
This weapon (known with other alternate names: Ruhrstahl SD 1400 X, Kramer X-1, PC 1400X
or FX 1400) was a guided anti-shipping bomb. It was designed to attack warship and other
well protected ships. This bomb was derived from a PC-1400 armour piercing bomb, by adding
a more refined nose, movable fins and tail planes. The bomb was dropped from high altitude
from an aircraft, then remotely guided by the operator on the same aircraft that dropped it,
using radio signals. The bomb had remote-controlled fins to adjust its trajectory, but had no
engine. A couple of flares (various colours were used, light blue was found to be the most
suitable) fitted on the bomb’s tail helped the operator to keep in sight the bomb and guide it,
by keeping the flares just over the target. A minimum height of 4000m was needed for
properly guiding the bomb to the target.
23 / 35
Attack by human pilot
Proceed as a normal high level attack. Minimum height is 4000m, more is better. Acquire and
track the target using the bombsight. You can either drop the bomb using the bombsight
automation, or drop manually at an angle of about 30-35 degrees. Immediately after the bomb
has been dropped, throttle down the plane to slow it down (you can even use combat flaps)
and tilt down the bombsight (using the usual bombsight elevation keys) so that the bomb
comes into sight. Then use bombsight velocity keys to move the bomb up/down, bombsight
side-slip keys to move the bomb right/left. Put the bomb's flares exactly over the target and
keep them there until bomb impact. Use gentle control inputs, the bomb responds slowly to
operators command. You can easily overshoot your target if you aren’t careful in your control
inputs.
Applying guidance corrections will slightly slow down the bomb so you should not try extreme
maneuvers; moreover, being a gliding bomb, not a rocket, it can receive only a limited amount
of correction. You have to launch from a correct position so that you will need minimal
guidance to hit the target.
You can control only a single Fritz X bomb at a time. If you drop a second bomb while the first
one is still in the air, it will not be controlled until the first one impacts. It is advised to make a
second bomb run to drop the second bomb (if available). This means that you need to use
manual bomb drop (not bombsight automation) to drop a single bomb at a time if you have a
bomb load of two.
Attack by AI
Plan as a normal high-altitude bomb run, setting the ship as a target. Allow enough height for
proper guiding (4000m or more). AI will apply corrections to hit the target (even if moving),
better AI skill will give better guidance and an improved chance of hitting.
Henschel Hs 293
Only a rocket at a time can be guided by each player or by each AI plane. Applying guidance
corrections will slightly slow down the rocket so you should not try extreme maneuvers.
Instead launch from correct position so that the bomb needs only minimal guidance to hit the
target.
Operational range of the rocket at various heights was as follows:
at 2.2 km altitude: 4.0 km
at 4.0 km altitude: 5.5 km
at 5.0 km altitude: 8.5 km
Attack by AI
The AI should begin an attack from an altitude of 3000m or more with the drop point set a few
kilometers away from the target ship (see range table). If dropped from too low height the
rocket might not be able to reach the ship and might fall into the water.
AI will apply corrections to hit the target (even if moving), better AI skill will give better
guidance and so improved chance of hitting.
Bat radar-guided bomb
The SWOD Mark 9, also known as Bat, was an anti-shipping weapon developed by US Naval
Bureau of Ordnance's. It was fielded operationally and was one of the most impressive guided
weapons developed during World War II.
The Bat's guidance system was particularly sophisticated for the time. After being dropped it
glided toward the target on a preset course using a gyro-stabilizer system to keep it on track.
As it approached the target the bomb locked on with its own radar system that guided it into
the target. Since the radar seeker was conceptually similar to the "sonar" system used by a
24 / 35
bat to prey on flying insects, the weapon was named after the bat. The Bat also included a
self-destruct mechanism to keep it from falling into enemy hands, and obtained its electrical
power from four small windmill generators.
The Bat was put into operation in May 1945, on Navy PB4Y-2 Privateer patrol bombers,
maritime derivatives of the Consolidated B-24 Liberator. One Bat was carried under each wing.
Privateer’s crews claimed many successes against Japanese shipping in the seas around
Borneo, though some sources suggest they may have exaggerated the weapon's effectiveness.
Bats with modified guidance systems were also used against ground targets in Burma and
other Japanese-held areas; they simply homed in on the biggest target in their radar seeker.
Also other aircraft were modified to be equipped of the new bomb: F4U-4 Corsair, SB2C
Helldiver, PBM Mariner, JM-1 Marauder, PV-1 Hudson and PB-1 Flying Fortress.
Implementation in Il-2
This bomb is fitted on F4U-1D (flyable) and B-24 (AI). Once dropped, it will lock on the best
naval target that it finds. A radar seeker is simulated, looking forward and slightly tilted
towards the ground. You should be sure to point the aircraft roughly towards the target, but
also that there are no other ships around nearer or much bigger which the seeker might lock
onto instead of the one you chose to attack. The bomb does not recognize friend from foe so
be sure that there are no friendly ships in front of you or directly below you that the seeker
could acquire as targets!
The weapon will lock more easily and will be more precise against a big ship, that gives a
strong radar return, than against a small ship or boat. Once the bomb is dropped, you do not
have to do anything else, it is a "fire and forget" weapon. But (as for other weapons in IL-2)
you must remain alive in game to score a hit.
Range depends on aircraft altitude (being a gliding bomb) you can expect to achieve a 20km
range if you drop from 8000m.
Important: To maintain the online gameplay balance, the Bat bomb is not available unless
mission builder explicitly enables it by setting mission date to year 1946.
Razon Guided Bomb
The Azon series were the first US guided bombs to be used operationally. These were
conceptually very similar to the German Fritz X. The Azon bomb could only be steered in
azimuth and thus it range error on delivery was similar to a dumb bomb.
The Azon kit was produced until November 1944 by which time 15,000 units were built. It was
deployed in the ETO from February 1944 and used extensively in Burma for bridge dropping
strikes. The 15th AF in the Mediterranean is credited with Azon attacks on the Danube river
locks and the Avisio viaduct. In Burma Azons were used to destroy 27 bridges using 493
rounds, including the famous Kwai River bridge.
The more sophisticated Razon used a dual channel control link for range and azimuth
guidance. The VB-3 was based on the 1,000 lb and VB-4 the 2,000 lb bombs. The Razons used
two tandem annular wing assemblies, the aft assembly used for control. The guidance
command link used up to 47 preset channels. Around 3,000 Razons were built during 1945 but
the weapon did not see significant use until the Korean conflict where B-29s carrying up to 8
rounds were use to attack bridges.
Implementation in Il-2
For better gameplay, the more sophisticated Razon has been implemented and fitted to B-24.
Bomb Fusing
Real life bombs have generally an electrical or mechanical time fuse to avoid premature
explosion in case of mishap (e.g. a bomb detaching from the aircraft while still on the runway,
25 / 35
or a bomb hitting the bomb rack due to turbulence). This has been implemented in IL-2, so
that bombs now have a 2 seconds time fusing. If the bomb hits the target before that time,
the fuse does not activate and the bomb does not explode. This means that in level flight a
bomb must be dropped from a minimum altitude of about 25 meters to explode. If the bomb is
dropped in a dive the altitude must be proportionally greater. This also applies to skip
bombing: the bomb must be dropped from at least 25m and must not hit the ship before 2
seconds.
Realistic Torpedoes
WWII aerial torpedoes were delicate equipment that needed be dropped with some
precautions. Each torpedo type had an optimum altitude and speed of drop that allowed it to
hit the water with a determined, optimum angle. If the angle was bigger, the torpedo tended
to sink. If it was smaller, it did not enter the water and skipped on the surface. Also, the
torpedo could not be dropped from too high altitude, because if it impacted the water too
hard, its internal mechanism could be damaged.
Each torpedo type in IL-2 has its optimum drop parameters, of course some error is allowed,
but not too much.
• LT F5W (Italian Whitehead)
100m, 300Km/h
• LT F5B
40m, 250Km/h
• Mk13, Mk13a
30m, 205 km/h
• Mk13 late
180m, 400 km/h
(this torpedo had a much wider range of drop than the early one)
• Type91
30m, 240 Km/h
• Type91 late
60m, 330 km/h
(this torpedo had a much wider range of drop than the early one)
• 45-17
30m, 205 km/h
Also torpedoes had to run for some time into the water to arm their warhead, so torpedoes
cannot be dropped too close to the ship (distance should be bigger tan 400-600 meters).
Torpedoes dropped on ground or directly on the ship (without hitting water) will not explode.
Circling Torpedoes
This patch also brings two new examples of torpedoes which are circling torpedoes that had to
be dropped from a safe height in areas such as harbours that were crowded with enemy ships.
These torpedoes run in circles for some time, if no ship was hit they self-destroyed.
Motobomba FFF and 45-36AV-A are the circling torpedoes implemented in IL-2.
Motobomba FFF (LT 350)
This weapon was designed by Italian designers Frefi, Filpa and Fiore (hence the name FFF).
The FFF was a 500 millimeters (20 in) diameter electric torpedo. It was dropped from high
altitude, a first small parachute was used to stabilize and keep a low fall velocity; around 200
m of height, a bigger parachute deployed, to assure a softer impact into water. The torpedo
26 / 35
was designed to steer concentric spirals until it found a target. It weighed 350 kilograms, and
contained a 120 kilograms warhead. Its speed was about 15 knots and it had an endurance of
15–30 minutes.
The FFF was used in small numbers and without success against Gibraltar, Alexandria and
during convoy battles in August 1942. Later it was adopted by the Germans as the LT 350 and,
used in larger numbers. It scored some successes against moored ships at Tripoli, Bone and
Bari.
45-36AV-A
This Russian torpedo was based on submarine torpedo 45-36 (which in turn was based on
Fiume design). Adopted in 1939, it had a speed of 39 knots and a range of 4km. Drop height
was about 2000-3000m.
Torpedo-Kommandogerδt
ToKG device is like a simplified torpedo data computer found in submarines. ToKG sets the
torpedo gyro angle which turns the torpedo once it enters the water. For example angle +30
would turn the torpedo 30 degrees to right. ToKG needs two input parameters from the player.
Target ship’s speed in knots and ship’s AoB (Angle-on-Bow).
ToKG is used with the old bombsight speed & side slip keys. Speed keys are used to input
target ship’s speed in knots to ToKG. Side slip keys are used to input ship’s AoB (Angle-on-
Bow).
Optional spread parameter can also be adjusted with bombsight angle keys. Increasing spread
angle means that torpedoes will have different paths and therefore chances of hit can increase.
Setting a spread of 6° means that left side torpedo will curve 3° to left and right side torpedo
will curve 3° to right.
The idea of the ToKG is to input these two parameters to the device which then calculates a
correct torpedo gyro angle and feeds it to the torpedo. This way the pilot doesn’t need to
estimate the angle and steer plane to take needed lead before the torpedo is released. With
ToKG the pilot always aims the plane directly towards the target ship.
Anyone who has played submarine simulations, knows that besides target ship’s speed and
AoB, distance to the ship has also some effect to the torpedo gyro angle. However when the
distance changes, angle remains somewhat constant. The optimum torpedo release distance
for ToKG use is 2000 meters from the ship.
ToKG can be found from Ju 88A-4/Torp, Ju 88A-17 and He 111H-6 when torpedoes are
carried.
27 / 35
Navigation Improvements
Situation pre-4.10
Before the 4.10 patch, balance between playability and realism was such that the waypoints in
mission acted as sort of "virtual radio beacons" and repeater compass had a needle which
pointed towards the next waypoint. This obviously has two issues. These waypoint virtual
beacons could be located in too favorable and unrealistic positions such as middle of ocean or
deep within enemy territory. Also most of the repeater compasses worked like radio
compasses which they didn't do in real life. Programmable waypoints for aircraft would be
post-WW2 technology.
Realistic Navigation Difficulty option
Team Daidalos added a new difficulty option to enable more realistic navigation. When this
difficulty option is turned on, all new navigation objects become functional and certain
instruments in cockpits work in a different way. When the difficulty option is turned off,
everything works as before 4.10 patch.
Instrument Changes when Realistic Navigation option is turned on
All repeater compasses stop working as radio compass. Currently there are several navigation
instruments in game which give too much information for player. For example the standard
Luftwaffe & US repeater compasses work like radio compass pointing towards next waypoint.
In real life these instruments didn't have any direction finding (D/F) ability. In order to have
this, the plane needs a D/F-loop antenna.
Manually heading indicators in repeater compasses are adjustable with two new keys. In
Luftwaffe compasses this indicator is the circular compass rose while the plane icon indicates
magnetic heading. In US compass this indicator is the double line heading indicator which
previously was pointing to waypoint. Purpose of these manually adjusted indicators is simply
"marking" a selected heading so that it's easier to maintain. Map the two new keys (Compass
Heading Plus/Minus) to adjust heading indicators.
RFD (radio direction finding) instruments are operational. In Luftwaffe planes this means that
AFN-1 & AFN-2 instruments that have been static before becomes functional. Similar
instruments in other planes are working also as expected.
Planes that have a real radio compass (rotating D/F-loop), such as B-25, Bf 110, Ju 88,
Beaufighter etc. have their radio compasses working as expected, indicating relative bearings
to selected non-directional beacons. Only automatic mode for the radio compasses is currently
supported but we plan to add manual mode later.
In Russian planes the RDF instruments are removed IF the plane doesn't have D/F-loop.
According to our current knowledge, many Russian fighters had an option to install direction
finding equipment, but they didn't have these installed.
Radio Direction Finder Basics
A radio direction finder (RDF) is a device for finding the direction to a radio source. Due to
radio's ability to travel very long distances and "over the horizon", it makes a particularly good
navigation system for ships and aircraft.
Radio direction finding works by comparing the signal strength of a directional antenna
pointing in different directions. At first, this system was used by land and marine-based radio
operators, using a simple rotating loop antenna linked to a degree indicator. This system was
later adopted for both ships and aircraft, and was widely used in the 1930s and 1940s. On pre-
World War II aircraft, RDF antennas are easy to identify as the circular loops mounted above
28 / 35
or below the fuselage. Later loop antenna designs were enclosed in a aerodynamic, teardropshaped
fairing.
The basis for operation of all radio direction finders is that the maximum signal will be received
when a loop antenna is aligned in the direction of the radiated signal. The corollary is that a
minimum signal, or null, occurs when the loop antenna is at right angles to the direction of the
radiated signal. In practice, however, the position of minimum signal is used because it can be
more accurately determined than a maximum.
Instruments
Luftwaffe AFN-1 and AFN-2 instruments
These instruments have two different modes. In homing mode, the vertical needle indicates
horizontal deviation of plane's heading related to a beacon. In other words when plane if
flying straight towards or away from a non-directional beacon (NDB), the needle is centered.
In blind landing mode the vertical needle show horizontal deviation from the Lorenz beam's
center-line (see Lorenz blind landing beacon for more details). Horizontal needle always shows
the received signal strength, which roughly correlates with range to beacon.
The important thing to notice is that the nature of fixed D/F-loop antenna is such that it cannot
tell if the beacon is directly ahead or directly behind. In both cases the vertical needle is
centered. The pilot must notice this from instrument behavior. When flying towards the
beacon, vertical needle works in a "showing" manner, i.e. it shows the direction of the error.
So pilot must turn away from the direction needle points to. When flying away from beacon,
the needle works in "commanding" manner, i.e. it shows the direction in which the correction
must be made.
If it is not known whether pilot is flying towards or away from the beacon, this can be solved
with "rudder test". Press left rudder pedal completely down and observe how the vertical
needle swings. If the needle "follows" the pedal (swings left), plane is flying towards beacon. if
it swings to the right, plane is flying away from beacon.
Other similar indicators
Basic functionality of the Russian ???-2, ???-10 and Japanese homing instruments is basically
same as AFN-1 & AFN-2 vertical needle except the needle moves in the inverted way -
"commanding" manner when the plane is flying towards beacon and "showing" manner when
the plane is flying away from beacon.
29 / 35
Radio Compass
A few planes in game like Ju 88, Beaufighter, B-25, Bf 110 have radio compasses. These
planes have D/F-loops that are rotate by motor automatically to the direction from where the
beacon signal is coming from. Antenna rotation angle is then shown to the pilot or radio
operator as a needle position on radio compass instrument.
New Navigation Objects
Non-Directional Beacon Object (NDB)
NDB is a new stationary radio beacon object that can be placed on map. When Realistic
Navigation difficulty option is enabled all navigation instruments work only with beacons and
not with waypoints anymore. Waypoints are still there as usual but they are just abstract
points on the map and instruments don't know anything about these.
The NDB is basically a simple transmitter radiating an omni-directional signal which is
modulated at intervals with the identification code. Each beacon is given an unique two letter
ID. Friendly beacon icons & IDs are always visible in map and briefing screen since their
positions are known. The pilot has two new keys: Next Beacon & Previous Beacon. These keys
are used to tune the radio to the selected beacon frequency (based on ID). The beacon will
broadcast its ID as Morse code once a minute so pilot can hear if he is tuned to the correct
beacon. Also the pilot can hear a static (chirring) background noise when a beacon is
transmitting constantly but there is no modulated signal. The cone of silence is also included
so the pilot knows when he has flown directly over the beacon (signal suddenly drops to zero).
AM Radio Station Objects
As the commercial medium wave (AM) broadcast band lies within the frequency capability of
most RDF equipment, these stations can also be used for navigation just like NDBs. One of the
first RDF developments in the early 20th century was that aircraft used commercial AM radio
stations for navigation. This continued until the early 1960s when VOR (VHF omni-directional
range) systems finally became widespread.
4.10 patch includes several historical radio station objects with generic looking antenna
towers. These are used exactly like the NDBs, but instead of static noise & Morse code, player
can hear music, speech, etc. These audio samples that the radio station plays are placed at
certain folders under "samples\Music\Radio". For example if mission builder places "Radio
Honolulu" radio tower to mission, this station would play audio samples from folder
"samples\Music\Radio\Radio_Honolulu". Since the missions can contain date information in
4.10, it is possible to use date folder inside radio station folder. For example folder
"samples\Music\Radio\Radio_Honolulu\19411207" could contain audio samples for Pearl
Harbor attack mission and these would be played only if mission date is December 7, 1941.
It's also possible to use "X" in place of day, month or year. For example "1940XXXX" would
mean that all missions taking place during 1940 uses this folder, unless there is more precise
date folder given. Audio samples must be the same standard format (Mp3 with RIFF header
and wav extension) as all other audio clips.
Meacon Object (Masking Beacon)
Meacons were trick to render beacons less usable for the enemy. Meacon basically captures
30 / 35
enemy beacon signal and re-radiates the same signal from different location. Therefore
confusing the enemy trying to use it's own beacons for navigating. This is a stationary object
like the NDB.
YE "Hayrake" Directional Beacon
The ZB/YE system (nicknamed Hayrake) that the allies used was method of finding a way back
home to the aircraft carrier. This system was classified until 1947. ZB is the receiver adapter in
aircraft, working on top of the regular radio receiver. YE is the rotating directional beacon
installed to allied aircraft carriers.
The carrier sent out a Morse code letter for every of 30 degrees of the carrier's compass
direction points synchronized with the position of a rotating antenna. The coded letters for
each of the twelve compass points were changed each day and sent as modulated Morse code
tones. The code was modulated in the lower part of the broadcast band. That broadcast band
RF signal was then used to further modulate the 234 to 258 Megahertz VHF signal. The VHF
signal was mostly line-of-sight. If the pilot could hear two Morse code letters, he would know
his relative position to the carrier. The double modulation would make it difficult for an enemy
to easily detect the Morse content of the signal. The VHF signal was reportedly reliable to
about 40 to 70 miles out for an aircraft at 10,000 feet and further at higher altitudes.
In game YE beacon works following way. Root of the orders menu (tab-key by default) includes
details of all friendly "hayrake" carriers. For example:
ID:FC USS Lexington CV2 ( EWR / KPT / VXZ / ADF )
Code after the carrier name is the Morse code pattern that the YE sends to different directions.
Each letter in code represents 30°. segment starting from 0°. For example carrier transmits K
to 90-120°. So pilot hears K (dash dot dash), the carrier is at bearing 270-300°.
Pilot will use the Next Beacon & Previous Beacon keys to tune the ZB receiver to carrier's YE
frequency (based on ID). If pilot is within the range of the YE beacon, he will hear Morse code
about twice in a minute since the carrier's YE antenna rotates at 2 RPM. Carrier sends the
bearing Morse code for 9 antenna revolutions. This bearing Morse letter is always sent twice in
a row for better clarity. During 10th revolution, carrier sends it's own ID code and after that
the same cycle starts again. Bearing code is randomly generated, but still same for all online
players.
“Hayrake pie” example:
Code is same as above:
EWR / KPT / VXZ / ADF
Aircraft at position 1. would hear Morse
code “KK”. Pilot can determine that the
carrier is at bearing 270-300°
Aircraft at position 2. would hear Morse
code “VX” because it is located between
two segments. Pilot can determine that
the carrier is at bearing 30°.
Aircraft at position 3. would hear Morse
code “DD”. Pilot can determine that the
carrier is at bearing 120-150°
31 / 35
Only USN, USAF, RN and RAAF planes carry ZB receivers. IJN aircraft carriers have normal
NDBs, since Zeros & Vals have fixed D/F-loops and homing indicators. According to our current
knowledge, the Axis didn't have a similar system in use.
YG Directional Beacon
YG was simplified version of the YE which was used on land. This is a stationary ground object
like the NDB that can be placed on ground and is always visible in map & briefing screen with
ID. Functionality is same as with YE, except the code is always fixed and same for all beacons.
Carrier's YE code was changed daily in order to protect the carrier in case enemy would have
found out the code.
The fixed code of YG beacon is
DWR / KAN / UGM / LFS
The following historical ditty was used to remember the code:
"Did Willie Really Kill A Nasty Ugly German Man Last Friday or Saturday."
Lorenz Blind-Landing Beacon
This is a similar stationary object like the NDB beacon. It must be placed certain way at
airports in order to work correctly. The object must be placed at the far end of the runway
viewed from landing plane. Also the red/green guide arrows must be aligned with the runway
and green arrow must be pointing to the planes landing direction. When the Lorenz beacon is
placed this way the marker beacons are automatically at their correct places (although not
visible). The Lorenz beacon is selected same way as NDB. The pilot uses the Next Beacon &
Previous Beacon keys to tune to correct frequency.
Following image shows the placement of Lorenz beacon for standard length runways. Another
Lorenz object for longer runways is included with stationary objects.
Aircraft approaching the runway in dark or bad weather would tune their blind landing receiver
to the broadcast frequency and listen for the signal. If they heard a series of dots, they knew
they were off the runway center-line to the left (the dot-sector) and had to turn to the right to
line up with the runway. If they were off to the right, they would hear a series of dashes
instead (the dash-sector), and turned left. Key to the easy operation of the system was an
area in the middle where the two signals overlapped, where the dots of the one signal "filled
in" the dashes of the other, resulting in a steady tone known as the equi-signal. By adjusting
their path until they heard the equi-signal, the pilot could align their aircraft with the runway
for landing.
Two small marker beacons were also used with Lorenz: one 300 m off the end of runway, the
HEZ, and another 3 km away, the VEZ, modulated at 1700 and 700 Hz, respectively. These
32 / 35
signals were broadcast directly upward and would be heard briefly as the aircraft flew over
them. To approach the runway the aircraft would fly to a published altitude and then use the
main directional signals to line up with the runway and started flying toward it. When they flew
over the VEZ they would start descending on a standard glide slope, continuing to land or
abort at the HEZ depending on whether they could or couldn't see the runway.
Many Luftwaffe planes have a combined blind landing & homing instrument AFN-1 or AFN-2 to
show a visual indication of the Lorenz beam & markers. They are fully functional with Lorenz
blind landing beacon. The vertical needle of the AFN instrument shows the deviation from the
beam center line. The horizontal needle shows the signal strength which roughly correlates
with range to beacon. If you hear series of dots and AFN needle points to left, you are too far
to the left of the beam's center line. If you hear series of dashes and AFN needle points to
right, you are too far to the right from the center line. At center, the dots and dashes merge
into solid signal.
The B-25 has ILS instrument which is much like the German counterpart, except that it's
horizontal needle shows whether plane is above or below correct glide path. This instrument
doesn't work with Lorenz beacon. It needs the Army Air Force Instrument Approach System
beacon to work correctly.
To practice blind landings, try the missions found from Single Player -&gt; Germany -&gt; Bf 110 G-
2.
RDF Equipment Limitations
Typical single engined one man fighter carries only one radio which could be tuned to only a
single frequency at a time. This would mean that pilot could either talk to his squadron/ground
control OR use the radio for homing. For example the typical Luftwaffe fighter radio FuG 16Z
has ZF-FT toggle switch which is used to select either homing mode or voice communication
mode (ZF= Zielflug, FT=Funktelegraphie).
This limitation is presented in IL-2 such way that if player is flying such plane with single radio
equipment and using it in homing mode, he cannot receive any voice radio communication. If
player tries to access orders menu, it's printed with gray font to indicate that voice
communication is disabled. Player can still issue orders, but this switches the homing mode off
automatically.
Bigger planes with several radios and dedicated radio operators don't have this limitation. ZB
receiver doesn't suffer from this limitation since it's working on top of the voice communication
broadcast band. Also blind landing is not affected, since planes have separate blind landing
receivers.
Radio Propagation Model
Radio propagation is the behavior of radio waves when they are transmitted, or propagated
from one point on the Earth to another, or into various parts of the atmosphere. Modeling a
accurate radio propagation for IL-2 would be consuming PC resources way too much, so Team
Daidalos developed a very simplified radio propagation model for 4.10.
Main problem with simulating radio propagation for IL-2 is that the IL-2 world is flat. One of
the main characteristics of radio signal is how well it can travel over the horizon and follow
earth's curvature. This is solved in 4.10 by calculating all signal propagation simulating earth's
curvature. Also signal attenuation is calculated when it faces ground obstacles such as hills &
mountains. This simplified propagation model is needed to prevent player from gaining too
much benefit from radio navigation. For example if player is flying very low and far away from
aircraft carrier, he cannot receive carrier's YE signal since it's VHF signal is blocked by earth's
curvature.
33 / 35
Characteristics of Navigation Aids
NDB:
• Low Frequency
• Follows earth's curvature very well as ground wave
• Travels over the horizon very well
• Low signal attenuation when facing ground obstacles
• Low ionospheric refraction at night increases the range slightly
AM radio station:
• Medium frequency
• Follows earth's curvature as ground wave
• Travels over the horizon fairly well
• Medium signal attenuation when facing ground obstacles
• Ionospheric refraction at night increases the range a lot
YE & YG beacons:
• Very High Frequency
• Mainly line of sight propagation.
• Doesn't travel much over the horizon.
• High signal attenuation when facing ground obstacles
Pilots using radio navigation should be aware of the different effects that may cause incorrect
indications. A pilot should be able to identify these situations and realize that the RFD
indication cannot be fully trusted and another means of navigation should be used.
Night Effect
Radio waves take two paths to the radio compass receiver. The first and normal path is along
the earth’s surface. If only these waves were received, the compass would point directly to the
NDB. The second path is via one or more wave refracting layers above the earth (the
ionosphere) returning to earth to mix with direct waves. Complete changes in the nature of the
waves take place on this path and produce errors in direction.
The ratio of the intensity of indirect to direct waves in the total received signal determines the
liability of error of the radio compass. As the strength of the indirect waves is far greater at
night, errors then are more common and of greater magnitude: this is called ‘night effect’.
Often this effect is more pronounced within an hour of sunrise or sunset, when the changes in
the state of ionization of the upper atmosphere are particularly violent.
The night time range of an NDB is only dependable over distances where the ground wave
transmission predominates, which is approximately 60 miles over land and 100 miles over sea
under reasonable propagating conditions. As the distance increases the ratio of indirect to
direct waves will increase and bearing indications will become erratic. Treat with caution NDB
reception beyond these ranges.
Mountain Effect
Sometimes an effect similar to night effect is obtained in mountainous areas where the energy
received from an NDB consists of two or more waves, one of them direct and others by
reflection from the mountains. Bearing indications are found to change rapidly until the
affected area is passed.
Terrain Effect
The useful range of an NDB is influenced by the type of terrain over which the radio wave
travels. It is greatest over the sea and least over sandy or mountainous country, and an NDB
with a daylight range of 200 miles over the sea may only have a range of little more than 50
miles over unfavorable types of land. Therefore, when an NDB is located on the coastline, its
range in different directions can be expected to vary considerably.
34 / 35
Height Effect
The range of an NDB over the sea is relatively independent of aircraft height. Over unfavorable
terrain it increases considerably with height.
Thunderstorms
A thunderstorm generates a tremendous amount of radio frequency energy and when the
aircraft is near to a storm center the radio compass may show some interference.
Other Features
Ships
All ships, excluding some very small ones (landing craft), are now modelled as "big ships" so
they have bow wave effect and can be damaged concurrently by players in the network.
All ships and particularly submerged submarines are now more vulnerable to close bomb hits.
Big ships also have a revised damage model so that, if they are hit at a vital point, their
maximum achievable speed is reduced due to that damage.
Smoke from ships smokestacks is now visible from longer distance.
Using Runway Lights
Using the static light objects for runway lights is nothing new in IL-2. However, previously the
lights were always lit so it was not possible to use there as realistic war-time runway lights,
which would be switched on only when plane was coming in to land.
Static lights objects are changed so that now they can have an "owner", either red army or
blue army. When runway lights are assigned to an army they're turned off by default. Placing
blue lights at blue airport makes them usable by blue player. Lights with neutral army are
always lit.
When the player is coming to a landing during night he can request runway lights to be turned
on. This is done with a new command "Request Runway Lights" which can be found from the
old "Ground Control" commands menu. The player needs to be close enough and there cannot
be any enemy activity near the airfield. Otherwise the ground control refuses to switch on the
lights.
Ground control will switch off the lights automatically when they see that the player has
landed.
Jettison Stores
The jettison stores feature allows player to drop bombs, torpedoes, Wfr.Gr. 21 rockets and BK
7.5 on Hs 129. Bombs are dropped without arming them so it’s safe to drop them at any
altitude. This feature has a new command in controls menu which needs to be mapped to a
key. Old fuel tank jettison feature remains as it was before.
Player Name & Callsign Filtering
Server can filter out all non-latin & non-cyrillic characters from players name & callsign by
adding filterUserNames=1 to the [NET] section of conf.ini.
35 / 35 </div></BLOCKQUOTE>

AndyJWest
12-21-2010, 06:53 AM
Yup. Woot! as Fruitbat says. http://forums.ubi.com/images/smilies/partyhat.gif

Will need careful reading, but lots of goodies... http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

ROXunreal
12-21-2010, 08:40 AM
just tell me that the FW190 accelerates better than a freight train on the ground

thefruitbat
12-21-2010, 08:42 AM
some stand out stuff for me,

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> Reworked national markings and historical units of Finland, Italy, Romania, Germany,
USSR and GB (RAF & RN) </div></BLOCKQUOTE>

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> high altitude sky color change </div></BLOCKQUOTE>

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> fuselage length in P-51 FM adjusted </div></BLOCKQUOTE>

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> Fw 190 & Ta 152 cockpit "bar" made smaller
This was done by making a 3D render of the original cockpit model so that glass
refraction was simulated. Rendered images did indeed have smaller "bar" without any
actual 3D changes. Final 3D adjustment were made to match the rendered images. </div></BLOCKQUOTE>

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">added new Shilling Orifice carburetor to certain Spitfires
This allows the performance of negative g maneuvers at maximum power without the
engine cutting out. At lower power settings the engine will still cut. </div></BLOCKQUOTE>

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">adjusted aircraft AI gunners accuracy and night behavior
Previously even rookie gunners were able to shoot very accurate short bursts to long
distances. Gunners now have now trouble seeing in dark but player can also reveal
himself to AI gunner by doing something stupid like turning on lights, opening fire or
presenting himself as a silhouette against the moon. </div></BLOCKQUOTE>

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> modified moving tanks so that they don't stop to shoot at fast flying planes with large
caliber cannons </div></BLOCKQUOTE>

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Structural G limits </div></BLOCKQUOTE>

all manna from heaven http://forums.ubi.com/images/smilies/25.gif

Metatron_123
12-21-2010, 08:49 AM
WOW, some changes in the AI and pilot surivability could almost redefine the experience!
I can see-for example- the Mustangs becoming much more deadly when spraying an enemy fighter with .50s.

RegRag1977
12-21-2010, 09:33 AM
I wasn't aware that TD was working on such a quantity of things http://forums.ubi.com/images/smilies/16x16_smiley-surprised.gif ...Wow that is a huge patch, and certainly a huge amount of work!

Respect...and Thank you very much guys, you really ROCK! http://forums.ubi.com/images/smilies/11.gif http://forums.ubi.com/images/smilies/25.gif

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Metatron_123:
WOW, some changes in the AI and pilot surivability could almost redefine the experience!
I can see-for example- the Mustangs becoming much more deadly when spraying an enemy fighter with .50s. </div></BLOCKQUOTE>

Or expect gunners to be "disabled" more often http://forums.ubi.com/images/smilies/icon_twisted.gif ! This is going to be great anyway! http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

JtD
12-21-2010, 10:25 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by ROXunreal:
just tell me that the FW190 accelerates better than a freight train on the ground </div></BLOCKQUOTE>

It certainly does, I have a lot of experience with freight train acceleration and the Fw most certainly beats it.

Ba5tard5word
12-21-2010, 10:32 AM
Wow, that's a lot of stuff, they've been busy! No wonder it's taken so long. Hopefully it comes out real soon. Merry xmas indeed. http://forums.ubi.com/images/smilies/25.gif

eslik
12-21-2010, 11:23 AM
Will this install on top of Ultra Pack?

EJGrOst_Caspar
12-21-2010, 11:27 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by eslik:
Will this install on top of Ultra Pack? </div></BLOCKQUOTE>

Hardly. http://forums.ubi.com/groupee_common/emoticons/icon_rolleyes.gif

JG53Frankyboy
12-21-2010, 11:27 AM
i wouldnt try this !!

install 4.10 over a clean 4.09 !
till your ULTRA Pack will be compatible to 4.10, i guess you will have to wait a little bit.

jbrunner
12-21-2010, 11:33 AM
Amazing! Hope this brings some more folks back to game.

Woke_Up_Dead
12-21-2010, 12:19 PM
Very impressive. Some of the changes like less effective AI gunners, pilot injuries, and G-limits will change the way the game is played. It sounds like this patch will punish recklessness and ultra-aggressive flying. Bombers will have a harder time though.

There will be some whining as always when there is a change, but I hope to see 4.10 on many online servers soon.

Was the flight model change to all Spitfires not explained in further detail, or did I miss it?

Ba5tard5word
12-21-2010, 12:38 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Gunners now have now trouble seeing in dark but player can also reveal
himself to AI gunner by doing something stupid like turning on lights, opening fire or
presenting himself as a silhouette against the moon. </div></BLOCKQUOTE>

Now that is detail!

JG53Frankyboy
12-21-2010, 12:45 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Woke_Up_Dead:
............Was the flight model change to all Spitfires not explained in further detail, or did I miss it? </div></BLOCKQUOTE>

no, it was not further explained. just what kind of Spit the specific versionj is representing, mostly engine/boost pressure wise.

the 4.09 Spit Vs will be 12lb ones, the LF Vs 18lb.
4.10 will ad a early 12lb with negG cut out and 16lb versions and a higher alt one (the Merlin46).

the MkIX explains themselves

JG52Uther
12-21-2010, 12:48 PM
Its nice to have the readme,but I would prefer to have the patch! http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Sillius_Sodus
12-21-2010, 01:03 PM
"• disabled flaps on a slider for planes with up/down flaps only (slider still works, but only
as "two stage")"

Spitfire guys aren't going to like that! http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

stugumby
12-21-2010, 01:12 PM
yea yea, lots of goodies, love the no flaps on a slider, no more chandelle flipper turns by the spitfire guys! And those insane fw-190 mega death zoom dives might be effected by the G limits. looks like some really good stuff coming our way indeed. Im going to have to make a new install over the x mas weekend to prepare for it.

R_Target
12-21-2010, 01:14 PM
Only eight more Spitfires? Lame!

EJGrOst_Caspar
12-21-2010, 01:55 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by JG52Uther:
Its nice to have the readme,but I would prefer to have the patch! http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif </div></BLOCKQUOTE>

Sorry, but we made the experience, that, if we release the Readme BEFORE the patch, then people will really read it. Which is a most wanted behaviour, since this is more than just a readme, its a guide, kind of a manual - it avoids dozens of unnecessary questions.
EDIT: ...hopefully.
http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif

FatCat_99
12-21-2010, 02:22 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by R_Target:
Only eight more Spitfires? Lame! </div></BLOCKQUOTE>
• adjusted ammo count for F6F-3, F6F-5,, Bf 109, Morane & various IL-2 variants

Isn't this worth eight more Spitfires? http://media.ubi.com/us/forum_images/gf-glomp.gif

SlowBurn68
12-21-2010, 02:27 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by R_Target:
Only eight more Spitfires? Lame! </div></BLOCKQUOTE>

LOL

LEBillfish
12-21-2010, 02:44 PM
Have to say I'm a little disappointed about not reading of any fixes to the Ki-61 or Ki-43 after the research was done.....Though perhaps it will be there, I'm doubtful, though can guess why.

K2

WTE_Galway
12-21-2010, 02:59 PM
wow .. the fw190 "bar" gets changed in an official patch and it doesn't even raise a comment.

JG52Uther
12-21-2010, 03:01 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by EJGrOst_Caspar:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by JG52Uther:
Its nice to have the readme,but I would prefer to have the patch! http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif </div></BLOCKQUOTE>

Sorry, but we made the experience, that, if we release the Readme BEFORE the patch, then people will really read it. Which is a most wanted behaviour, since this is more than just a readme, its a guide, kind of a manual - it avoids dozens of unnecessary questions.
EDIT: ...hopefully.
http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif </div></BLOCKQUOTE>
Personally,I don't read them,or only the bits that affect the planes I fly,or fly against.
Never have done.
The people that will come in with a 1001 questions that have already been explained in the readme will do so regardless.

Ba5tard5word
12-21-2010, 03:29 PM
So when's it coming out? I want it I want it I want it!

JG53Frankyboy
12-21-2010, 03:39 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by FatCat_99:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by R_Target:
Only eight more Spitfires? Lame! </div></BLOCKQUOTE>
• adjusted ammo count for F6F-3, F6F-5,, Bf 109, Morane & various IL-2 variants

Isn't this worth eight more Spitfires? http://media.ubi.com/us/forum_images/gf-glomp.gif </div></BLOCKQUOTE>

what 109 ammocount was wrong ??

R_Target
12-21-2010, 03:59 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by FatCat_99:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by R_Target:
Only eight more Spitfires? Lame! </div></BLOCKQUOTE>
• adjusted ammo count for F6F-3, F6F-5,, Bf 109, Morane & various IL-2 variants

Isn't this worth eight more Spitfires? http://media.ubi.com/us/forum_images/gf-glomp.gif </div></BLOCKQUOTE>

Yeah, just having a little fun. It looks like you guys got a lot of work done, and I'm looking forward to the patch. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif http://forums.ubi.com/images/smilies/11.gif

ElAurens
12-21-2010, 04:33 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by LEBillfish:
Have to say I'm a little disappointed about not reading of any fixes to the Ki-61 or Ki-43 after the research was done.....Though perhaps it will be there, I'm doubtful, though can guess why.

K2 </div></BLOCKQUOTE>

Indeed a pity.

Still lots of good things.

Sad there is no map for the proper use of the CW 21.

Romanator21
12-21-2010, 05:00 PM
Oh come on!

DT gave us everything they promised and much more, and it's still not enough?

Anyway, DT, thanks so much for your hard work, and thanks for being patient with us. There's enough content in here to keep me busy for a loooong time.

Happy Holidays!

http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

M_Gunz
12-21-2010, 05:04 PM
This is a great step for IL2. Big thanks to Team Daidalos!

Finally THE BAR gets to be more real, and there is so much more it's only a minor part!

Ba5tard5word
12-21-2010, 05:57 PM
Next up....TUBE LAUNCHER!!!

ATTN OLEG MADDOX!!!!111

Zeus-cat
12-21-2010, 06:26 PM
We have some amazing stuff coming in this next update. Thank you Team Daidalos!!!

wheelsup_cavu
12-21-2010, 06:40 PM
Great stuff coming with this patch. THANK YOU Daidalos Team! http://forums.ubi.com/images/smilies/25.gif


Wheels

stugumby
12-21-2010, 06:46 PM
I think those 8 spitfires are in ultrapack already perhaps?? But the video had a mk9c with the small tail so we shall see, im looking forward to the new and improved hs-129!!

Bearcat99
12-21-2010, 07:40 PM
This is going to be great.... in fact IMO it will put the stock sim back on the map as the main version.. even if temporarily...

wolfhnd
12-21-2010, 09:15 PM
What about 6 DOF?

joeap
12-21-2010, 10:07 PM
Ohhhhh the changes to AI gunners especially firing in the dark, possiblity of engine damage through mishandling and "better" pilot damage modelling I find most intriguing.

Edit: Just noticed THE BAR.

VW-IceFire
12-21-2010, 10:22 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by wolfhnd:
What about 6 DOF? </div></BLOCKQUOTE>
I doubt that will happen... too many cockpits don't properly support it.

Codex1971
12-21-2010, 10:24 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Structural G Limits ... </div></BLOCKQUOTE>

Now lets see how well the turn and burn flyers fare http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

AndyJWest
12-21-2010, 10:44 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Codex1971:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Structural G Limits ... </div></BLOCKQUOTE>

Now lets see how well the turn and burn flyers fare http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif </div></BLOCKQUOTE>

Actually, it is the zoom n' boom flyers that will likely suffer most. In a turning fight, you'll never have the energy to pull enough Gs to do structural damage. The best-rate sustained turn for a typical WWII fighter is well within structural limits.

M_Gunz
12-22-2010, 12:56 AM
P-51's will be shedding wings left and right until players learn to pull stick progressively rather than by reflex.
It's only because thanks to the 'Stang-Fans it is easier than maybe any other IL2 models. Good job, boys! Hope yer proud!

JtD
12-22-2010, 12:59 AM
That's what the new joystick profiles are for, sensitive elevators can thus be better handled.

Codex1971
12-22-2010, 01:10 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by AndyJWest:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Codex1971:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Structural G Limits ... </div></BLOCKQUOTE>

Now lets see how well the turn and burn flyers fare http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif </div></BLOCKQUOTE>

Actually, it is the zoom n' boom flyers that will likely suffer most. In a turning fight, you'll never have the energy to pull enough Gs to do structural damage. The best-rate sustained turn for a typical WWII fighter is well within structural limits. </div></BLOCKQUOTE>

That's why I don't get in the position of needing to turn in the first place.

G limiting will force you to fly conservatively and think more about you next move.

M_Gunz
12-22-2010, 01:17 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by AndyJWest:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Codex1971:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Structural G Limits ... </div></BLOCKQUOTE>

Now lets see how well the turn and burn flyers fare http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif </div></BLOCKQUOTE>

Actually, it is the zoom n' boom flyers that will likely suffer most. In a turning fight, you'll never have the energy to pull enough Gs to do structural damage. The best-rate sustained turn for a typical WWII fighter is well within structural limits. </div></BLOCKQUOTE>

+1

However, exceed VA and pull full deflection then any plane should bend or break somewhere. John Denker points to engine mounts rather than wings but are engine mounts modeled in IL2?

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">2.13.2 Maneuvering Speed

If you are flying in moderate or severe turbulence, you should keep your airspeed below the maneuvering speed, VA. By the same token, you should avoid large, sudden deflections of the controls unless your airspeed is below VA. The idea behind VA is that you want the wing to stall before anything breaks. You may think that a stall is bad, but remember that you can recover from a stall much more easily than you can recover from a broken airplane.

Maneuvering speed means the wing is supposed to stall
before it produces enough Gs to break any part of the airplane.

We say it is supposed to stall, not guaranteed to stall, because the formal definition of VA takes into account only certain types of rough control usage, and only certain types of turbulence (namely purely vertical updrafts and downdrafts). In real life, other possibilities must be considered. For instance, if you start out at VA and fly through an arbitrarily intense wind shear, arbitrarily large forces can be developed. For this and several other reasons, the exact value of VA should not be taken too literally.

Still, the general idea of VA makes sense: If you observe or anticipate a situation that imposes large G loads on the airplane, you should slow down and/or confine yourself to gentler maneuvers.

Unlike VNO, the maneuvering speed varies in proportion to the square root of the mass of the airplane. The reason for this is a bit tricky. The trick is that VA is not a force limit but rather an acceleration limit. When the manufacturers determine a value for VA, they are not worried about breaking the wing, but are worried about breaking other important parts of the airplane, such as the engine mounts. These items don’t directly care how much force the wing is producing; they just care about the acceleration they are undergoing.

By increasing the mass of the airplane, you decrease the overall acceleration that results from any overall force. (Of course, if you increase the mass of cargo, it increases the stress on the cargo-compartment floor — but it decreases the stress on unrelated components such as engine mounts, because the acceleration is less.)

This means you should put VA along with VS and VY etc. on your list of critical airspeeds that vary in proportion to the square root of the mass of the airplane. However, VA depends on real mass not on weight, so unlike the others it does not increase with load factor.
</div></BLOCKQUOTE>

EJGrOst_Caspar
12-22-2010, 01:17 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">That's why I don't get in the position of needing to turn in the first place.

G limiting will force you to fly conservatively and think more about you next move.

</div></BLOCKQUOTE>


Thats true. But mostly bombers and fighterbombers will feel a real difference. Although, if you want, you can damage/destroy any plane by yourself now. ;-)

M_Gunz
12-22-2010, 01:19 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by JtD:
That's what the new joystick profiles are for, sensitive elevators can thus be better handled. </div></BLOCKQUOTE>

Sure. And there will be less stick force available at low speed too, which may not be a bad thing either.

M_Gunz
12-22-2010, 01:20 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Codex1971:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by AndyJWest:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Codex1971:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Structural G Limits ... </div></BLOCKQUOTE>

Now lets see how well the turn and burn flyers fare http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif </div></BLOCKQUOTE>

Actually, it is the zoom n' boom flyers that will likely suffer most. In a turning fight, you'll never have the energy to pull enough Gs to do structural damage. The best-rate sustained turn for a typical WWII fighter is well within structural limits. </div></BLOCKQUOTE>

That's why I don't get in the position of needing to turn in the first place.

G limiting will force you to fly conservatively and think more about you next move. </div></BLOCKQUOTE>

+1

In the long run it should improve the flying of most of not all players.

JtD
12-22-2010, 01:28 AM
In a structurally perfectly designed plane, everything will break at the same time, there's no point in having a strong fuselage, if your wings fail easily, it's just dead extra weight.

I've seen some strength calculations, and the weakest part of the aircraft is different for each plane, there usually are weak points in the wing, as there are in the fuselage. In real life, there's also a difference between high g at high AoA (medium speed) and high g at medium AoA (high speed), due to the moment coefficients of the airfoil, meaning that the centre of lift moves forward as the AoA increases. So wing don't always break, they may also be twisted off.
The issue is complex, and cannot be expected to be reproduced realistically in a simple flight sim game that is supposed to run on medium power computers. Even if somehow the historical data for all planes was suddenly there.

What we will be getting is a very simple way of illustrating some of the issues, differences between fighters and bombers, effects of external stores and a less binary (on/off) behaviour than before. A great improvement overall.

M_Gunz
12-22-2010, 01:33 AM
When different parts fail for different reasons under different conditions, how can they all break at once?

In fact it was known long before then to build non-critical parts to fail before critical parts. That's just engineering!

M_Gunz
12-22-2010, 01:41 AM
There's so much to read, my old eyes get tired. Just caught the Engine reliability option. Full Switch server combat environments will definitely change towards the real, MORE than just one step.

I can see that TD put thought as much as effort into this. THANKS DAIDALOS!

I don't know if you're still alive Joe W/vonTech, but if you are then so much of what you posted long ago on other sims is finally being borne out.

JtD
12-22-2010, 01:57 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by M_Gunz:
When different parts fail for different reasons under different conditions, how can they all break at once? </div></BLOCKQUOTE>

Guess there's the difference between perfect and real.

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">In fact it was known long before then to build non-critical parts to fail before critical parts. That's just engineering! </div></BLOCKQUOTE>

True that, but outside the scope of my statement.

BaronUnderpants
12-22-2010, 06:37 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by AndyJWest:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Codex1971:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Structural G Limits ... </div></BLOCKQUOTE>

Now lets see how well the turn and burn flyers fare http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif </div></BLOCKQUOTE>

Actually, it is the zoom n' boom flyers that will likely suffer most. In a turning fight, you'll never have the energy to pull enough Gs to do structural damage. The best-rate sustained turn for a typical WWII fighter is well within structural limits. </div></BLOCKQUOTE>


Hopefully it will however stop spitdrivers from doing 180 degree, 12g batturns continusly for 15 min AFTER being hit in the wing (with a smoking engine as icing on the cake) http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Bearcat99
12-22-2010, 07:51 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by VW-IceFire:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by wolfhnd:
What about 6 DOF? </div></BLOCKQUOTE>
I doubt that will happen... too many cockpits don't properly support it. </div></BLOCKQUOTE>

That is one mod that many will not want to do without no matter how good the stock sim is...

LEBillfish
12-22-2010, 08:31 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Bearcat99:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by VW-IceFire:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by wolfhnd:
What about 6 DOF? </div></BLOCKQUOTE>
I doubt that will happen... too many cockpits don't properly support it. </div></BLOCKQUOTE>

That is one mod that many will not want to do without no matter how good the stock sim is... </div></BLOCKQUOTE>

Personally I don't like it....makes TIR much more difficult to use for me.

K2

thefruitbat
12-22-2010, 09:13 AM
well, for me its the one reason i will mod my game again after 4.10.

i hate flying without 6 dof now.

That said, i fully understand TeamD's stance on the issue.

M_Gunz
12-22-2010, 09:39 AM
Never used it. How many holes and cracks do you see in-cockpit with 6doF?

deskpilot
12-22-2010, 09:50 AM
Thank you Team Daidalos for all your efforts. this is as others have said a huge patch and includes more than I realised. I am looking forward to installing it. you clearly put loads of thought into it. Salute!

thefruitbat
12-22-2010, 09:54 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by M_Gunz:
Never used it. How many holes and cracks do you see in-cockpit with 6doF? </div></BLOCKQUOTE>

very little indeed.

tends to be only when you really lean in, but tbh its negligible.

had to edit my trackir profile a bit, but it was pretty straightforward.

in this vid you can see me using 6dof, in the 109 theres no holes at all.

<span class="flash-video"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"
codebase="http://fpdownload.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0"
width="1280"
height="745"
><param name="allowScriptAccess"
value="never"
></param><param name="wmode"
value="transparent"
></param><param value="never"
/><param value="transparent"
/><param name="movie"
value="http://www.youtube.com/v/FCrKtHHXPLc?fs=1&amp;hl=en_GB&amp;rel=0&amp;hd=1"
/><param value="true"
/><param value="always"
/><embed pluginspage="http://www.macromedia.com/go/getflashplayer"
type="application/x-shockwave-flash"
wmode="transparent"
allowScriptAccess="never"
src="http://www.youtube.com/v/FCrKtHHXPLc?fs=1&amp;hl=en_GB&amp;rel=0&amp;hd=1"
width="1280"
height="745"
/></object></span>

RegRag1977
12-22-2010, 10:42 AM
"fuselage length in P-51 FM adjusted"

Weird...Can someone explain this? Does this mean that we have to expect some changes with the P51 FM? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

JG53Frankyboy
12-22-2010, 10:53 AM
propably, i would guessing it will become a better gunnery platform..........

AndyJWest
12-22-2010, 10:55 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by RegRag1977:
"fuselage length in P-51 FM adjusted"

Weird...Can someone explain this? Does this mean that we have to expect some changes with the P51 FM? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif </div></BLOCKQUOTE>
As I understand it, one of the numbers in the FM data was incorrect. The suggestion was that this put the CoG in the wrong place, but I never really saw any strong arguments as to whether it was too far forward (which would reduce manoeuvrability) or too far back (which would reduce stability). Evidently, the change must have some effect, otherwise I doubt they'd have bothered.

Razor1uk-LMC01
12-22-2010, 11:28 AM
Looks like it will be good, mmm, can't wait to suffer (& inflict,) the G-excitment of stressing with speed and damage induced ground-pedoing/spearing-dirt.

M_Gunz
12-22-2010, 11:33 AM
View looked good FB tho that HD took my connect down to its knees. Literally over 20 mins to load and watch, pause, load more and watch, etc. But at less res the view would not reveal such detail so that is how it goes.

If you were a bit less aggressive on bringing the nose around, you'd spend more time seeing those Reds below you. I see that a lot on Youtube IL2 vids.

thefruitbat
12-22-2010, 12:41 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by M_Gunz:
View looked good FB tho that HD took my connect down to its knees. Literally over 20 mins to load and watch, pause, load more and watch, etc. But at less res the view would not reveal such detail so that is how it goes.

If you were a bit less aggressive on bringing the nose around, you'd spend more time seeing those Reds below you. I see that a lot on Youtube IL2 vids. </div></BLOCKQUOTE>

Ha, the track was just a gunnery practise exercise that i do from time to time, lol, I just picked a random practise track to see what quality i could achieve in making a youtube vid from il2, and it was never really intended for public consumption!

when i'm practising gunnery, i'm only really interested in shooting, and since its so easy to fly rings around the ai, i tend to abuse the flying side of things http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

PhantomKira
12-22-2010, 08:11 PM
Congratulations, fruitbat. With that track you have, beyond any shadow of doubt, shown me the absolute requirement for head tracking + 6DOF in this sim. Wow! Nice flyin' Tex! http://forums.ubi.com/images/smilies/25.gif

Jaws2002
12-22-2010, 09:19 PM
One of the things I don't like about the way trackIR was implemented in Il-2 is that gunsight view. You should not be able to bring your nose right in the ring like in that movie.
That almost turns the "full switch" settings in wonder wman view.

VW-IceFire
12-22-2010, 09:43 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by AndyJWest:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by RegRag1977:
"fuselage length in P-51 FM adjusted"

Weird...Can someone explain this? Does this mean that we have to expect some changes with the P51 FM? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif </div></BLOCKQUOTE>
As I understand it, one of the numbers in the FM data was incorrect. The suggestion was that this put the CoG in the wrong place, but I never really saw any strong arguments as to whether it was too far forward (which would reduce manoeuvrability) or too far back (which would reduce stability). Evidently, the change must have some effect, otherwise I doubt they'd have bothered. </div></BLOCKQUOTE>
I'm not sure of the mechanics of it but in 4.10 the P-51D seems a little more "planted" and less "squirrely" when you fly it at the limits. The stall is still the historical slam you over on one side affair but it's a little more predictable. Best way I can describe it. Mustang fans will probably enjoy the subtle but slightly better character of the aircraft.

DKoor
12-22-2010, 11:20 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by VW-IceFire:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by AndyJWest:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by RegRag1977:
"fuselage length in P-51 FM adjusted"

Weird...Can someone explain this? Does this mean that we have to expect some changes with the P51 FM? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif </div></BLOCKQUOTE>
As I understand it, one of the numbers in the FM data was incorrect. The suggestion was that this put the CoG in the wrong place, but I never really saw any strong arguments as to whether it was too far forward (which would reduce manoeuvrability) or too far back (which would reduce stability). Evidently, the change must have some effect, otherwise I doubt they'd have bothered. </div></BLOCKQUOTE>
I'm not sure of the mechanics of it but in 4.10 the P-51D seems a little more "planted" and less "squirrely" when you fly it at the limits. The stall is still the historical slam you over on one side affair but it's a little more predictable. Best way I can describe it. Mustang fans will probably enjoy the subtle but slightly better character of the aircraft. </div></BLOCKQUOTE>Hey mate, you play 4.10? http://forums.ubi.com/images/smilies/16x16_smiley-surprised.gif http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif

wheelsup_cavu
12-22-2010, 11:39 PM
Any one know how the MDS handles a <span class="ev_code_yellow">homebase</span> on a moving carrier ? Can it be used on a moving carrier ?
Does it attach the same way as the Target feature ?


Wheels

JG53Frankyboy
12-23-2010, 01:56 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by DKoor:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by VW-IceFire:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by AndyJWest:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by RegRag1977:
"fuselage length in P-51 FM adjusted"

Weird...Can someone explain this? Does this mean that we have to expect some changes with the P51 FM? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif </div></BLOCKQUOTE>
As I understand it, one of the numbers in the FM data was incorrect. The suggestion was that this put the CoG in the wrong place, but I never really saw any strong arguments as to whether it was too far forward (which would reduce manoeuvrability) or too far back (which would reduce stability). Evidently, the change must have some effect, otherwise I doubt they'd have bothered. </div></BLOCKQUOTE>
I'm not sure of the mechanics of it but in 4.10 the P-51D seems a little more "planted" and less "squirrely" when you fly it at the limits. The stall is still the historical slam you over on one side affair but it's a little more predictable. Best way I can describe it. Mustang fans will probably enjoy the subtle but slightly better character of the aircraft. </div></BLOCKQUOTE>Hey mate, you play 4.10? http://forums.ubi.com/images/smilies/16x16_smiley-surprised.gif http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif </div></BLOCKQUOTE>

form the leacked russian Readme:
"IceFire for the mission and testing."
http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

RegRag1977
12-23-2010, 03:24 AM
Thanks JG53Frankyboy, AndyJWest and Icefire for answering my question http://forums.ubi.com/images/smilies/25.gif . I see the P51 won't change much which is nice : i was worried some drastic change would turn my favorite aircraft into something else. I know there has been a lot of complain about the P51, call me stupid but i really like its character as it is now, one hell of a high speed fighter http://forums.ubi.com/images/smilies/icon_twisted.gif .

DKoor
12-23-2010, 03:25 AM
Aww nice http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif .

I think the many will agree with me when I say that this will probably be the best patch for me so far. And we all know there have been many great patches... http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

DKoor
12-23-2010, 03:28 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by RegRag1977:
Thanks JG53Frankyboy, AndyJWest and Icefire for answering my question http://forums.ubi.com/images/smilies/25.gif . I see the P51 won't change much which is nice : i was worried some drastic change would turn my favorite aircraft into something else. I know there has been a lot of complain about the P51, call me stupid but i really like its character as it is now, one hell of a high speed fighter http://forums.ubi.com/images/smilies/icon_twisted.gif . </div></BLOCKQUOTE>
Yes, P-51 is a great fighter. Unfortunately it doesn't fare all that well in dogfight scenarios/servers but was blast for real life, and that is what really matters.

Judging from the game solely, for pure max performance I'd probably choose FW-190D over it in game, but P-51 has many good features vs its opposition that simply cannot be fully exploited in the game.
Hope this new patch brings it closer to home.

M_Gunz
12-23-2010, 04:59 AM
Sounds like P-51 CoG is moved slightly forwards. I am sure that the Stang-Fan Club will be ecstatic and hail this as proof they were right about the FM being wrong for so long. I predict that the gunnery will improve! Certain LW fans will have screaming fits and BearCat will have to be pulled down from the ceiling occasionally and need to be reminded to touch his feet on the ground when he walks!

Oh yes, there will be P-51 threads!

JtD
12-23-2010, 05:22 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by wheelsup_cavu:
Any one know how the MDS handles a <span class="ev_code_yellow">homebase</span> on a moving carrier ? Can it be used on a moving carrier ?
Does it attach the same way as the Target feature ? </div></BLOCKQUOTE>

I was told that having a moving home base on a moving carrier is kind of _the_ point of the whole MDS.

ElAurens
12-23-2010, 05:36 AM
If the MDS is implemented in the official patch as it is in the varioius mod packs you will indeed be able to place a home base on a moving carrier.

It's really a cool feature and should change the way DF servers are percieved. It will also allow moving vehicles on the ground and flights of AI aircraft to be present in "DF" missions.

Erkki_M
12-23-2010, 06:21 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by M_Gunz:
Sounds like P-51 CoG is moved slightly forwards. I am sure that the Stang-Fan Club will be ecstatic and hail this as proof they were right about the FM being wrong for so long. I predict that the gunnery will improve! Certain LW fans will have screaming fits and BearCat will have to be pulled down from the ceiling occasionally and need to be reminded to touch his feet on the ground when he walks!

Oh yes, there will be P-51 threads! </div></BLOCKQUOTE>

I can imagine. "Cant outturn Fw 190s anymore !!!!111!!" anyone? http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

blairgowrie
12-23-2010, 06:42 AM
Anyone hazard a guess how 4.10 will work with UP2.01?

JG52Uther
12-23-2010, 06:46 AM
Doubt it will BG.
Have to wait for UP 2.02... http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

blairgowrie
12-23-2010, 06:49 AM
Thanks Uther. It never ends does it?

JuHa-
12-23-2010, 07:05 AM
There will be such a cry over the new g-limits and stress... and hundreds of broken off virtual wings fluttering to the ground. I'll wager that.

Just remember all the posts about 'P-51's paper wings' that can't take 15G or so.

thefruitbat
12-23-2010, 07:08 AM
i'm looking forward to the whining, always gives me a chuckle to see how worked up some people can become cause there favourite planes doesn't behave like an xwing http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

DKoor
12-23-2010, 07:19 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by JuHa-:
Just remember all the posts about 'P-51's paper wings' that can't take 15G or so. </div></BLOCKQUOTE> http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

RegRag1977
12-23-2010, 09:51 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by JuHa-:
There will be such a cry over the new g-limits and stress... and hundreds of broken off virtual wings fluttering to the ground. I'll wager that.

Just remember all the posts about 'P-51's paper wings' that can't take 15G or so. </div></BLOCKQUOTE>

Yes, just being above and direcly dive on a bogey won't work anymore, one will have to actually "think" http://forums.ubi.com/images/smilies/crackwhip.gif and position carefully before attacking, or even decide not attack at all! Imagine that, awsome... all what good P51 pilots already know muhahahahaha http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif http://forums.ubi.com/images/smilies/59.gif

DKoor
12-23-2010, 11:38 AM
http://forums.ubi.com/eve/foru...181039856#8181039856 (http://forums.ubi.com/eve/forums/a/tpc/f/23110283/m/8181039856?r=8181039856#8181039856)

http://forums.ubi.com/images/smilies/88.gif

R_Target
12-23-2010, 11:42 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by DKoor:
http://forums.ubi.com/eve/foru...181039856#8181039856 (http://forums.ubi.com/eve/forums/a/tpc/f/23110283/m/8181039856?r=8181039856#8181039856)

http://forums.ubi.com/images/smilies/88.gif </div></BLOCKQUOTE>

http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

I have a feeling that 900kph pullout stick-stirring 190 drivers might be in for a surprise too.

thefruitbat
12-23-2010, 12:09 PM
yup, this will be an all colour whine fest http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

M_Gunz
12-23-2010, 01:37 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Erkki_M:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by M_Gunz:
Sounds like P-51 CoG is moved slightly forwards. I am sure that the Stang-Fan Club will be ecstatic and hail this as proof they were right about the FM being wrong for so long. I predict that the gunnery will improve! Certain LW fans will have screaming fits and BearCat will have to be pulled down from the ceiling occasionally and need to be reminded to touch his feet on the ground when he walks!

Oh yes, there will be P-51 threads! </div></BLOCKQUOTE>

I can imagine. "Cant outturn Fw 190s anymore !!!!111!!" anyone? http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif </div></BLOCKQUOTE>

We weill need to bet a virtual beer on that one. I am thinking that the little bit of stability will help the P-51 there in the turn (as well as aiming) more than it hurts. It is only a little bit, IceFire says!

Bearcat99
12-23-2010, 01:44 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by VW-IceFire:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by AndyJWest:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by RegRag1977:
"fuselage length in P-51 FM adjusted"

Weird...Can someone explain this? Does this mean that we have to expect some changes with the P51 FM? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif </div></BLOCKQUOTE>
As I understand it, one of the numbers in the FM data was incorrect. The suggestion was that this put the CoG in the wrong place, but I never really saw any strong arguments as to whether it was too far forward (which would reduce manoeuvrability) or too far back (which would reduce stability). Evidently, the change must have some effect, otherwise I doubt they'd have bothered. </div></BLOCKQUOTE>
I'm not sure of the mechanics of it but in 4.10 the P-51D seems a little more "planted" and less "squirrely" when you fly it at the limits. The stall is still the historical slam you over on one side affair but it's a little more predictable. Best way I can describe it. Mustang fans will probably enjoy the subtle but slightly better character of the aircraft. </div></BLOCKQUOTE>

That was one of the only differences in the HSFX Mustangs that Guse & crew put together.. and they added API rounds to the belting.. The Mustang was pretty squirrely.. Soemtimes it was like trying to balance a plane on a nail.

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by M_Gunz:
Sounds like P-51 CoG is moved slightly forwards. I am sure that the Stang-Fan Club will be ecstatic and hail this as proof they were right about the FM being wrong for so long. I predict that the gunnery will improve! Certain LW fans will have screaming fits and BearCat will have to be pulled down from the ceiling occasionally and need to be reminded to touch his feet on the ground when he walks!

Oh yes, there will be P-51 threads! </div></BLOCKQUOTE>

http://forums.ubi.com/images/smilies/88.gif

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by JuHa-:
There will be such a cry over the new g-limits and stress... and hundreds of broken off virtual wings fluttering to the ground. I'll wager that.
Just remember all the posts about 'P-51's paper wings' that can't take 15G or so. </div></BLOCKQUOTE>

I stopped breaking my wings even in the stock Mustang years ago.. all you have to do is watch your speed and your pitch..

M_Gunz
12-23-2010, 01:54 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by thefruitbat:
yup, this will be an all colour whine fest http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif </div></BLOCKQUOTE>

True! And those unwilling to learn and adapt to the differences will not stop for long time!

BnZ dives more than 2000m may become a very bad idea, but just where the limits will be, I don't know.

With engine reliability option ON, running around full power all the time will also be a no-no. Server to server with it set ON or OFF, there will be 'interesting' posts indeed!

VW-IceFire
12-23-2010, 02:59 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by DKoor:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by VW-IceFire:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by AndyJWest:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by RegRag1977:
"fuselage length in P-51 FM adjusted"

Weird...Can someone explain this? Does this mean that we have to expect some changes with the P51 FM? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif </div></BLOCKQUOTE>
As I understand it, one of the numbers in the FM data was incorrect. The suggestion was that this put the CoG in the wrong place, but I never really saw any strong arguments as to whether it was too far forward (which would reduce manoeuvrability) or too far back (which would reduce stability). Evidently, the change must have some effect, otherwise I doubt they'd have bothered. </div></BLOCKQUOTE>
I'm not sure of the mechanics of it but in 4.10 the P-51D seems a little more "planted" and less "squirrely" when you fly it at the limits. The stall is still the historical slam you over on one side affair but it's a little more predictable. Best way I can describe it. Mustang fans will probably enjoy the subtle but slightly better character of the aircraft. </div></BLOCKQUOTE>Hey mate, you play 4.10? http://forums.ubi.com/images/smilies/16x16_smiley-surprised.gif http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif </div></BLOCKQUOTE>
Yep, as JG53Frankyboy pointed out, I was very honored to be able to provide some help to TD in the form of testing and mission building. I spent hours going through somewhere around 50 mission files adding in way points for the upgraded QMB and then a lot of testing. I also produced some new QMB missions... Not sure if they will be in final build.

The TD guys are good folks and very concerned about putting out a really solid patch. I hope everyone gets a chance to see it soonish. Even I am looking forward to the final build.

GBrutus
12-23-2010, 03:17 PM
Wow, just seen this now and I'm amazed at the sheer amount of awesome goodies we're going to get. Hats off to all involved and a big thank you for making this happen. Not really played IL-2 for a good six months at least so now I'm really looking forward to this. I'm glad the early Spitfire IX variants have made it as these were badly needed for proper Channel missions (whether you like Spitfires or not http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif) .

This has made my day for sure. Well this and the fact that I've just finished work for TWO WHOLE WEEKS!!! http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif http://forums.ubi.com/images/smilies/partyhat.gif

...please tell me this patch isn't due in 'two weeks'... http://forums.ubi.com/images/smilies/16x16_smiley-surprised.gif

Ba5tard5word
12-23-2010, 03:59 PM
I've just been told that it's supposed to be released tomorrow on M4T...

http://media.ubi.com/us/forum_images/gf-glomp.gif

VW-IceFire
12-23-2010, 04:07 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by GBrutus:
Wow, just seen this now and I'm amazed at the sheer amount of awesome goodies we're going to get. Hats off to all involved and a big thank you for making this happen. Not really played IL-2 for a good six months at least so now I'm really looking forward to this. I'm glad the early Spitfire IX variants have made it as these were badly needed for proper Channel missions (whether you like Spitfires or not http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif) .

This has made my day for sure. Well this and the fact that I've just finished work for TWO WHOLE WEEKS!!! http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif http://forums.ubi.com/images/smilies/partyhat.gif

...please tell me this patch isn't due in 'two weeks'... http://forums.ubi.com/images/smilies/16x16_smiley-surprised.gif </div></BLOCKQUOTE>
People who like to shoot at Spitfires should like this now as well since performance will be more appropriately matched to the historical scenario instead of cramming the LF.IX of F.Vb in where they don't belong (for better or worse).

blairgowrie
12-24-2010, 06:34 AM
4.10 for UP2.01 is now available at the Ultrapack website. Sorry no link.

LEBillfish
12-24-2010, 07:46 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by blairgowrie:
4.10 for UP2.01 is now available at the Ultrapack website. Sorry no link. </div></BLOCKQUOTE>

Pity it doesn't make use of the new loadouts, QMB and so on....though I imagine that may all be updated eventually (don't like losing aspects of the stock game for modded).

K2

JuHa-
12-24-2010, 08:24 AM
Hehehe http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Now, after few test flights, I'm lovin' it! Never before really realized just how much G I was pulling, even with a Fw190... Feels truly a great addition to the general FM.

Another thing that I like is the ability to map Zoom into a slider. Good stuff.

voyager_663rd
12-24-2010, 12:20 PM
I can't find a reference to "Fog of War Icons" in the read-me. Anyone have info?

thefruitbat
12-24-2010, 12:33 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by voyager_663rd:
I can't find a reference to "Fog of War Icons" in the read-me. Anyone have info? </div></BLOCKQUOTE>

you and me both, lol.

voyager_663rd
12-24-2010, 12:44 PM
After reading all 35 pages, I feel that this is more of an historical treatise than a game.

Kudos to all concerned.

AndyJWest
12-24-2010, 12:47 PM
Testing a Spit to destruction - Some serious G's:
http://i958.photobucket.com/albums/ae65/ajv00987k/il2fb2010-12-2419-25-15-96.jpg

Heard a nasty-sounding noise after too much of that. Oops! Spot the missing part...
http://i958.photobucket.com/albums/ae65/ajv00987k/il2fb2010-12-2419-26-26-43.jpg

Eventually, it broke entirely...
http://i958.photobucket.com/albums/ae65/ajv00987k/il2fb2010-12-2419-32-36-56.jpg

If wheels are likely to come off, I'd recommend checking the warning lights before landing! The Shilling-orifice-equipped Spit seems to work well: negative G makes it run rich (brown exhaust), but it soon picks up again. http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

Phil_K
12-24-2010, 03:10 PM
I won't mind the new G-limits at all, as long as the AI are subject to them as well.

My guess: they aren't.