Jump to content

IL2 Cliff of Dover now very good!


Recommended Posts

Posted

Yes Yoyo, i think high reso can help for jaggies.

....

 

@Fifi, I hate You, do You know why?  :P

Posted

What's your screen Yoyo?

Posted (edited)

For Hurricane lovers (clic to enlarge):

 

125554Hurrylanding.jpg

 

616028Hurrylanding1.jpg

 

218449Hurrylanding2.jpg

 

Anyone interested in my SweetFX text file, here it is:  COD_SweetFX_settings.txt

 

As for BOS and ROF, you can use FlightFX  :cool:

Edited by Fifi
Posted (edited)

What's your screen Yoyo?

 

Because I bought monitor like Yours with 2560x1440 after this when I saw Your jaggies!  :lol:  It was a very good move - in this res Cod dont need any AA, AI ect. just SMAA and it looks near perefect! BoS, FSX, DCS, P3Dv2, RoF - I use now only x2 AA in this sims without SuperSampling. Small Pixel - that was it!

 

No edited:

 

0hcz.jpg

 

l4b4.jpg

 

o50y.jpg

Edited by YoYo
Posted

Please, no dispute here about Clod FMs.

 

I'm sure TF has a forum where you can discuss this matter in details.

Posted

Your second quote is wrong as i ground loop like BOS if not touching any control (as i already said above).

First quote i don't understand what you mean by spiral slipstream...my English is limited for technical words.

Posted

There is no dispute.  His question was already answered by people that actually fly Clod.  That's why one didn't even think he was flying the same game.  No worries :)


Spiral slipstream is the euro term for propwash basically.

Posted

Lovely shots of a lovely plane. Map looks good there, too. Are those colours from the modders' efforts?

Posted

Lovely shots of a lovely plane. Map looks good there, too. Are those colours from the modders' efforts?

 

Yes that's the modded game.

 

This one is an awesome clip also:

 

 

Lets hope we can have this type of stuff when BoS comes out.

  • Upvote 2
Posted

Very good, indeed.

79_vRAF_Friendly_flyer
Posted

Yes that's the modded game.

 

This one is an awesome clip also:

 

Than looks really, really good. My wife remarked that sections of the shots, particularly where the camera drives by a row of parked Hurries, looks like real film of actual planes.

 

And yeah, this is the type of things we hope to see in BOS!

Posted

Guys,

 

I'm terribly sorry having to raise this here but Ive already tried to sound for help in the CLoD forum and no one has so far come to my assistance. I have a Logitech Attack3 joystick for flight gaming which works just fine with BOS but doesn't do a thing on CLoD. I can't even locate where one may activate the thing or do the set-up. I'd sure be glad for any assistance here, please.

 

Secondly, is it absolutely vital to download the Team Fusion version 4.00 into CLoD or is it okay to just have the 3.00 and the 3.01? I have the two latter but don't think they do the graphic much service.

 

Awfully grateful for ya help, folks.

If you want to fly online you need TF4. Btw TF patches are not just for graphics, they add aircraft, tweak instruments, flight and engine models, windscreen wear, spotting etc.

 

To bind any axis in clod, in the control options screen there are two tabs: Keys (what you see when you click controls) and Axes. In the axes tab you just double click the axis and wiggle your control.

 

I think that what TF has done with CoD is great and since there are no more official patches coming out you need to patch to whatever the current incarnation of CoD is to fully enjoy it.

 

You should find all you need in this thread on ATAG: http://theairtacticalassaultgroup.com/forum/showthread.php?t=5058&p=52711

 

I'm about 100 hours into CLOD now and personally I think its nothing short of stunning. BoS will really have to deliver if its going to prise me away from this!

 

I have no doubt that BoS will deliver.. but I don't see this as BoS having to compete with CoD.. they way I see it is.. if I want to fly a high fidelity sim over Britain  .. then I will fly CoD for now.. If I want snow.. then I have BoS.. and if I want to fly a high fidelity Mustang then I will be flying DCS.. but for now.. in a lot of ways IL2 still floats my boat as well so...... There will be good times in the WWII flight sim genre for years to come from where I sit..

  • Upvote 2
Posted

Agree with you Bearcat.

Always nice to have plenty different sims, and war theatres.

Perso i always prefered Western European theatre, probably because i readed and watched more about it...and beeing French, it's more about our history too :) 

No need to compete VS BOS. Those sims are complementary even with some differencies.

Nevertheless, i'm hardly waiting what DCS will release about Western front. 

Posted

Spiral slipstream is the euro term for propwash basically.

 

 

Not true.  Plane with 2 engine have two propwash, but no spiral slipstream. Quax is right - no slipstream in CloD.  Propwash induce spiral slipstream when mounted in front of fuselage only.

  • Upvote 2
Posted

Not true.  Plane with 2 engine have two propwash, but no spiral slipstream. Quax is right - no slipstream in CloD.  Propwash induce spiral slipstream when mounted in front of fuselage only.

 

I think you need to learn the basics 1st.  I don't even know where to begin with what you just said.  I'd suggest some reading here: http://www.eng-tips.com/viewthread.cfm?qid=224619 1st off

 

As far as the game is concerned, I'll just simply show it in the FM so you can go hide behind your next 2nd account.

               #region Loading prop Aerodynamics

                //section = "Aerodynamics";

                v3_prop_polar_lineCyCoeff    = I.get(section, "lineCyCoeff", 0.0f);

                v3_prop_polar_AOAMinCx_Shift = I.get(section, "AOAMinCx_Shift", 0.0f);

                v3_prop_polar_Cy0_0          = I.get(section, "Cy0_0", 0.15f);

                v3_prop_polar_AOACritH_0     = I.get(section, "AOACritH_0", 16.0f);

                v3_prop_polar_AOACritL_0     = I.get(section, "AOACritL_0", -16.0f);

                v3_prop_polar_CyCritH_0      = I.get(section, "CyCritH_0", 1.1f);

                v3_prop_polar_CyCritL_0      = I.get(section, "CyCritL_0", -0.8f);

                v3_prop_polar_CxMin_0        = I.get(section, "CxMin_0", 0.026f);

                v3_prop_polar_parabCxCoeff_0 = I.get(section, "parabCxCoeff_0", 0.0008f);

                v3_prop_polar_Cy0_1          = I.get(section, "Cy0_0", 0.65f);

                v3_prop_polar_AOACritH_1     = I.get(section, "AOACritH_0", 15.0f);

                v3_prop_polar_AOACritL_1     = I.get(section, "AOACritL_0", -18.0f);

                v3_prop_polar_CyCritH_1      = I.get(section, "CyCritH_0", 1.6f);

                v3_prop_polar_CyCritL_1      = I.get(section, "CyCritL_0", -0.75f);

                v3_prop_polar_CxMin_1        = I.get(section, "CxMin_0", 0.09f);

                v3_prop_polar_parabCxCoeff_1 = I.get(section, "parabCxCoeff_0", 0.0025f);

                v3_prop_polar_parabAngle     = I.get(section, "parabAngle", 5.0f);

                v3_prop_polar_declineCoeff   = I.get(section, "Decline", 0.007f);

                v3_prop_polar_maxDistAng     = I.get(section, "maxDistAng", 30.0f);

                #endregion



                #region Loading Sound Properties

#if USE_FMOD

                propellorGroupName = "core/Prop/Default";

                propellorGroupName = I.get(section, "fsound", propellorGroupName);

#endif

                #endregion



                #region Post-Processing

                v3_prop_r = propdiameter*0.5d*0.75d;

                v3_prop_i = propmass*propdiameter*propdiameter*0.083d;

                //v3_prop_s = v3_prop_r*v3_prop_r*v3_prop_blades_count*0.08666666666667d;

                v3_prop_s = 0.05d*propdiameter*propdiameter*v3_prop_blades_count*(0.5d*bladeshapex);

                v3_prop_mass = propmass;

                #endregion



            }

            #endregion



            #region Secondary Functions

                 /*

            internal void calcAfterburnerCompressorFactor() {

              if (afterburnertype == Motor.AfterburnerTypes.MW50 || afterburnertype == Motor.AfterburnerTypes.La5FuelInjection || afterburnertype == Motor.AfterburnerTypes.La5AutomatedFuelInjection || afterburnertype == Motor.AfterburnerTypes.MustangSpecific || afterburnertype == Motor.AfterburnerTypes.SpitfireSpecific || afterburnertype == Motor.AfterburnerTypes.C3FuelInjection || afterburnertype == Motor.AfterburnerTypes.NO2Injection || afterburnertype == Motor.AfterburnerTypes.WaterMethanolInjection || afterburnertype == Motor.AfterburnerTypes.WaterInjection) {

                double maxRPM = compressorRPM[nOfCompPoints - 1];

                double maxATA = compressorATA[nOfCompPoints - 1];

                nOfCompPoints--;



                int p1 = 0;

                int p2 = 1;

                double ATA = 1.0d;

                double RPM = maxRPM;

                if (nOfCompPoints < 2) {

                  afterburnercompressorfactor = 1.0f;

                  return;

                }

                if (RPM < 0.1d) {

                  ATA = Atmosphere.pressure(0.0d) / Atmosphere.P0;

                } else if (RPM >= compressorRPM[nOfCompPoints - 1]) {

                  ATA = compressorATA[nOfCompPoints - 1];

                } else {

                  if (RPM < compressorRPM[0]) {

                    p1 = 0;

                    p2 = 1;

                  } else {

                    for (int i = 0; i < nOfCompPoints - 1; i++) {

                      if (compressorRPM[i] <= RPM && RPM < compressorRPM[i + 1]) {

                        p1 = i;

                        p2 = i + 1;

                        break;

                      }

                    }

                  }

                  double dRPM = compressorRPM[p2] - compressorRPM[p1];

                  if (dRPM < 0.001d) {

                    dRPM = 0.001d;

                  }

                  ATA = compressorATA[p1] + (RPM - compressorRPM[p1]) * (compressorATA[p2] - compressorATA[p1]) / dRPM;

                }

                afterburnercompressorfactor = maxATA / ATA;

              } else {

                afterburnercompressorfactor = 1.0d;

              }

            }*/





                /*

            internal void initializeInline(double vmax) {

              propsequivalent = 0.26d * propr * propr;

              enginemomentmax = horsepowers * 746.0d / wmax;

            }

                 *

                 *

                 * */

            internal void initializeJet(double vmax) {

                /*   TODO

              propsequivalent = ((cylinders * cylinders) * (2.0d * thrustmax) / (Motor.getFanCy(propaoa0) * Atmosphere.ro0 * wmax * wmax * propr * propr));

              computePropForces(wmax, 0.0d, 0.0d, propaoa0, 0.0d);

              enginemomentmax = propMoment;

                 */

            }

            internal void initializeTowString(double curForce) {

                /*

              propForce = curForce; // TODO ??? never used ???

                 */

            }



                         /*

            private void insetrPoiInCompressorPoly(double RPM, double ATA) {

              int i;

              int j;

              for (i = 0; i < nOfCompPoints; i++) {

                if (compressorRPM[i] < RPM) {

                  continue;

                }

                if (compressorRPM[i] == RPM) {

                  return;

                }

                break;

              }

              for (j = nOfCompPoints - 1; j >= i; j--) {

                compressorRPM[j + 1] = compressorRPM[j];

                compressorATA[j + 1] = compressorATA[j];

              }

              nOfCompPoints++;

              compressorRPM[i] = RPM;

              compressorATA[i] = ATA;

            }

                        */

            /*

            private static double propForce;

            private static double propMoment;

            private void computePropForces(double omega, double vAir, double phi, double alpha, double alt) {

              double vProp = omega * propr;

              double wAirSq = vAir * vAir + vProp * vProp;

              double wAir = System.Math.Sqrt(wAirSq);

              double p = 0.5d * Motor.getFanCy(Geom.RAD2DEG(alpha)) * Atmosphere.density(alt) * wAirSq * propsequivalent;

              double q = 0.5d * Motor.getFanCx(Geom.RAD2DEG(alpha)) * Atmosphere.density(alt) * wAirSq * propsequivalent;

              if (wAir > 300.0d) {

                double waveResCoeff = 1.0d + 0.02d * (wAir - 300.0d);

                if (waveResCoeff > 2.0d) {

                  waveResCoeff = 2.0d;

                }

                q *= waveResCoeff;

              }

              if (wAir < 0.001d) {

                wAir = 0.001d;

              }

              double normV = 1.0d / wAir;

              double sinTheta = vAir * normV;

              double cosTheta = vProp * normV;

              double forceCoeff = 1.0d;

              if (vAir < vopt) {

                double dV = vopt - vAir;

                forceCoeff = 1.0d - 0.00005d * dV * dV;

              }

              propForce = forceCoeff * (p * cosTheta - q * sinTheta);

              propMoment = (q * cosTheta + p * sinTheta) * propr;

            }

            */



            #endregion



            // ------------------------------------------------------------------------------------





        } // eoc..





    } // eoc..





} // eoc..

} // eonamespace..

So

Posted

You think BoS is wrong ?   why you attack me ?    forget it

Posted (edited)

You think BoS is wrong ?   why you attack me ?    forget it

 

I didn't attack you.  I simply proved what you said was false.  No need to get upset about it.  Next time you should know what you're talking about or not make such false claims.

Please, no dispute here about Clod FMs.

 

I'm sure TF has a forum where you can discuss this matter in details.

 

 

Also - This!

Edited by ATAG_Bliss
Posted

Please, no dispute here about Clod FMs.

 

I'm sure TF has a forum where you can discuss this matter in details.

 

sorry - didnt see

 

 

 

but spiral is not propwash   ;)

Posted (edited)

sorry - didnt see

 

 

 

but spiral is not propwash   ;)

 

Might again, want to recheck your facts m8.

 

 

 

Spiral slipstream (also known as spiraling slipstream, propwash in the US, or just slipstream in the UK) is a spiral-shaped slipstream formed behind a rotating propeller on an aircraft. The most noticeable effect resulting from the formation of a spiral slipstream is the tendency to yaw nose-left at low speed and full throttle. This effect is caused by the slipstream acting upon the tail fin of the aircraft: the slipstream causes the air to rotate around the forward-aft axis of the aircraft, and this air flow exerts a force on the tail fin, pushing it to the right. To counteract this, some aircraft have the front of the fin (vertical stabilizer) slightly offset from the centreline so as to provide an opposing force that cancels out the one produced by the slipstream, albeit only at one particular (usually cruising) speed, an example being the Hawker Hurricane fighter from World War II.

 

I put it in bold to help you out. 

Edited by ATAG_Bliss
Feathered_IV
Posted

This one is an awesome clip also:

 

 

Lets hope we can have this type of stuff when BoS comes out.

 

Cracking video that.  Enjoyed it immensely.  :salute:

Posted

so you can go hide behind your next 2nd account.

This is a strong accusation (That Svetlana is a second account of someone else), can you prove it? (PM if you can).

Feathered_IV
Posted

CloD is certainly looking good, and online play must be where its at.  As an offliner I find the thing that has me quitting in frustration after only a few minutes is the voice acting for the AI.  I can't put into words how awful it is.  It's comparable to the first Resident Evil game :wacko:

 

Over the last few days I found an online audio converter that allows me to take some of Il-2's speech files in .wav format, and convert them to OGG that clod uses.  Using this I can swap out the more godawful samples such as Forrest, Lorag, I'll Fly your Wing, and the mildly surprised Approximately.  Not to mention that geriatric Tallyhoooo! 

Still more than 3000 individual samples to go, but having already replaced many with mic clicks and static samples as placeholders, it's starting to sound pretty good.  I might even have a chance of finishing the RAF Campaign and seeing how that very Russian story of class-struggle pans out.  ;)

Posted

Amen to that, Feathered_IV.

Posted (edited)

I might even have a chance of finishing the RAF Campaign and seeing how that very Russian story of class-struggle pans out.  ;)

 

You really seem to be a hardcore SP-player, Feathered. I lost interest in the campaign after the fourth mission or so. ;)

 

Did you ever consider trying one of the community-made campaigns like Redux and Battle for Malta? I have not tried them (pure MP-player) but what I read from others really good campaigns both for RAF and LW pilots.

Edited by DUI
Posted

In addition to DUI post above, also Desastersoft campaigns are quite incredibly well done. But you have to pay for.

Very hard campaign to reach goals though.

Posted (edited)

In addition to DUI post above, also Desastersoft campaigns are quite incredibly well done. But you have to pay for.

Very hard campaign to reach goals though.

 

Yes, those campaigns surely are good. Your wingmen will still be mostly useless though.

 

Besides, does anyone have solid information whether the translation of Channel Battles has been abandoned for good?

Edited by Picchio
Feathered_IV
Posted

Hi DUI and Fifi.  It's true I do enjoy singleplayer the most.  It's a bit of a love/hate relationship, as there are so many things that could be done to make the experience truly amazing, if only the developers really, really put their minds to it. 

 

I'm planning on doing the redux campaign after I get through the stock RAF one.  It will be a great yardstick to gauge all else by in the future.  The real life history of the Malta campaign is something of especial interest for me, for that reason I cannot handle the Sahara textures and Afrika Korps skins of the stand-in campaign.  For a couple of years now I've been working on landscape textures and research for a Malta map in Il-2, so I'm too steeped in the subject to find the current clod one attractive (very happy to contribute textures etc should TF come calling though!).

 

The Desastersoft campaigns might be alright, but my Holy Grail would be a Blenheim campaign for the BoB period and slightly after, when the Channel-stop operations were going on.  Mind you, with a real life loss rate of 30% on each mission and a one in four chance of surviving a tour (3% chance of surviving two tours according to a 1942 study) the campaign would likely be pretty short!

 

Just once I'd like to fly a 109 on a close escort mission to London and back, just to see how the fuel situation plays out.  If this little venture into ai voice editing pans out (250+ samples replaced and counting) it might be the thing that helps me finally get the enjoyment I always hoped for from it.  ;)

Posted

You should find all you need in this thread on ATAG: http://theairtacticalassaultgroup.com/forum/showthread.php?t=5058&p=52711

 

I'm about 100 hours into CLOD now and personally I think its nothing short of stunning. BoS will really have to deliver if its going to prise me away from this!

 

Thanks man! I'll def try it out.

Think I even met Lewis & co. at Duxford a cpl of years back. Great gang  :good:

  • Upvote 1
Posted

 

Over the last few days I found an online audio converter that allows me to take some of Il-2's speech files in .wav format, and convert them to OGG that clod uses.  Using this I can swap out the more godawful samples such as Forrest, Lorag, I'll Fly your Wing, and the mildly surprised Approximately.  Not to mention that geriatric Tallyhoooo! 

Still more than 3000 individual samples to go, but having already replaced many with mic clicks and static samples as placeholders, it's starting to sound pretty good.  I might even have a chance of finishing the RAF Campaign and seeing how that very Russian story of class-struggle pans out.  ;)

 

 

You notice that all voice files under 5kb (around 30~40 per actor) are broken  - dont play - but if you replace then for a proper file sounds ok?

 

Sokol1

Feathered_IV
Posted

I did wonder at that.  I changed many of them to working samples and swapped others for mic clicks.  Seems to work alright.

It's very frustrating though that the setup of voices is so incredibly bad.  I thought the original Il-2 series was impoverished when there were only nine voice actors per-nation.  Clod has just two.  :o: 

 

The GB Actor2 files don't seem to work for the RAF either.  Just to be sure, I swapped them for the German voices and set the AI to have Actor2 as their designated speaker in an FMB test mission.  All aircraft continued to use the actor1 samples regardless.

 

Added to that, the game is programed so many of the samples are playing from the players perspective only.  Every other game producer in the last twenty years seems to understand that the players voice is silent, an the companions are the ones who do the talking.  Clod reverses this and if you give an order to change formation for example, you do a laborious number of button presses to do so, then hear your character give the verbal order while the half dozen wingmen give no reply.  The only time they do tend to speak is when they've happily shot all their ammunition off in the first thirty seconds of an engagement, then inform the player at regular intervals that they will fly his wing for the rest of the fight.

 

The sector controller certainly has a very great deal to say though.  The continuous and lamentable Libravox quality recital of headings and altitudes during a battle is intolerable to say the very least.  If a controller had really kept up such an unprompted babble while a squadron was in action, I think the pilots would have shot him themselves.  I'm very tempted to render those samples silent or remove them altogether.  I'll probably get more enjoyment from the game if I just rely on the HUD messages to receive information on enemy movements.

  • Upvote 1
Posted

The sector controller certainly has a very great deal to say though.  The continuous and lamentable Libravox quality recital of headings and altitudes during a battle is intolerable to say the very least.  If a controller had really kept up such an unprompted babble while a squadron was in action, I think the pilots would have shot him themselves.  I'm very tempted to render those samples silent or remove them altogether.  I'll probably get more enjoyment from the game if I just rely on the HUD messages to receive information on enemy movements.

 

This matter is mentioned in the last book i readed about BOB (by Johnnie Johnson).

He said few times the controler voice was very quiet/calm and clear for each annoucment, and he loved to hear him for the reassuring voice he had.

It always calm down his anxiety before the possible fight.

Hearing the COD English side controler, it's pretty spot on (IMO of course  :) )

Feathered_IV
Posted

Hi Fifi, I know what you mean about the real life controllers. I think I've got Johnson's book too and remember that particular passage.

 

The bit I find difficult with Cliffs' version is the robotic nature of the speech samples. And the way the fellow talks continuously and unbidden to nobody in particular. I think I'll remove him entirely as a bit of a test and see if the feeling in flight improves.

 

Thanks heaps for posting your SweetFX settings by the way. I tried them out last night and they're a keeper! :)

Posted

Hi Feathered

I also find some speech a bit off. Furthermore some aren't working at all, as you said. For German side, i don't know as i don't understand 99% of words  :biggrin:  but guess it's the same. 

 

Voices + radio order commands are messy here too, and i hope Team Fusion could re-work them from scratch some day.

Too many sub-sections for radio commands for me. By the time i'm able to give an effective order, i have flown 8Km zigzagging  :lol:

And still some essential order don't exist, like stay in formation or return to base or brake the fight.

How many time i found myself suddently alone, because my squad directely engaged bandits without warning!

And by the time i'm able to spot them again fighting, it's often too late.

That's why most of time i prefer not beeing leader  :huh:

 

An other nice one from my Enlightned Florist Spitfire career (i have to think to pause the game to take some fights screenshots too)

 

423189Spitformation.jpg

  • Upvote 2
Posted

Made a small mistake in above SweetFX text file...prefer this one instead: attachicon.gifCOD_SweetFX_settings.txt

Sorry for this.

Thanks Fifi, I've been admiring your screenshots.

  • Upvote 1
Posted

Thanks all!

 

Without 20mm guns, targets are often hard to bring down. Aiming for engine (s) is probably the key, or killing the pilot, without wasting too much ammos! 

When you think you're close enough, keep closing! ...praying for bad ennemy gunners  :)

Frustrating sometimes, but well spotted in COD for me.

 

593245Hurryattackfromcockpit.jpg

 

290616Heinkelattack.jpg

Feathered_IV
Posted

Those Heinkels are tricky beasts to bring down. The big whale tail seems to mask the engines from a stern attack quite well. I often have to kick some rudder and swing out to the side to get a good shot.

Posted

Do the control surfaces and in cockpit controls still jump/jitter when moved or is the animation finally smooth?

Guest
This topic is now closed to further replies.
×
×
  • Create New...