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IL2 Cliff of Dover now very good!

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Over the weekend, I tried Il2 Clod multiplayer out. For my first multiplayer experience I selected the Spitfire 1a-100 octaine. In retrospect, I should have watched a tutorial for the start up procedure, engine management, and take off procedures, ahead of time. Boy, did I have a devil of a time getting that lovely looking plane in the air. Once in the air, the Spitfire was all charm. I thought that the Spitfire 1a (100 octaine) was a very well mannered ride, blessed with numerous newbie friendly attributes. l had a really great time.  :salute: MJ

Edited by =69.GIAP=MIKHA
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Over the weekend, I tried Il2 Clod multiplayer out. For my first multiplayer experience I selected the Spitfire 1a-100 octaine. In retrospect, I should have watched a tutorial for the start up procedure, engine management, and take off procedures, ahead of time. Boy, did I have a devil of a time getting that lovely looking plane in the air. Once in the air, the Spitfire was all charm. I thought that the Spitfire 1a (100 octaine) was a very well mannered ride, blessed with numerous newbie friendly attributes. l had a really great time.  :salute: MJ

MJ,the Spit 1a 100oct is my favorite plane.Up to 15000 ft it performs better than than the Spit 2a. One thing I learned early was that the  Rad defaults to Closed when you spawn online, so the very first thing I do when I spawn into the cockpit is open radiator full.And that's where I leave it for the entire sortie.It may cost me a few MPH at 10000 ft but At least I wont forget about it in the   heat of combat.And I wont stew my engine while taxing(coz I forgot to open it).

If I may offer som tips...After take off Drop the pitch down to about 65%,Boost to about 6 and trim the elevator for 1-2 thousand ft/min(depending on your hurry to climb).When you level out drop your pitch to 55% and boost to 3 or 4.You will have good speed and a cool engine ready for combat. ~S~

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MJ,the Spit 1a 100oct is my favorite plane.Up to 15000 ft it performs better than than the Spit 2a. One thing I learned early was that the  Rad defaults to Closed when you spawn online, so the very first thing I do when I spawn into the cockpit is open radiator full.And that's where I leave it for the entire sortie.It may cost me a few MPH at 10000 ft but At least I wont forget about it in the   heat of combat.And I wont stew my engine while taxing(coz I forgot to open it).

If I may offer som tips...After take off Drop the pitch down to about 65%,Boost to about 6 and trim the elevator for 1-2 thousand ft/min(depending on your hurry to climb).When you level out drop your pitch to 55% and boost to 3 or 4.You will have good speed and a cool engine ready for combat. ~S~

Thanks for  heads up, Jaydee. As for the Spitfires 1a, I think she will end up being one of my favorite rides, too. If anyone can pick up this sim for $5,they should. That price is a tremendous value. Il2 Clod is fantastic. I am a big supporter of Il2 BOS and now I am a big believer in Clod, as well. Clod is not the flawed could have been slideshow of a sim that it once was, it is a fantastic and highly immerse combat flight simulation, for sure.

 

I respect and trust the 1CGS  team, because I know that they are a dedicated crew, out to please their customers, and now I also respect and trust Team Fusion, for the same reasons.  Like ROF and BOS, Clod is a must have combat flight sim for dedicated flight simmers, in my opinion. If you can get Clod at $5 or $20, when you get Clod, you are buying into many years of fun. :salute:  MJ

Edited by =69.GIAP=MIKHA
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Perhaps others have experienced similar and can advise...

  • When I turn my head with TrackIR, my head in-game moves closer to the windshield as well as turning to the side. Feels odd!
  • Can one permanently disable the click-pit, rather than having to press F10 every time?
  • I presume there's no workaround for the loss of Force Feedback if you paid the game to enter a menu?
  • I looked through the settings and couldn't find any keys for cockpit lighting. Am I missing something? I wondered if perhaps they're enabled automatically depending on the time of day?

- not sure what the problem with TrackIR is

-you can, but you don't want to do that because of 2nd below

-if you alt-tab out of the game or otherwise exit you will lose FF, but if you slow down to 250kmh or lower and wiggle your stick it should come back

-you adjust cockpit lighting with in cockpit controls... requires mouse.  Typically you have primary or secondary lighting controls... you need to move the mouse around to find them.

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requires mouse

 

Every "clickable" feature does have a corresponding key assignment, actually. Cockpit lighting controls should be labelled "Increase/decrease primary/secondary cockpit illumination" or something like that.

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Can one permanently disable the click-pit, rather than having to press F10 every time?

 

Since this is not possible, workaround:

 

Map the function in Controls>Keys> Camera > "Toggle independent mode" (default F-10) for the same keys that you use for:

Turn on gunsight light and brakes.

 

- Is not need reassign F-10, select the command click on New and assign the others key (is possible several, I test some command with five).

 

So when you turn on gunsight light or release brakes, what typicaly is done at mission start the "Independent mode" is turned OFF together.

 

Sokol1

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There is a new guncam-video made by IIN8II that definitely is among my most favourite ones:

 

 

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That's astounding!

 

As impressive as the work TF has done so far, that is, in my mind, the most impressive change to the game so far.

 

Now that's what I'm talking about...

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Yep been playing the CLOD MOD for some time now and I am actually concerned that the level of detail and complexity of the aircraft in CLOD TF especially with the bombers will trump the final product of BoS. I don't want to find myself pushing aside BoS for CLOD, however it may very well be the case if BoS multiplayer doesn't live up to the same experiences I'm having on the ATAG server with the TF mod.

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Do the planes still have strobe lights in the cockpits as seen in the vid above @ 2:00-2:10?

 

That turned me right off of CLOD.

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I know what it's supposed to be "bud".. but it's the strobe effect "look" that one of the patches added that I'm talking about.  Perhaps it was meant to be sunlight, but sunlight reflections do not blink.  This was added to make aircraft visible if I remember correctly.

 

But that's not what I'm here for.. I'm just asking if maybe this is old footage and it's been worked on (made to look better) since.

Edited by 9./JG54_EZ

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Its usually not too noticeable unless the exact angle and glass and sun height come together. Definitely not a game changer for the 100 playing nightly. Don't expect it to be fixed for some time either.

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Ok, just removed the useless personnal dispute between EZ and Bongo.

Better not start it again.... between you or with others.

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Do the planes still have strobe lights in the cockpits as seen in the vid above @ 2:00-2:10?

 

That turned me right off of CLOD.

 

Yes, still. This glass reflection was in game since release, but in discrete form.

 

Was increased in TF 3.0 as way to improve contact visibility - mainly planes disappearing bellow ~3km.

 

Help in part, but is not visible at long distance where it would be rally useful - like in the old Mig Alley (CloD visible "bubble" is limited - like il-2'46 - and are reduced in official patch's in favor of low end machines).

 

The reflection effect was tuned down in TF 4.0. IMO for a good compromise.

 

But has increased again in TF 4.30 - probable due complains of players about don see contacts... (some seem want to see planes taking off in France, being in Dover... :huh:  )

 

Is visually unpleasant (planes seem fireflies) as it may seem excessive, alias as is fashionable in games nowadays. :biggrin:

 

Sokol1

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Thanks for the straight answer Tektolnes and Sokol1.

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Why do the planes lose trim setting after 10 seconds? I trimmed my Spitfire and then it just seemed to 'pop loose' and start pitching up. It would be gret if it were not for this one anoying feature!

 

 

:(

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Why do the planes lose trim setting after 10 seconds? I trimmed my Spitfire and then it just seemed to 'pop loose' and start pitching up. It would be gret if it were not for this one anoying feature!

 

 

:(

 

in CloD?........never had it happen to me, never heard about it before.

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Why do the planes lose trim setting after 10 seconds? I trimmed my Spitfire and then it just seemed to 'pop loose' and start pitching up. It would be gret if it were not for this one anoying feature!

 

 

:(

What is your airspeed doing? If its steady then it seems like a new bug. Post over at ATAG on the tech forum to get the best answer.

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Why do the planes lose trim setting after 10 seconds? I trimmed my Spitfire and then it just seemed to 'pop loose' and start pitching up. It would be gret if it were not for this one anoying feature!

 

 

:(

For all aircraft types, (some less than others)as speed increases or decreases, trim will change.  It requires constant adjustment by the pilot as the aircraft is taken through its range of speeds, as for example when it enters a high speed dive or  pulls up into a low speed climb.

 

If you take off and trim immediatelyat the approx. 160 mph rotate speed, you will notice the aircraft goes out of trim again as you come up to cruise speed.

 

Throttle and rpm settings also have an effect on trim.

 

The Spitfire has trim tabs for its elevator and rudder... both need to be adjusted to keep the aircraft in trim.

Edited by Buzzsaw

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S!

 

 Even TF has done remarkable job on Cliffs Of Dover, I stopped playing it. There are some issues here and there that simply ruin the otherwise nice experience and has nothing to do with TF.  TF has nailed a lot of bugs and added features, but I think they would need the source code to really make the magic happen. One can always wish ;) Hats off to TF and their work, they've fixed a lot devs did not. But still Cliffs is not my cup of tea, so to say.

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Is what I say: one that install CloD previously and dont like for some motive, forget.

MOD's improved the game a lot, but dont change his "soul".

 

I see this as a "BoB game" only - and  before London attacks. And like. :biggrin:

 

Sokol1

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is there actually a way to defeat the 'steppness' of the head movements and rotations in the game? Even if I set the smoothing in my tracking software to max, the view rotations are still jerky in the game.

Here is a demo video, although it's not the same just watching it on the youtube:

So as you see the movement gets 'steppy' when the speed of movement changes.

I also saw it on many other videos of other people of youtube, but apparently I'm the only one who gets headache from that :D

needless to say I never experienced that in old il2, bos, war thunder.

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I think the boys over at Team Fusion must be some what messianic since what they've made is nothing short of miraculous. Considering I paid $10 for the game in a physical format, I'm totally pleased with the results, now.

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is there actually a way to defeat the 'steppness' of the head movements and rotations in the game? Even if I set the smoothing in my tracking software to max, the view rotations are still jerky in the game.

Here is a demo video, although it's not the same just watching it on the youtube:

 

So as you see the movement gets 'steppy' when the speed of movement changes.

I also saw it on many other videos of other people of youtube, but apparently I'm the only one who gets headache from that :D

needless to say I never experienced that in old il2, bos, war thunder.

 

With my english I dont really understand what you mean, but did you check your framerates?

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With my english I dont really understand what you mean, but did you check your framerates?

probably it's my english :D.

I have stable 60 fps both in clod and in my head tracking software (using ps3 eye camera). It's kinda hard to explain.

The movement is just not smooth. There are clear steps in view rotation. Especially when zoomed in.

Probably here you can see it better, especially when the view moves up and down.

Fun fact, even youtube noticed it!

"We detected your video may be shaky. Would you like us to stabilise it?"

Edited by Tab

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Yes its like different windows when you pan...sometimes it makes for quick viewing if you dont get vertigo..horrible design tho...hit f10 for mouse control if needed

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Just for testing sake, deactivate Vsync.

U will most probably get screencuts, but by that way u can perhabs pin the prob down.

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here are good settings for COD and sweetfx 1.5 for every one who need it for TF 4.315.  

 

http://www.guru3d.com/files_details/sweetfx_shader_suite_download.html. put it in program steam common cliff of dover folder.

 

modify sweetfxsettings.txt with this one.

 

"

  /*-----------------------------------------------------------.
  /                       Description                           /
  '------------------------------------------------------------/
 
Game:
Author:
SweetFX version: 1.5.1
Description:
 
Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.
 
If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
 
This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create.
Just delete this description and fill in your own and then share it with the world.
 
Hope you enjoy my mod.
 - CeeJay.dk
 
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/
 
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
#define USE_EXPLOSION     0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON       0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_ADVANCED_CRT  0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)
#define USE_BLOOM         0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR           0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN   1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_LEVELS        0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_TECHNICOLOR   1 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX           0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME    0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
#define USE_TONEMAP       1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE      1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES        1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA         0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE      0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER        0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER        0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN   0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
 
#define USE_CUSTOM        0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
 
   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
 
#define SMAA_THRESHOLD             0.08  //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS         0  //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG    0  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING          0  //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
 
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION          1  //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND    0  //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
                                         //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red   12.0  //[1.0 to 15.0]
#define Green 9.0  //[1.0 to 15.0]
#define Blue  9.0  //[1.0 to 15.0]
 
#define ColorGamma    1.1  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
 
#define RedC   0.36  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.36  //[0.60 to 0.20]
 
#define Blend 0.45    //[0.00 to 1.00] How strong the effect should be.
 
   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma       1.15   //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
 
#define Exposure    0.02 //[-1.000 to 1.000] Adjust exposure
 
#define Saturation  0.00  //[-1.000 to 1.000] Adjust saturation
 
#define Bleach      0.00  //[0.000 to 1.000] Brightens the shadows and fades the colors
 
#define Defog       0.025  //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.60, 0.30, 0.40) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
 
 
 
   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance     0.15  //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(1.00, 0.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
 
 
   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_mode        0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.18 //[-1.00 to 1.00] The amount of contrast you want
 
// -- Advanced curve settings --
#define Curves_formula     1 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
 
   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone float3(0.00, 0.02, 1.00) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  0.015                   //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.045                    //[0.00 to 1.00] How much to tint the image
 
   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET          9  //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix              1  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold        0  //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin     0  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
 
   /*-----------------------------------------------------------.
  /                     Explosion settings                      /
  '-----------------------------------------------------------*/
#define Explosion_Radius    2.5     //[0.2 to 100.0] Amount of effect you want.
 
 
   /*-----------------------------------------------------------.
  /                      Cartoon settings                       /
  '-----------------------------------------------------------*/
#define CartoonPower         1.5     //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope     1.5     //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
 
 
   /*----------------------------------------------------------.
  /                    Advanced CRT settings                   /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want
 
#define CRTResolution        2.0     //[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma      2.4     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        1.2     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on
 
#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   2.0     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY           -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.00    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)
 
   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom
 
   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower 1.30  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
 
   /*-----------------------------------------------------------.
  /                     LumaSharpen settings                    /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.00   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.035  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
 
// -- Advanced sharpening settings --
#define pattern 2        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.
 
// -- Debug sharpening settings --
#define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
 
   /*----------------------------------------------------------.
  /                       Levels settings                      /
  '----------------------------------------------------------*/
 
#define Levels_black_point 16    //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 235   //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
 
//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
 
 
   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount 0.05         //[0.00 to 1.00]
#define TechniPower 8.00        //[0.00 to 8.00]
#define redNegativeAmount   0.80 //[0.00 to 1.00]
#define greenNegativeAmount 1.00 //[0.00 to 1.00]
#define blueNegativeAmount  0.50 //[0.00 to 1.00]
 
 
 
   /*-----------------------------------------------------------.
  /                      Monochrome settings                    /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
 
 
   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
 
#define RGB_Lift float3(0.950, 0.950, 0.950)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(0.900, 0.900, 0.900)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.000, 1.000, 1.009)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
 
//Note that a value of 1.000 is a neutral setting that leave the color unchanged.
 
 
   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteType       1  //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio   1.00  //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius  1.00  //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope      8  //[2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.
 
 
   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
#define dither_method      1  //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
 
//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.
 
 
   /*-----------------------------------------------------------.
  /                        Border settings                      /
  '-----------------------------------------------------------*/
#define border_width float2(1,20)     //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(0, 0, 0)  //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
 
 
   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode   1  //[1|2|3|4|5|6]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
 
   /*-----------------------------------------------------------.
  /                       Custom settings                       /
  '-----------------------------------------------------------*/
#define custom_strength  1.0 //[0.00 to 1.00] Adjust the strength of the effect
"

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is there actually a way to defeat the 'steppness' of the head movements and rotations in the game? Even if I set the smoothing in my tracking software to max, the view rotations are still jerky in the game.

Here is a demo video, although it's not the same just watching it on the youtube:

So as you see the movement gets 'steppy' when the speed of movement changes.

I also saw it on many other videos of other people of youtube, but apparently I'm the only one who gets headache from that :D

needless to say I never experienced that in old il2, bos, war thunder.

Your not the only one the head movement gives me a headache and sick to my stomach, I'm not sure what one earth the devs were thinking when they made it so prevalent I do a lot of aerobatics in my yak-52 in the real world and yes my head moves a little but near as much as in IL-2 COD. FSX's head movemnts are pretty realistic but COD's are way over the top its like the pilots necks are rubber.

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For all aircraft types, (some less than others)as speed increases or decreases, trim will change.  It requires constant adjustment by the pilot as the aircraft is taken through its range of speeds, as for example when it enters a high speed dive or  pulls up into a low speed climb.

 

If you take off and trim immediatelyat the approx. 160 mph rotate speed, you will notice the aircraft goes out of trim again as you come up to cruise speed.

 

Throttle and rpm settings also have an effect on trim.

 

The Spitfire has trim tabs for its elevator and rudder... both need to be adjusted to keep the aircraft in trim.

 

 

No I'm flying straight and level power setting around 70% and it starts whipping up and down like a rubber band and gyrating.

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Havent heard of anything like that before, are you sure there's not some kind of control conflict? Do you have your trim set to an axis or somesuch...

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No I'm flying straight and level power setting around 70% and it starts whipping up and down like a rubber band and gyrating.

 

S!

 

Can you make a track?

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Do you guys create your own missions when playing? I cant seem to find any usermade missions anywhere that supports TF mod ?

Specifically i have a few interested friends who are not used to flying, therefore the ATAG server might be just a little to tough, and we want to get started with a little coop stuff. Is there anywhere to look for TF missions or do I have to go down the hard road and create it myself?
 

Im far from unexperienced in missionmaking for various games, but its a pretty huge task to create them for this game I think.
So at least a template or something would be awesome.

I know from other games, when you join a public server that mission gets downloaded to your own pc. Does this happen for CloD?

Edited by -=Volks=-Muggi

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