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Combined readme for Team Fusion Simulations Beta Patches v3.00-v4.312


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Posted (edited)

Welcome to Team Fusion's free community addition to 1C's IL-2 STURMOVIK, CLIFFS OF DOVER.

For new users and getting installed and up and running, we recommend you see the "Beginner's Guide" in the Technical Section of the official IL-2 CLIFFS OF DOVER website here:

https://forum.il2sturmovik.com/forum/104-il-2-sturmovik-cliffs-dover/

Please also see the Team Fusion Wiki page for Pilot Manuals and other details and instructions:

http://www.theairtacticalassaultgroup.com/wiki/doku.php?id=start

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Обратите внимание, русскоязычные!

Чтобы включить русский язык с патчем TF 4.312, выполните следующие действия:

В Windows перейдите в папку «Мои документы» ... на английском языке:

\Documents\1C SoftClub\il-2 sturmovik cliffs of dover - MOD

Откройте папку, выберите следующий файл Блокнота Windows:

"confUser"  ( .ini )

Откройте файл, прокрутите вниз, пока не увидите этот раздел:

[MOD]

ExtendCloudsDistance=yes

ZoomSpeed=3

Теперь добавьте эту строку:

GameLanguage=Russian

Сохранить файл, выйти и играть в игру. :)

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Combined READ ME for all Team Fusion patches up to TF 4.312

TF 3.0

AIRCRAFT
All Aircraft Reflections
* Added reflections from the sky and clouds to all aircraft surfaces (the effect depends on the weathering setting. 100% weathering=no effect, 0% weathering=brand new propaganda poster looking shiny aircraft. Set the weathering slider to your personal liking).
* Added reflections to canopy glass surfaces.
* Lowered the whitening effect from sun reflections in the propeller.
* Increased reflectiveness for distant glass surfaces (the effect seeks to simulate the real life phenomena of sun reflections in glass surfaces being very easy to spot at long distances).

All Cockpits
* Altimeter algorithm revised and more accurate on the new default setting of 1013mB.

Blenheim Cockpit
* Corrected compass markings.
* Decayed radium paint corrected back to 'as new.'
* Oxygen gauges now show 'contents.'
* Starboard throttle controls corrected to green.
* Heir file edited to remove old oxy gauge needle.

Hurricane Cockpit (All models)
* Replaced 37 gallon spitfire fuel gauge with 33 gallon hurricane fuel gauge.
* Corrected course setter ring cardinal point coloration.
* Added compass correction card to holder.
* Positioned oxygen gauge needles to simulate oxygen in the tank (gauge remains non functioning). [back to readme index]

JU87 Cockpit
* Corrected incorrect Kraftstoffrest label.


Bf110 Cockpit
* Corrected German "Prebluft-Druckbehalter" tooltip.
* Corrected incorrect Bombenzunder label.
* Corrected incorrect "drucken" label.
* Corrected incorrect Kuhlerklappen label.
* Corrected incorrect "Pumperprufung" label.
* Fixed Bf110 fuel switching mechanism.

Spitfire Cockpits
* This mod creates separate pits for 3 'classes' of Spitfires, MKI, MKIA and MKII.
* Changes have been made in the MKI/IA pits to better reflect the evolution of the Spitfires cockpit. through the Battle of Britain period. MKII is left 'standard' with the exception of corrections to compass markings.

Tiger Moth Cockpit
* 'Grey' needles now white.
* Instrument faces corrected to '40 era types.
* 'football team names' replaced with correct markings in T&S gauge.
* Compass markings corrected.

MAPS
Stock Map Texture/Trees:
* Adjusted to more realistic colours (only England so far).
*Map environment set to Standard Day of 1013mB / 15 C at Sea Level.

NEW MISSIONS

Single player:
* Ju88's over Manston (Hurricane 100oct high altitude Ju88 bomber interception over Manston airfield).

Quick missions:
* QM 026 - A high altitude intercept quick mission.
9000m intercept of escorted 109 fighter bombers.

*QM 027 - High altitude dogfight (Bf109's v Hurricanes) at 21,000 ft (6,400m).
FMs

Summary of Major FM/EM changes between Stock And this TF MOD
-Altimeter model completely reworked; affects Ceilings and hi alt Vmax on all types.
-All German Radiator settings and temps reworked Max temp now 100C amd 95C on some types.
-5Min Rating is a real engine limit and sets the Overheat and Mechanical damage thresholds.
**CAUTION** Exceed the 5Min Rating at your Peril.
-All FM's extensively reworked.
-All aircraft performance and engines re worked.
-Merlin Rumbles Fixed
-Structural G Limits added (Ultimate Load only)
-JU88 Bomb Doors restored to Manual operation.
-JU88 prop now VP with increased Blade range to ensure enough Coarse control at 2100RPM
-JU88 Brakes corrected to standard OKL Toe brakes.
-Trim Change with Landing gear extension added to some types.
-BF110 Fuel Transfer system reworked.
-BF109E4N (C3/100Octane) introduced.
-HEIIIH/P Now Variable Pitch only
-Introduction of 100 Oct variants of DH 2 Pitch Spitfire and Hurricanes
-Hurricane Pitch bobble worked on but still not fully removed.
-Boost cutout switches Physical movement restored to 87 Octane Hurricanes and Spitfires.
-DH82 Engine Tweeks + Overheat routines (and correct IAS versus power)
-DH82 Slats locking IN or OUT no longer incremental.
-SU26 Engine Values now real World
-Everything is based on Standard Atmosphere base 1013 / 15C.

BALANCING
This is always the bogey man with flight sims. No attempt at balancing per se has been made. The intention was to achieve documented performance with each type. If this could not be achieved (due lack of Sim coding capability and or knowledge of that code) then the relative performance between comparative types was the goal. We wont ever get it perfect. Ceilings are a case in point.

Huge amounts of work have been done here to eliminate or minimise the CLOD altitude bug. Varied methods have been used to achieve this (and the methodology will be kept to those that need to know) . In the end we set a baseline minimum altitude capability of 30,000ft/9133m for most single engine fighter types and this has been achieved. Some types (for you to find out) can fly a bit higher than this.

NEW TYPES
BF109E4N is now included. This is basically a 109E4 with DB601N running C3/100 octane fuel. Its a suitable adversary to the Spit IIA.
Introduction of 100 octane variants of the Spit MKI and Hurricane MKI 2 pitch types.

STRUCTURAL G
We have implemented Structural G based on Ultimate load to all flyables. This does not take into account weight reduction due fuel and or a stores expenditure. At this stage blanket Ultimate load values of +10/-4 have been applied to all single engine fighter types. Heavy Fighters BF110 +8/-3. Exceed the ultimate load and you will lose a wing. Few if any types have sufficient elevator authority to exceed the negative G limit. No deformation due to minor over G occurs. At this stage it is beyond the game engine capability. Heavy/Medium level bombers (HEIII,BR20, +4/-2), Medium DB (JU88)Blenheim IV , +6/-3, JU87B +10/-4 Values not added to AI types until we are sure of their reaction. You may decide that a specific Key binding is required for the bombers to set up their elevator pitch sensitivity to minimise the risk of Overstress. These were big aeroplanes with significantly higher stick forces than the fighter types.

TRIM CHANGE WITH FLAP
This has been corrected so that a nose down trim change will occur with flap deployment. It is most noticeable in the Spitfire with its simple two position flap system. It is barely noticeable in BF110. IRL the BF110 had a fairly strong natural tendency to pitch up with flap selection, this was countered by a mechanical interconnection with stab that moved automatically to compensate the trim change. This mechanism is not modelled in CLOD. We have represented this by a very slight up trim change with flap selection.

TRIM CHANGE WITH LANDING GEAR
Most aircraft types with longitudinally operating landing gear (Blenheim,HEIII,BF110,BR20,JU88 etc) experienced some trim changes with Landing gear extension. There are two reasons for this C of G change and a raising and or lowering of the drag line. These 2 factors generally operate against each other, however the C of G change tends to dominate. In those types with longitudinally operating landing we have incorporated a Nose UP trim change with gear extension, and vice versa.

ATMOSPHERE
-All maps now start at Standard ISA conditions 1013mb/760mm/15C
-Propeller icing removed so in-cloud flight possible
-Default Wind now zero (previously a hidden wind was present).

Altitude (M) V Temp ©
0............. 15C
1000......... 8.49
2000......... 2.01
3000......... 4.47
4000......... 11.0
5000........ -17.58
6000....... -24.18
7000...... -30.75
8000....... -37.21
9000....... -43.5
10000...... -49.35

ALTIMETERS
All Flyable aircraft altimeters are now set to an initial or default Sub scale (QNH) setting of 1013mb or 760mm. Given the new standard map sea level pressure you shouldn't have to adjust the altimeter setting. Full ability to vary the setting is unchanged. So if you like to fly on QFE you can do so. Altimetry routines have been extensively re written. This has affected all aircraft ceilings and Vmax at altitudes from those achieved in the stock game. Cockpit Altimeter and No cockpit altimeter should now be in close agreement. RAF Altimeter minimum subscale setting is now 940mb. In addition a conversion factor related bug between Metres and feet in Wonder Woman view has been corrected.

100 OCTANE and C3
100 octane versions of the Spit I DH 2 pitch and Hurricane DH 2 pitch have been introduced. The 87 Octane 2 pitch aircraft versions are still available. Having 100 Oct versions available to all RAF types accurately reflects the situation in BOB. In addition C3 100 Octane BF109E4N is in this release.

OVERHEAT ROUTINES
Basically the Cooling capability is defined by being able to run for 5 minutes at the 5 min rating at Full throttle Height (FTH) with Rads Fully open at Climb IAS. This represents the worst possible scenario of max engine heat output with minimum cooling due to lower mass flow (Density and climb IAS). Increased altitude does provide some beneficial cooling but the effects of lower mass flow dominates. In the end the rationale is if the system can achieve the 5Min Rating in this scenario it will handle most other (less limiting) scenarios such as high speed Vmax runs (Though at FTH this is only just at any other altitude no issues) or sustained operation at lower levels with lower RAD settings. You should be able to push things a little harder in the lower altitudes than previously.

In addition we have also utilised some additional tweaks to alter the temperature rise profile. This results in much better and consistent rise of coolant temperatures. This can now be used as a reliable indication of just how far you can push it. However, remember the other limits like time for a given power setting etc. Stay inside the limits and you will be safe. The single most dominant factors in the TF Overheat module are radiator position and Mass Flow. For a given radiator position mass Flow is the MOST IMPORTANT factor. Mass flow is a function of Altitude and IAS. In very basic terms low Altitude is best, High IAS is best. High Altitude and low IAS is the worst combination. Sustained max turn performance fighting is very demanding cooling wise. On the other hand straight lines and high speed are the least taxing of flight regimes on the cooling system. Intelligent "management" of your cooling system will reward you with the best performance.... get slack with it and you will get burnt or get sub optimal performance for your tardiness.

FMs are not perfect and never will be. BF109 Spin Departure characteristics are now gentler. It will still flick but immediate relaxation of back pressure will prevent departure. You will notice more attention to prop pitch is required. Prop pitch blade angle rates are adjusted to documented figures. Auto setting works but is not quite as good as manual. You will achieve slightly better performance with manual.

Prop pitch on the HEIIIH/P and JU88 were previously Hybrid Constant Speed systems that were very loose. Historical data indicates that the HEIIIH and P had straight out Variable Pitch (VP) props. These have now become the standard prop for these two aircraft. Directionally the mechanisation is the same as the BF109 and BF110. The JU88 is a special case. Documents indicate that the JU88A1 had a special limiter mode that limited RPM to 2350 and was designed for Take Off and Dive deliveries but it was not a conventional Constant Speed system. In other Flight regimes a Manual mode was selected and then the prop system was a standard VP system. At this stage it is not possible to model the Limiter Mode accurately. In RC4/RC5/RC6 after extensive rework the JU88 is now also a straight out VP system. There were some issues at altitude with the JU88 and getting the pitch coarse enough to hold 2100RPM at 5000m. This had been addressed in RC6 and should no longer be an issue. Directionally the new JU88 VP, HEIIIH/P VP system is the same as the BF109. The only odd man out in the German side of the house is the JU87. Its CSP system is directionally the same as the RAF types. Because of these variations it may be better to have dedicated Key binding Files for the JU87. You can copy Key bindings and save to a specific name and chop and change these even in mid-flight. A simple way is to have a Master key binding file. Then use this as the basis to make alterations required by individual types. Save the new file with the types name.

GENERAL
* Disabled the mirror rendering. It was discovered that, besides looking to a side instead of back, it was the cause of some game crashes. An attempt will be made in the future to correct it.
* Server no longer gives 'murder' messages with kills.
* AI Pilot and aircrew head movement restored.
* Additional crew animations restored.
* Gun Convergence issue where labels in the setup were reversed now fixed.

SHIPS
* Added British flower class Corvette.
* Added Hospital ship.
* Additional cargo ships skins.

SKINS
* Accurate high quality uniforms.
* High quality faces.
* Removed the enforced weathering on all marks of Spitfire, Hurricane and bf109.

Please note that the QM weathering slider is slightly bugged: 0% weathering does not work, so choose any value above that and you will be fine.


--------------------------------------

Hotfix v3.01

This mini patch addresses the following items:

1.HEIIIP/H and JU88 reversal of Prop pitch Lever animation.
2.DB601 inability to over rev even with Full Fine Pitch selected.
3. Spitfire 2 Pitch Prop Limited VP operation
4. elevator Authority adjustments at high speeds for HEIII and BR20

HEIIIP/H JU88 PROP PITCH
Propeller Pitch Levers and on screen lever helper icons will now move in the correct direction with propeller pitch changes. That is Prop pitch levers will move forward as Prop Pitch is "fined up" (clockwise movement of Pitch clock)
Prop pitch levers will move rearward as Prop Pitch is "coarsened down" (Anticlockwise movement of pitch clock)
This fix also returns the "directionality" of the prop pitch system. So HEIII,JU88,JU87 are all the same and in the same directional sense as other types in the Sim except the BF109/BF110 that remain as previously coded. In other words its the same as its always been in directional terms. Props remain as VP props without governing.

DB601 OVER REV
DB601 will now over rev beyond 3000RPM in manual. Any exceedence of 3000RPM will result in severe engine damage in <15 seconds

SPITFIRE MKI 2 PITCH VP ADJUSTMENT
The Spitfire MKI 2 pitch system could in fact be used with limitations as a Variable Pitch system. Though not exactly designed with this in mind it was found by pilots that careful 'jiggling' of the Prop pitch control allowed them to set any desired RPM rather than just Coarse or Fine pitch setting. This did not provide the complete flexibility of a dedicated VP system but did allow intermediate RPM control.This was good for certain flight phases like climb and Cruise. Due to limitations in the Pitch plunger design it does not really lend itself to combat flying. In this patch we have enabled the pilot to select a desired RPM. Blade angle change rates are still the same as was used in the original 2 Pitch system. We have not changed the 3d modelling of the Pitch lever, this will be done at a later stage. In the real aircraft the Pitch Change control was of a plunger or Push Pull type control.
Note: Their is no documentary evidence to suggest that this Prop pitch quirk was applicable to the 2 Pitch set up in the Hurricanes. Hurricane 2 Pitch types therefore remain unchanged.

ELEVATOR AUTHORITY FOR MEDIUM BOMBERS
We have adjusted elevator sensitivity for the HEIII and BR20. Actual G limits remain unchanged.
This Tweek now reduces Elevator authority as a function of IAS. In effect this stiffens or increases the Stick force per G as IAS increases. This closely approximates the higher stick forces found in the larger aircraft. It is still possible to overstress these aircraft but only at high IAS and with full elevator applied. If Elevator trim is also combined with a really good "yug"then the G limit will be reached at a slightly lower IAS. In broad brush terms you should be reasonably safe in the HEIII up to 400Kmh and in the Br20 up to around 370Kmh IAS. You will notice that manoeuvrability in the pitch axis is a little more laborious now ... they are medium bombers after all not Fighter Bombers.

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Team Fusion Version 4.0 readme

README - LIGHT

Aircraft

* Historical markings for all marks of bf 109.
* Removed the black line under the nose bulbs on all marks of bf-109
* Corrected 109 gauges
* Full size Revi C12/C & /D in German aircraft
* Corrected light switch position in german aircraft
* Corrected RPM gauge in Bf 110
* Added NJG 1 (Bf110) with skins
* Corrected Hurricane cockpit lighting
* 'Cleaned' windscreen of Hurricane NF version
* Increased the intensity of the revi sight reticle at daytime
* Removed the blue revi sight reticle when sight turned off
* Added aircraft: flyable and non flyable
* Added the possibility to display any picture of choice to the cockpit dashboard
* Added Blenheim and BR.20 autopilot

FMs

* FM adjustments: high speed maneuver, low speed roll rates and overheating characteristics.
* Stall characteristics adjusted for Bf 109, Spitfire, Hurricane and Bf 110.

General

*Changed background pictures, used with kind permission of rOEN911. Full credit belongs to rOEN911. His work can be seen on his DeviantArt, here: http://roen911.deviantart.com/
* Added Teamspeak interface to the in-game windows.
* Added two new configurable keys to zoom in and out. These keys are under the "Camera" menu in the options.
* Added driveable tanks and artillery. This is a BIG WIP but we decided to let you in on the fun. (Note: Not all tank models and artillery are driveable and AAA guns cannot be manned)
* Clouds blend into view instead of "popping up"
* Clouds no longer cause whiteout when flying through them at night
* Contrails now have the same colour as the high clouds
* Removed the "white puffs" from tracks
* Removed a bug causing sun whiteout on inside of spitfire cockpit glass
* Lowered the "leakage" of the revi sight and other light sources inside the cockpit
* Optimised code for clouds, fire, explosions, water splash and smoke for less FPS drop when close
* Explosions and fires are made more emissive at night
* Runway lights no longer shine though the cockpit
* Searchlights are re-introduced but we still have a bug left that makes them only work for the first mission per session
* The moon no longer looks like a light bulb
* Night time now desaturates the aircraft and terrain
* Made the water slightly more reflective
* Improved spotting of mid-distant aircraft
* Increased the effect of exhaust flames
* Rebalanced building light levels
* Corrected available ammunition for German 20mm MG FF and MG FF/M to match historical records
* Various corrections to incorrect ballistic properties
* Tracer visuals more realistically sized
* Various tweaks and corrections to tracer and smoke spiral look
* Change to "DeWilde" properties
* Removed shadows from explosions and smoke
* Tweaked hit effects from incendiary and HE rounds
* New and much more realistic looking aircraft reflection
* Fixed a bug causing the sirens of the Ju87 and spinners of the Blenheim to turn into a square
*Changed bomb sounds
*Changed artillery/tank impact sounds
*Changed bullet impact sounds
*Changed plane impact sounds
*Changed ground rolling interior sounds
*Changed interior bullet/flak impact sounds
*Changed train explosion sound
*Changed interior wind sounds
================================================== ====
* Enabled czech localization.
To turn on Czech language, add "GameLanguage=Czech" to the "MOD" section in the confuser.ini.
Should the MOD section not exist, Simply copy and paste these lines to the bottom of the file.
Code:
[MOD]
GameLanguage=Czech
================================================== ====
* Clouds drawing distance has been increased 3x

Note: To enable extended clouds distance, add "ExtendCloudsDistance=yes" under the "[MOD]" section on the "confuser.ini" file.

Example:

[MOD]
GameLanguage=Russian
UseOldHumans=Yes
ExtendCloudsDistance=yes
================================================== ====
Maps

* Maps re-textured, LOD, lighting and colors reworked

New Missions

* 2 QMB night missions added.

Skins

* Historical markings for all marks of the bf 109.


README FULL VERSION

Aircraft

* Added aircraft:
Bf-109E-1B
Bf-110C-2
Bf-110C-4N
Bf-110C-4NJG (Nightfighter)
Bf-110C-7 Late
BlenheimMkIF (non flyable)
BlenheimMkINF (non flyable nightfighter)
BlenheimMkIVF
BlenheimMkIVNF (Nightfighter)
HurricaneMkI-NF (Nightfighter)
Sunderland with bomber capacity (non flyable)
===============
* Blenheim and BR.20 AP Guide:

Key bindings needed: course autopilot next mode; course autopilot adjust course left and adjust course right; directional gyro increase and decrease; [(BR.20) start motor compressor; stop motor compressor]

Simple mode: After takeoff, trim your plane on desired course for your climb. Hit autopilot next mode, you will get a read out that says mode: course. Your plane will start to turn, just hit your adjust course left/right keys until the plane is flying on the course you want. The AP default course is N so the farther away from N that you are the more turning that will initially be needed. This is mode 1 (course) you can climb, dive, fly level using elevator trim as it only controls the rudder. BR.20; for a more precise AP, start motor compressor to spool up the directional gyro (will shake the plane); known bug.

For mode 22 (level flight, level bombing) hit the autopilot next key and it will say mode 22 (). Now the autopilot will control rudder, elevator, and ailerons. The plane will most likely dive for a bit to help it level out so pick an altitude at least 300-500 meters above what altitude you want. The Blennie's nose will bounce up and down (known bug)

For both of these modes just use your course autopilot left/right keys to turn the plane. You can also use the directional gyro keys for smaller movements.

BR.20: Without the motor compressor on, the plane will drift more than other planes so it will need constant adustment.

For total correct navigation: BR.20: During startup turn on the motor compressor. Both: Turn the dirctional gyro to match the magnetic compass (You will have to continually match the gyro to the compass during flight)

Take off and pick your course, match gyro to magnetic compass, then hit autopilot next mode, then repeat the above steps.

For more info, check out the ju-88 flight manual (Autopilot) on wiki, it will all work the same except for not having a gauge for the autopilot course.
===============
* Corrected Revi C12/C and C12/D (Bf 109 E-4/B, Bf 110 C-7) reticle to full size in german aircraft (move foreward)
* Corrected light switch position in german aircraft
The white arrow now points to "Aus" when off
* Aircraft reflections
You will still get a less reflective aircraft when setting the weathering to 100%, but the difference between 0% and 100% is no longer huge and even the 100% weathered plane will reflect light and the environment to some extent.
The axis aircrafts are slightly more reflective/glossy compared to allied ones as we are led to believe this to be historically correct.
* Reflection on Aircraft Glass scratches and imperfections added.

Bf 110:

* Corrected the RPM gauge to the historic RPM gauge(FL-20286-3) and set the d/30'/5' (or 1-2') marks to the correct position

Ju 88:

* Fixed JU88 crash when moving to bombsight view.
================
* The dive brakes on the Ju-88 and Ju-87 have been adjusted to lower the speeds during their dive bomb attack. The Ju-88 now dives with brakes deployed at 400 kmh and the Ju-87 dives with brakes at 500 kmh. My research indicates those are the historical speeds. This should allow the pilots to aim better, and actually make it harder for attacking fighters to stay with these aircraft during dive bomb attacks.
================

SINGLE ENGINE FLIGHT MODELS (FMs)


Stall modelling Changes

1) 109 Stall Characteristics adjusted. 109 Stall now more benign, instead of 'snapping and dropping a wing' at the point it enters stall, the aircraft 'mushes' into stall and unless pushed very hard, simply loses altitude without noticeable loss of aileron control, wing drop or spin. This more closely reflects historical tests. Aircraft does not turn better, simply when entering stall, flight effects are different.
2) Spitfire Stall Characteristics adjusted. Spitfire stall now displays more extreme 'Snap and wing drop' characteristics if pushed too far, especially in high speed stall situations, as per historical descriptions. Number of rotations required to exit spin adjusted to reflect historical tests. Again, turn capability not affected, players who 'ride' the edge of the stall will see the same turn performance.
3) Hurricane Stall Characteristics adjusted. Number of rotations required to exit spin adjusted to reflect historical testing.
4) 110 Stall Characteristics adjusted. At the stall, it now shows less of a tendency to drop a wing or enter a spin, as per historical testing. Turn capability is unchanged.

High Speed Maneuver

All aircraft react more slowly to control inputs at higher speeds, whether in lateral (rolling) maneuver or longitudinal. (elevator responsiveness) These effects vary from aircraft to aircraft, depending on the historical characteristics.

109's

Pilots will notice gradual reduction in aileron response beginning at approximately 320 kmh. At 600 plus kmh full aileron will only provide limited response. Elevators see a reduction beginning at approximately 400kmh continuing to close to terminal speeds when full back elevator provides only very incremental pitch change.

Spitfire

Spitfires roll rates at high speed follow a very similar pattern to that of the 109's, with a slightly slower decrease from a slower starting point, with both aircraft responding similarly at speeds over 600kmh/400mph. The Spitfire elevator remains effective right up to high speeds, but pilots need to be cautious as the early Spitfire high speed characteristic of being able to pull more G's with elevator inputs than the airframe can sustain is a critical factor to balance against attempts to turn that little bit tighter. Wing loss can easily result from ham handed efforts.

Hurricane

The Hurricane sees a slower reduction in aileron effectiveness at high speeds, with elevator response falling between the Spitfire and 109. There is a potential for structural damage, (less than the Spitfire) if pilots are unwary or overly aggressive with the Hurricane elevator.

Low Speed Roll rates

Based on very careful examination of the historical documents, 109 roll rates at low speeds are improved in relation to Spitfire, and especially to Hurricane. Players will notice a distinct advantage in this type of maneuver for the German fighter.

Overheating Characteristics

All aircraft's overheat characteristics have been adjusted to better reflect the historical accounts. Aircraft will now be more likely to overheat at altitudes under 3000 meters/10,000 feet, players can no longer run full open throttle at sea level almost indefinitely. Conversely, aircraft are less likely to overheat at higher altitudes especially over 6000 meters/20,000 feet.

109 Climb and Supercharger Full Throttle Heights

All 109 climb profiles have been adjusted to reflect more historically accurate performance at lower and very high altitudes. Players will see more performance at low altitudes, less performance at high. Overall climb times to ceiling are the same.

All 109 Supercharger Full Throttle Heights have been reduced to historical levels. In TF 3.0 and TF 3.01 FTH's were elevated higher than those which were provided by the actual superchargers to allow the game's 109's to reach close to their historical ceilings. However, improvements in TF's understanding of the game systems has allowed a reduction in FTH without a loss of ceiling or climb. This change also allows for more historical overheat patterns at high altitudes and the use of higher rpms over 6000 meters as per historical. (see below)

All of these changes will improve the historical accuracy of the Sim, as well as making both Red and Blue side aircraft closer in performance and more competitive against opposing types at all Altitude levels.

109 RPM limits over 6000 meters

In the Fall of 1940, the Luftwaffe issued a notification regarding RPM limits for the DB601A and DB601N engine in use over 6000 meters. Pilots were authorized to raise the RPM limits to the following:

DB601A: 2600 rpm over 6000 meters (109E-1, E-1B, E-3, E-3B, E-4, E-4B)

DB601N: 2800 rpm over 6000 meters (109E-4N)

There is an indication these limits were already in use by Geschwader pilots prior to the official announcement, in any case, pilots can use them at any point during the campaign. Pilots should use caution and ensure overheating does not occur when using high rpms.

109E-4N

In TF 3.0 and TF 3.01, the E-4N was limited to 1.35ata, based on reports indicating the DB601N engine was de-rated by the Luftwaffe for maintenance reasons. However, it seems the time period of this ratings is not conclusively known, and it is quite likely the de-rating happened after the battle was over.

Further research has also indicated the TF 3.0/3.01 E-4N performance was overrated, the climb and speed performance were not achievable with the reduced power settings seen with that aircraft.

In the interest of providing a more accurate FM, but also a competitive aircraft for the Blue side which can match up with the Spitfire IIA, the E-4N now has 1.42ata WEP power enabled as well as the increased climb rate setting. The E-4N also has a more critical window for overheat modelling, so pilots should exercise caution and use appropriate radiator settings when using WEP power or Accelerated Climb settings.

This new E-4N model is now modelled as accurately as research and available documents can provide.

New Power Settings:

30 minute climb: 1.25ata/2400rpm
10 minute Accelerated climb: 1.35ata/2400rpm
5 minute rating: 1.35ata/2600rpm
WEP power 1 minute rating: 1.42ata/2600rpm

Rudder Trim default setting adjusted

All 109's have their rudder trim set to historical default position. This gives normal trim at 344 kph in level flight. (previously the original game 109's had been set to 510 kph for normal trim)

Spitfires and Hurricanes have their rudder trims also set to default.

Hurricane Flight Model

The Hurricane's Flight Model and Engine performance has been extensively revised with changes to the climb pattern, (although times to altitude remain similar) and its stall pattern, turn and roll. Initial turn rate has been reduced, but sustained turn is improved. All of these changes should make the aircraft more competitive, especially at higher altitudes.

There is also a Night Fighter version of the Hurricane Mk I Rotol 100 octane introduced.

Fiat G-50

The Fiat G-50 has its Climb, Roll rate and High Speed Maneuverability revised. The G-50 was under-modelled in particular in climb rate in TF 3.0/3.01 but now has a sustained climb to 3000 meters which is superior to the Hurricane.

Tiger Moth

The Tiger Moth has its Engine, Speed, Climb, Maneuver and Overheat characteristics revised to model more closely the delightful acrobatic trainer which the real aircraft was, one which pilots like "Buzz" Beurling loved to stunt in when not on Ops.

TWIN ENGINE FIGHTER FLIGHT MODELS

Blenheim IVF

Blenheim high speed maneuver and overheat characteristics revised.

Two new flyable models introduced:

Blenheim IVF: This is the standard Day fighter, with under-nose gunpod of four .303's.
Blenheim IVNF: Night fighter version of the above.

Bf-110's

All Bf-110's have had their High Speed Maneuverability, Roll, Climb and Overheat revised to better reflect the historical record.

Four new models are introduced:

110C-2: This is the earlier version of the C-4, lighter, but less well protected with armour. It operated in the spring and summer of 1940.
110C-4N: This is a C-4 equipped with the DB601N engine, the same as equips the 109E-4N. The 110C-4N operated from approximately October of 1940.
110C-7 (late): This is a 110C-7 with WEP power enabled, as well as Auto Prop Pitch control. This aircraft operated in the Fall of 1940
110C-4 NJG: This is a standard C-4 with Night fighter colour scheme.

OTHER TWIN ENGINE TYPES

BR.20

The BR.20 has revised Climb, Maximum Speed, Overheat and High Speed Maneuverability. It has Level bombing autopilot enabled.

High Speed Maneuverability

The following Twin and Four engine bomber or attack types have their High Speed Maneuverability revised:

Heinkel 111H/P
Ju-87
Ju-88A
Dornier 17/215
Wellington
Sunderland
FW-200
Beaufighter
Blenheim
Walrus

Blenheim Bomber

Blenheim Bomber has autopilot added and default aileron trim adjusted.


DAMAGE MODELLING

Overall, damage changes were meshed with Weapons changes to create a better synthesis of values. In most instances, twin engine bombers were strengthened. In combination with weapons changes, it will now be more difficult for players to shoot down enemy bombers in the numbers seen in the Vanilla game. Players will also notice far fewer pilot kills from the dead six o'clock position. Historically, except for 20mm AP rounds, most ammunition of the era was incapable of piercing multiple layers of single engined fighters aluminum and armour, or the heavier aluminum structures of bombers.

Single Engine Fighter Aircraft

Single Engine Fighter aircraft have had the most attention paid to their damage models. Based on known construction details, the 109's, Spitfires, Hurricanes were very extensively revised to better reflect the level of durability of each aircraft. In the case of the Hurricane, the aircraft was generally strengthened. In the case of the Spitfire, it was brought down to a more realistic durability level. The 109's values remained much the same, but changes were made to sections where the original game undervalued or excessively strengthened the structures. The Fiat G-50 was subject to fewer changes, as information on this aircraft is less available and still being accumulated.

Twin Engine Fighters

Both the Blenheim and Bf-110s saw reductions in their overall structural strength, but increases in the durability of the engine mounts and the engines themselves.

Twin Engine Bombers and Attack Aircraft

Changes to Bombers and Attack Aircraft was generally in the form of strengthening their engines and engine mounts. The Vanilla game exaggerates the ability of players to damage engines or shoot the engines off these types, in fact these were some of the strongest structures in these aircraft. The only aircraft in this category to see large scale changes to other areas was the Heinkel 111H/P, which sees the vanilla game's immense structural values brought down to more reasonable levels.


VEHICLES AND ARTILLERY

Players now can man some of the various vehicles and artillery/Flak in the game. Unlike the Aircraft in the game, the same level of detailed accuracy is not possible at this point, (although the game would allow us to develop very sophisticated vehicles if we chose) so our decision at this point in time was to focus on playability. The vehicles and guns are a way for players to relax and take a break from the sometimes intensely serious business of flying one of CoD's aircraft, and just have fun. They can also be incorporated into online scenarios in a way which can add excitement and interest. Players should understand they are a work in progress and not finalized by any means.

At this point, vehicles and artillery are really only useable in multi-player online gaming.


The following types are enabled:

Vehicles

German

Sdkfz 251/A Halftrack
Sdkfz 222 Armoured Car
Pz Mk IIC Light Tank
Pz Mk IIIF Medium Tank
Pz Mk 38T Medium Tank (captured Czech)
Pz Mk IVD Heavy Tank

French

Somua S-35 Medium Tank
Char 1 Bis Heavy Tank

British

Guy Mk IA Armoured Car*
Vickers Mk VIC Light Tank*
Valentine Mk I Medium Tank
Matilda IIA Heavy Tank

*Work in progress vehicles, currently have gunsight bugs


Flak/Artillery

Note: AAA guns cannot be manned at this time.
Bofors 40mm AAA
Zwillingssockel Twin 7.92mm AAA
Flak 30 20mm AAA
Flak 32 88mm AAA
3 Inch AAA
105mm Artillery

All vehicles and artillery have had the AI engagement ranges reduced to allow the players to compete against the AI with the limited gunsights currently available.

Many of the vehicles have had their armour values modified, and the weapons penetration and effectiveness has also been adjusted to better balance the sides. As it stands now, without these changes, the heavier French and British vehicles would have very significant advantages which would be difficult to overcome. Until we can enable some of the less effective and more numerous French and British types, we have to take this step. Players will still find the French and British heavy tanks to be superior, but this is balanced by the better Ground attack capability of the German aircraft in the game.

DEFAULT AI PILOT SKILL LEVELS

With the changes to the high speed maneuverability of the games aircraft, this has also introduced a problem for the AI aircraft. The changes result in a tendency to 'Lawndart' or crash during landing.

To counter this, the AI default skill levels have been adjusted to allow the non-human pilots to better manage their aircraft.

The skill levels for 'Rookie', 'Average', 'Veteran' and 'Ace' have all been changed. Missions which were constructed prior to the changes in TF 4.0 will automatically have the default skills of the pilots in those missions changed to the new standards. Custom skill settings are unaffected.

It is recommended that Mission Builders use the new default skill levels whenever possible to avoid unnecessary AI loss.

We do expect in the future to examine the element of AI in the game in more detail.

General

* Searchlights
The searchlight will work the first time you run a night time mission. After that you will need to restart the sim to fly another one, or the search beam will simply not be visible. It's a very hard bug to crack and we didn't make it for this release.
* Fixed the excessive lighting of the bulkhead behind Instrument panel when cockpit lights/ gunsight are switched on.
* Altered the transparency of windscreen/ gunsight glass for the Hurricane NF version so it does not 'black out' in low light levels (night)
If flown in daytime this will look slightly too transparent but makes night interceptions possible.
* ASI is changed to correct 700Kmh type, not the later 900kmh version .
Some variations of ATA gauge types in different models
FL numbers and manufacturers markings added.
*British303_B_Mk6z "DeWilde" round changed from an explosive to incendiary round to reflect historical properties. It now contains a thermal delivery of ammonium nitrate that will ignite on contact making a flash and penetrates white hot into the target.
================================================== ==============
* Added a Teamspeak interface to the in-game windows. Hopefully this can solve some of the issues with the notifier.
To use it:
1.- Copy the "CLOD TeamSpeak Integration PluginXX.dll" to your TS plugins folder and enable it in TS.
2.- In any in-game window, edit the properties and add the "TeamSpeak" tool.

The tool allows to choose seeing only those talking or every one on the channel.

Since the plugin can stop working with new TS versions, users should check the TF site for new updates.
* Added an in-game window tool to show the heading when driving a tank.
* Artillery selection screen will now show the grid location of each gun.
================================================== ==============
* Pic of your loved one
This mod is turned off by default. To select a picture to use go to the folder [my documents]\1C SoftClub\il-2 sturmovik cliffs of dover -MOD\DashPics
Here you will find the following folders:
* Selected -the mod will use the pic named "1.tga" from this folder (PLEASE DO NOT LEAVE THIS FOLDER EMPTY WITHOUT A "1.tga" FILE)
* Templates -some "stock" pictures. To use one, copy it to the "Selected" folder and rename it to "1.tga".
This folder also includes a photoshop template. If you do a coustom picture, please note that you need to edit the alpha layer as well (included in the template) and the picture MUST be in tga format.
================================================== ==============
* Corrected available ammunition for German 20mm MG FF and MG FF/M to match historical records:
MG FF:
-Sprenggranate L'spur m.Zerl (134g AP round with small HE payload, with tracer and self destruction)
-Panzergranate L'spur (134g AP with tracer)
-Panzergranate (134g AP)

MG FF/M:
-Panzergranate (115g AP)
-Panzerbrandgranate Phosphor o.Zerl (115g AP/I without self destruction)
-Panzersprenggranate L'spur m.Zerl (115g AP with small HE payload, with tracer and self destruction)
-Brandsprenggranate L'spur m.Zerl (115g HE/I with tracer and self destruction)
-Brandgranate L'spur o.Zerl (115g I with tracer without self destruction)
-M-Geschoss m.Zerl (92g HE with self destruction)

Please note that;
1. the change of the "Panzerbrandgranate" with "Panzergranate" is purely a name change as it was a pure AP round even in "vanilla Clod".
2. we removed the "Panzerbrandgranate (Elektron)" and filled it's place with the "Panzersprenggranate" since there is no reason to keep both the "Phosphor" and "Elektron" variants of this round (The game engine can't model the "Elektron's" historical payload of elektronthermit)
================================================== ==============

Maps

* Winter map
* Autumn map
* English Channel Summer alternative map re-texture.
* Clip maps re-texture for map beyond distance Lod.
* Spectral horizon lod changed for distant buildings.
* Removed Yellow Lod bug on buildings at night.
* Removed building lights at night.
*Tree Color changed
* Bomb Craters texture changed.
* Bomb Craters added to FMB for mission creation.
* Vertical grass textures re-textured.
* Runways and taxiways re-textured.

New Missions

* Night time intercept over London mission. Blenheim and Hurricane NF intercept of single bombers.
* Dawn Patrol-defense of invasion barges over Boulogne against multiple RAF bombers. 110 NF version (airstart) and a 109 (scramble). Use flak and searchlights to find targets.

Skins

* Historical markings for all marks of the bf 109. Historical paint schedules for the different stages of BoB will be supplied as separate downloads.

BF 110:

* Added NJG 1 to the Zerstoerer/Destroyer selection menu with a skin for each Staffel
Warning: the installation of the hakenkreuz mod will cause a failure with the balkenkreuz (swastika instead of crosses)

-----------------------------

Team Fusion Patch 4.3 READ ME

CHAPTERS
1. Installation
2 Flight modeling
-2.1 Overall direction of flight modeling
-2.2 Aerofoil Changes
-2.3 Ground Taxi and takeoff
-2.4 Landing run behaviour
-2.5 AI aircraft flight behaviour
-2.6 New aircraft
-2.7 Damage model changes
-2.8 Misc FM changes

3 SFX (Visual and Audio)
-3.1 Visual changes
-3.2 Environmental smoke
-3.3 Audio changes

4 Map changes
5 Multiplayer
6 Miscellaneous
7 Credits


1. INSTALLATION

Patch TF 4.3 is installed over Patch TF 4.0 and will overwrite it automatically. Players should make sure they delete their "1CSoftclub/il2 sturmovik cliffs of dover - MOD/cache" Folder prior to installation.

For more detailed instructions, and a step by step process for starting from a Vanilla (standard) copy of IL-2 CLIFFS OF DOVER, please see the threads on the ATAG community forum.

------------

2. FLIGHT MODELING
The Flight Modeling team has as its motto, "FM's are not perfect, and never will be".

Which means we never stand still, we are constantly looking for ways to improve and refine the virtual aircraft to better replicate the historical ones. Part of this is to do with the learning process we have gone through as we became more familiar with the game, and improve our ability to control the parameters which affect the various aspects of aircraft behaviour. We also have an ongoing program to improve and add to the game, to create new parameters and input points which increase the complexity of the aircraft flight model.

The above are the basis of the changes we are introducing in TF 4.3.

----------

2.1 OVERALL DIRECTION FLIGHT MODELING

There are two major changes implemented in the Flight Models for TF 4.3:

1) We have gone back and re-examined the aerofoil polars in detail and where necessary, have made changes which bring the lift/drag characteristics of the game aircraft's aerofoils closer in line with those of the historical aircraft.

2) We have focused on introducing more realistic behaviour in the takeoff, landing and ground handling areas of the aircraft envelope. These changes are in the area of flap lift modelling, better refinement of stall behaviour when flaps are down, better refinement of drag characteristics when undercarriage is deployed, more accurate modelling of aircraft handling and Center of Gravity characteristics on the ground as well as more accurate behaviour when under heavy braking.

-------------

2.2 AEROFOIL AND WING CHANGES

All the aircraft types, but in particular the Fighters, have had the Polar values in their .fmd files examined and compared to charts of the historical aerofoil types. There have been a number of changes, which although they do not change the basic manoeuver characteristics of the aircraft, do add subtle changes which will clearly affect game play and the way the virtual aircraft respond.

For example, while both Spitfires and Hurricanes will still outturn Bf109's in sustained turn contests, a Bf109 with an advantage in energy will be able to turn with either for a brief period. The revised aerofoil of the Bf109 is more stable at higher Angles of Attack, allowing the pilot to sacrifice speed for turn performance for a brief moment. However, any attempt to maintain the turn angle will very quickly lead to a loss of speed and energy with the Spitfire and Hurricane then rapidly reversing the advantage.

There are no changes in sustained turn times at lower altitudes... in such a contest, the Spitfire and Hurricane have a good deal of an advantage. However, at higher altitudes, in contests between the Spitfire and Bf109, the higher lift aerofoil of the Bf109 will begin to reduce the advantage of the Spitfire. There is still an overall better turn rate for the British aircraft, but it is less noticeable the higher the altitude range. This is less the case with the Hurricane, although the Hurricane's comparative powerloading disadvantage at higher altitudes means that although its aerofoil performs better, it is less able to sustain turns.

Players will also notice the Spitfire responds best when its pilot uses a slightly higher speed when turning than was optimal in earlier TF versions. The Spitfire's aerofoil was relatively low lift when compared to the Bf109, but the wing did have the advantage of low drag, and combined with the aircraft's very low wingloading, this gave the Spitfire its very good turn rate. But this was best achieved with the wing at a lower Angle of Attack, (typically a higher speed) than the Hurricane or Bf109. The Spitfire still has a good warning 'buffet' to indicate its wing is approaching stall.

Conversely to the Spitfire, players will notice the Hurricane with its new aerofoil characteristics, is better able to sustain higher Angle of Attack turns, is able to pull more steeply into its turns, and that it now has a slightly better maximum sustained turn rate than the Spitfire. However, it does have a sharper stall onset, and pilots who pull a little too strongly will find the aircraft can respond abruptly.

The Fiat G-50 has also had its aerofoil revised. Players will notice the aircraft can be pulled into very tight turn angles, although its low power to weight ratio will not allow it to sustain those angles for long periods. The G-50 can be a handful when pulled into a sharp turn from high speeds, although with practice this can be accomplished. A G-50 with an energy advantage will quite handily outturn a Spitfire or Hurricane, although it will not sustain turn with them. The G-50 can also display a nasty stall when pushed too far.

The Bf110 also has had aerofoil changes to bring it in line with the historical aircraft. Once again, the overall sustained turn rate is not much improved, but the Bf110 aerofoil displays the same characteristics as the Bf109, (they were closely related) and the aircraft can now be pulled in a stable fashion to higher angles of attack without it flicking. This means given enough of an energy advantage, the Bf110 can give a British fighter a bit of a scare. The Bf110 will of course, not turn anywhere near as well as a single engine aircraft, as its weight is nearly 3 times that of a Bf109, Spitfire or Hurricane.

Overall these changes mean the aircraft are closer to what they were historically. A well flown aircraft of any type, in an advantageous position, will be able to get on the tail of its opponent.

Bf109 and Bf110 Slat Deployment

The Bf109 and Bf110 have also had their slat deployment revised. In TF 4.0 and vanilla, the slats deployed at a lower Angle of Attack than was historically accurate. They deployed at approximately 7 degrees AoA, whereas the actual slats deployed at approximately 8 degrees AoA. What this means in game terms is that as the pilot pulls G into the turn, the slats will deploy a little later than they did in earlier TF versions. As slats deploy, wingtip AOA is effectively reduced (like washout) this ensures aileron control can be maintained right down to the stall. Slats however also cause considerable drag, slowing the aircraft. With the later slat deployment in TF 4.3, the pilot of a Bf109 or Bf110 will now be able to better conduct low G manoeuvres at higher speeds, without losing energy due to the slats deploying sooner than they should. There is no difference to behaviour or lift/Drag characteristics once the slats come out.

Bf110 Rollrate

The Bf110 models have had their rollrates adjusted slightly to better reflect the historical performance.

2.3 GROUND TAXI & TAKEOFF

In TF 4.3 a lot of work has been done to make Ground handling more accurate. This includes a complete re write of propeller slipstream effects at low forward speeds and how rudder authority is affected by it. In short you will find rudder authority with power on most types dramatically improved.

GENERAL INFO & TAXIING
You need to take note of the wind direction and strength. Get this from the mission brief or the windsock or smoke from buildings etc.
Taildragger aircraft have a unique combination of Wheel position and centre of gravity. This results in them being a little capricious to handle (esp in crosswind conditions). pilots need to be aware that if you don't control Yaw rates quickly and smoothly then you are setting yourself up for a possible ground loop. To this end you must be "on your toes" and use smooth judicious rudder (and differential brake if need be) to stop swings. Taxi speed is also important a good guide is a walking pace. The faster you go the easier it is to get a swing going that might be uncontrollable. In CLOD nearly all of the aircraft have fully castoring tail wheels .... they have a mind of their own. The only thing that keeps them straight is YOU. Using smooth slow input together with good speed management the aircraft can be accurately manoeuvred on the ground. Airflow from the prop has a significant effect on rudder authority - the more prop wash the more rudder authority ... but also the more Torque and spiral slipstream effect to counter. So it requires intelligent co-ordinated pilot input to keep things under control. A small trickle of power should be enough for most types to keep them straight under most realistic wind conditions. For tight manoeuvring on the ground keep speed right down use full rudder and differential brake and moderate power. If the swing is accelerating get on to it ASAP, come off the brake immediately and ease off the rudder input.... maybe even reverse the rudder input and apply opposite brake. Taxi with Full back stick in. If you think the rudder is lacking authority at slow speeds a little Blip of power will help slipstream-wise.

TAKE OFF
Some aircraft need a some specific techniques in high crosswind conditions... notably the Bf109/Spitfire and Blenheims. Guidance is given later.

Get the aircraft lined up on the runway pointing exactly down the centreline. If you have turned on to the runway through a large angle there is every chance the tailwheel is offset from the fore aft axis, taxi forward a little to ensure its straight. If required use the “brake Shoe/Chocks option”. Note the direction of the wind from the windsock…. this is vital. A wind from the right is the most critical as it adds to the torque effects. At 6msec crosswind consider pre selecting full opposite rudder. (i.e. wind from the right set full left rudder). On all types once you get above 40MPH/80Kmh you should easily have enough rudder authority to control any swing. When you advance the power do it smoothly and progressively.... get on to any directional changes ASAP with small but prompt smooth rudder work.

If the swing is becoming difficult to control cease any increase in power (or reduce the application rate) until you have things under control... then re-introduce the power. Avoid use of Differential brakes unless absolutely necessary. (Differential brake during taxi use is however a prime control method). With crosswind component 6msec or greater then up to full into wind aileron may be required on the narrow track types (Spit and 109)
As you rotate gradually ease the aileron input off…. i.e just maintain wings level. Once safely off the ground ease the rudder off and centre the skid ball.


BLENHEIM CROSSWIND TAKEOFF SPECIFIC TECHNIQUE
This is the most difficult of the current CLOD aircraft, but if done properly quite manageable.
The worst scenario is a limit crosswind from the right as this is additive to torque effects.
With limited airflow over the rudder until 40MPH care is needed.
there are a couple of ways to handle it though this is IMO the easiest.

This based on 6Msec crosswind worst case from the right

PRE Take off checks
Boost Cut Out ON
Props Full Fine
Rudder Trim neutral or 1/2 opposite Crosswind (Pilots choice)
I would not recommend more than half rudder trim as it complicates
the lift off case.

1. Rudder trim Neutral or 1/2 opposite crosswind
2. Chocks in or brakes on
3. Pre select full opposite Rudder
4. Advance both engines to +5lbs Boost
5. Release brakes and advance into wind engine to +9 Boost
6. Passing 40MPH advance other engine to +9
7. normal take off

Bf109 CROSWIND TAKEOFF SPECIFIC TECHNIQUE
The Bf109 narrow and high gear make it a little awkward on takeoff.
6Msec crosswind should be considered a hard limit.
Note the wind direction and speed.... look at the windsock
Hold the aircraft on the brakes or have the “ground shoes/Chocks” in place
Pre select Full into wind aileron.
Slowly apply power keeping the aircraft straight with smooth but positive Rudder input.
As IAS builds past 80kmh you may start reducing aileron input... don't pre-judge this but react to what you see and feel … basically keep the wings level. As you get airborne again ease of the aileron to keep wings level. Once airborne Ease off the rudder and center the skid ball.

SPITFIRE CROSSWIND TAKEOFF SPECIFIC TECHNIQUE
Similar to the Bf109 but not as critical. You won’t need as much into wind aileron.

2.4 LANDING RUN BEHAVIOUR
Know the wind speed and where its coming from … look at the windsock smoke etc. Use this to plan your landing. Approach airspeed and touchdown without skipping and landing with zero drift (i.e. pointing exactly down the runway) are important means to stay safe. If you touch down with ANY drift on you will encounter an immediate swing that needs controlling .... don't set yourself up. Likewise slack control of Airspeed on final increases your chance of a skip/bounce... this then introduces the possibility of getting a little bit of drift on before the final touchdown. So nail the Airspeed, nail the runway centreline, arrive in the three point attitude. Once under control bring the control column fully back and commence braking as required. Keep the wings level with aileron as required (up to full into wind aileron might be required with the spit and 109). You will be able to use the brakes a lot earlier and harder now then previously. It is still possible to nose over but generally only if you get on the brakes immediately after landing before getting the tail down ... thats why a 3 point landing is desired.

Know the wind if landing at an all over grass field then land into wind. If you are using a fixed runway direction and it is becoming difficult or at limit crosswind then consider diversion to a grass all over field or airfield with a more into wind runway. So A good knowledge of airfields around you is helpful.

VO101_Toms airfield diagrams are invaluable in this regard, and can be found here:

http://www.pcpilot.hu/dokumentumtar/...base-maps.html

TAIL WHEEL LOCKS
The only aircraft in CLOD at present with Tail wheel locks are the JU87,JU88 and BR20 (new in 4.01). These can be used any time on long straight legs and SHOULD be used for take off and Landing. On take off once lined up and with the tail wheel straight Lock the tail wheel. On landing verify the Tail Wheel is locked. After landing when down to a walking pace and ready to taxi off the runway un-lock the tailwheel. The tail Wheel will not lock unless the tail wheel is aligned with the aircraft's fore aft axis.

CHOCKS.... BRAKESHOES
CLOD TF4.3 now can use the Brake Shoes or Chocks feature more realistically. You may need to set a keybinding for this. This simulates the Ground crew either placing or removing Wheel chocks. It will only work at zero forward speed. It is of particular use in during Engine Warm up in strong wind conditions, or on line up prior to take off …. though perhaps a little unrealistic in this phase. The Options settings refer to this as "Brakeshoes". In Game the Blue status message now shows "Chocks IN" or "Chocks OUT"

BRAKING
Progressive braking (i.e. on a slider) has been enabled for all RAF types and the Fiat G50 and Fiat BR20. This allows progressive application of Braking pressure, Differential distribution to each unit is still controlled by rudder deflection. Differential braking is an integral part of ground handling in these types. You will be using it a lot more than previously especially in the low speed case.

CROSSWIND
Mission designers need to consider crosswind limits. These aircraft all had crosswind limits in the order 5-6 msec maximum. Not a big deal on Grass all over fields as you just land and take off into wind. Sealed runways however will pose a problem if the crosswind is excessive so be considerate. Most sealed runways are actually designed and laid down pointing along the axis of the statistical average wind. Mission designers should start using the Windsock strong object and place it somewhere logical where pilots can see it. A White X banner under it helps a lot in this area.

WINDSOCK
The windsock Strong object has been tweaked to reflect the practical crosswind limits we now have in TF4.3. The graphic below illustrates the Wind strength versus Sock deflection. At 10msec or more the Windsock will be horizontal.

Clod401wsock_zpsc6ff9c9f.jpg


PRACTICE
This new Ground handling will require practice. Don't expect to have it totally under control right from the get go. initially you may find it frustrating especially if wind is present. These aircraft could be a handfull/bootfull on the ground. Practice practice and you will get the hang of it.


UNDERCARRIGE DRAG

Undercarriage drag has been revised for all aircraft from the vanilla game's generic drag value for nearly all aircraft of 0.7 m2 to drag values based on examination of the actual aircraft's a) length and diameter of undercarriage struts, b) wheel size

Players will notice in general more drag when the undercarriage is deployed.


FLAPS

All aircraft have their flaps operation and effects revised to model the increased drag seen at full deployment. As well, lift characteristics are changed. Both should now show the engineering design focus on:

a) high lift at low AoA

b) increased drag, this combined with a) allowing low landing speeds to be more easily maintained with full control of the aircraft.

Players will note that flaps when fully deployed are now not generally conducive to improving aircraft performance in combat maneuvers. Stall speeds with flaps fully deployed have been set based on known historical data. In some cases where data is unavailable, these speeds have been calculated.

FINAL APPROACH RECOMMENDED TECHNIQUE/AIRSPEEDS

Here are the recommended Approach, Boundary and Flare speeds for the various aircraft in the game with flaps fully deployed and undercarriage down.

NOTE: Pilots should not attempt turns at less than 'Approach' speeds and all turns should be gentle.

For these purposes:

'Approach' is defined as the recommended flight speed in a landing pattern when approaching, or established in the glide path and descending towards the airfield.

'Boundary' is the recommended flight speed when continuing the descent to land, and as crossing the boundary between surrounding terrain and the airfield landing area.

'Flare' is the final speed prior to wheels touching just before the pilot pulls up gently on the stick and causes the aircraft to stall and drop the last few inches onto the runway surface in a three point attitude.

Below figures are with full fuel and loaded weapons, no bombs.

GERMAN AIRCRAFT

Messerschmidt Bf109's

(speeds may vary slightly with the Bf109E-1 a bit lower and the Bf109E-4N a bit higher)

Add 5 clicks up elevator trim after flaps and gear are down. Use full fine pitch in Manual.

Approach: 180 kmh

Boundary: 160 kmh

Flare: 150 kmh


Messerschmidt Bf110's

(speeds may vary slightly with the Bf110C-2 a bit lower and the Bf110C-4N a bit higher)

Add 10 clicks up elevator trim after flaps and gear are down. Use full fine pitch in manual.

Approach: 190 kmh

Boundary: 170 kmh

Flare: 155 kmh


Heinkel He-111H and Heinkel-111P

Add 10 clicks up elevator trim after flaps and gear are down.

Approach: 175 kmh

Boundary: 150 kmh

Flare: 135 kmh


Junkers Ju-87B

Approach: 175 kmh

Boundary: 160 kmh

Flare: 140 kmh


Junkers Ju-88A

Add 12 clicks elevator up trim after flaps and gear are down

Approach: 220 kmh

Boundary: 200 kmh

Flare: 185 kmh


ITALIAN AIRCRAFT

Fiat BR-20M

Add 10 clicks 'up' Elevator trim. Use 75% rad and 50% oil 2200 rpm and 720mmHG for landing in case of a go round or wave off, and be prepared to use emergency power

820mmHG if this occurs.

Approach: 175 kmh

Boundary: 150 kmh

Flare: 140 kmh


Fiat G-50
Add 5 clicks up Elevator trim. Use 2200 rpm and 740mmHG in case of a go round or wave off and be prepared to use emergency power 840mmHG if this occurs.

Approach: 165 kmh

Boundary: 155 kmh

Flare: 145 kmh


BRITISH AIRCRAFT

Supermarine Spitfire

Use 3000 rpm or fine pitch. Add five clicks up elevator.

Approach: 115 mph

Boundary: 100 mph

Flare: 85 mph


Hawker Hurricane

Use 3000 rpm or fully fine pitch. Add five clicks up elevator.

Approach: 115 mph

Boundary: 100 mph

Flare: 80 mph


Bristol Blenheim

Add 7 clicks up elevator trim after flaps and gear are down. Use fine pitch and +9 boost in case of go round or wave off.

Approach: 120 mph

Boundary: 100 mph

Flare: 90 mph


2.5 AI AIRCRAFT FLIGHT BEHAVIOUR

Some re-writing of the AI routines governing aircraft behaviour at low altitudes. This should reduce the incidence of 'Lawn-Darting'.

The changes however, will not eliminate this from occurring, and I would recommend Mission Builders use the following values for default skill levels in their mission files.

Rookie: 1 0.47 0.21 0.053 0.053 0.21 0.053 0.053
Average: 1 1 0.74 0.21 0.11 0.74 0.11 0.32
Veteran: 1 1 0.74 0.21 0.21 0.74 0.32 0.32
Ace: 1 1 1 1 1 1 0.89 1

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2.6 NEW AIRCRAFT

* Messerschmidt Bf109E-4N-DeRated
* Messerschmidt Bf110C-4N-DeRated

These two aircraft are the same as the standard versions of these aircraft with their DB601N engines, but have WEP power disabled to represent the 'DeRating' of the engine allowable power settings which occurred on or around the time of the Battle of Britain.

They have the same performance as the fully rated types at the 1.35ata power setting.

These are made available so Mission Builders can have the option of selecting either type. For reference, although there is not a lot of hard data on the dates when the aircraft had the max power settings reduced, it is likely the WEP enabled versions were operating at latest after mid October of 1940, when factory data indicated Bf110E-1N models under testing at that time were using 1.42ata.

In addition, the standard Bf110C-4N now has 1.42 ata WEP power enabled.


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2.7 DAMAGE MODEL CHANGES

Increased Drag from Combat Damage

Aircraft with combat damage will now suffer increased drag effects from the damaged parts. This will eliminate some of the anomalies seen in TF 4.0, with aircraft with combat damage seeming to be unaffected.

Radiator Puncture and Drain times

All aircraft have had their radiator drain times revised to better reflect the historical average. This change will see radiators taking slightly longer to drain after being hit by gunfire.

2.8 MISC FM CHANGES

Gunner Positions G Effects and Reload times

Aircraft gunners are no longer subject to the 5 meters/sec altitude change restriction for firing weapons. This affects both human gunners and AI gunners. Aircraft gunners will now be much more dangerous and accurate opponents.

Aircraft Gunners in upright or seated positions now have their magazine reload times reduced to 8 seconds.

Bf109E-4N and Bf110C-4N Overheat

The Bf109E-4N and Bf110C-4N have their overheat schedules revised to better reflect their cooling characteristics.


Merlin III Engine Overheat

British Aircraft equipped with the Merlin III engine have their overheat characteristics tweaked to better reflect the 5 minute power setting restrictions. Pilots will be better able to sustain full boost and rpm in level flight maximum speed situations, but should exercise caution when using the same settings in low speed, high Angle of Attack maneuver and should monitor their temperature gauges.


Spitfire IA 100 octane Sea Level Speeds

Spitfire IA 100 octane variants have their sea level maximum speeds raised to the historical 310 mph level.


Spitfire IIA Sea Level Speeds and Coolant Temperatures

Spitfire IIA's have their sea level maximum speeds reduced slightly to historical levels.

Coolant temperature maximum corrected to 135 degrees and overheat remodeled.


Hurricane I Rotol 100 octane Sea Level Speeds

Hurricane I Rotol 100 octane variants have their sea level maximum speeds reduced slightly to the historical levels.


Variable Prop Pitch Climb Exploit Fix

British aircraft equipped with Variable Prop Pitch types have been open to an exploit at higher altitudes. In TF 4.0, the Spitfire I's and the Hurricane DH5-20's were able to use higher than actual climb rpms without a concern for overheating.

While it is not a perfect fix, for the moment we have addressed this by reducing the allowable maximum safe rpms for these aircraft. The Spit I's and Hurricane DH5-20's are now limited to 3100 rpm. Players will not notice a large effect in normal flight, but in steep dives, will need to reduce throttle as they approach terminal velocity. Exceeding max. allowable rpms for any length of time will cause engine destruction.

We hope to institute a more permanent and accurate fix when the overheat modelling systems are revised for TF 5.0.


Fiat G-50 revised Climb, Rollrate, Speed and Overheat model

The Fiat G-50 has had a complete revision of its engine, overheat and roll characteristics.

A careful examination of its original manual with a better translation has revealed the m2 figures for control surfaces were incorrect.

superficie del piano stabilizzatore -- translation: "surface of the stabilizer" Horizontal Stabilizer

superficie del timone di quota -- translation: "rudder area to share", this is actually the elevator not the rudder

superficie del piano di deriva -- translation: " the surface of the drift" This is the fin

superficie del timone di direzione -- translation: "surface of the rudder" This is the rudder

The original developers gave the G50 overly large fin, rudder, stabilizer and elevator area. As well, the ratio between the fixed surfaces and moveable ones were out of balance. All which resulted in an overly stable and sluggish aircraft. The change in TF 4.3 to historical values results in a much more harmonized set of controls. As well, the developers had mistakenly undersized the m2 area of ailerons, the game values were 1.3 m2 instead of 1.52 m2 in the real aircraft. The change to historical values gives better rollrate performance.

After entering the correct values, the game aircraft now better reflects the historical aircraft, characterized as underpowered, but very maneuverable within its optimum maneuver envelope of 300 - 350 kmh

Overheat, Climb times and Speeds now more precisely match the original documents.


Ju87b, Ju88A and Blenheim default Trim settings

The Stuka, Ju-88A and Blenheim have had their default aileron trim setting revised to better stabilize the aircraft in level flight.


Ju-87b Flight Model

After the discovery the original game did not model drag for fixed position undercarriages, we wrote the changes to allow this.

Climb, Speed, Overheat, Stall and Aerofoil characteristics were then adjusted to take into account the changed drag factors and to align the aircraft performance with known data.


Ju-88A, He-111H and P and BR-20M revised Climb, Speed and Overheat characteristics

There are too many changes to go into detail, but all of the above aircraft in a similar fashion to the Ju-87, have had their Climb, Speed, Overheat, Stall, Aerofoil and general performance revised to TF 4.01 mod standards from where they were in TF 4.0.

These changes bring the bomber and Attack types up to the level of accuracy of the Fighters.

In addition, the Heinkel 111H and P have their coolant radiator controls changed to a slider type, to allow display of the degree of opening in the player game window.


Ju-88A Fuel loads and unloaded weight

Fuel loads in the Ju-88A internal tanks have been corrected to amounts carried by the historical aircraft. The vanilla game had incorrectly given the aircraft internal fuel equivalent to the amount carried by both internal tanks as well as the amount which could be carried in optional droppable or jettisonable tanks which historically could be mounted in the bomb bay or on the wings on the bomb racks. (these are not available currently in the game)

Fuel load is now 415 liters for the outboard internal tanks and 425 liters for the inboard internal tanks.

The vanilla game had also incorrectly reduced the unloaded aircraft weight to artificially compensate for all the incorrect amount of extra fuel carried, the aircraft now has the correct historical unloaded aircraft weight.


BR20M Autopilot, Pneumatic pressure, and Carburettor

The BR20M has had its autopilot generator switched to run off an engine, in order to eliminate the vibration bug which affected it. The aircraft's carburetion has also been modified to allow it to use maximum rpms and boost without misfire and vibration.


Brakes on incremental controls

Any aircraft which were incorrectly equipped in the game with toggle 'on/off' Brake systems have had them changed to incremental control types.


Bf110 fuel tanks corrected

Before, if in the Bf 110 the front right wing tank (Main Fuel Tank 2) gets damaged, you got the message "Fuel Tank 3 - Leak", but Fuel Tank 3 is from the fuel-gauge-selector the left reserve tank.

This bug was caused due setting FuelTank0 & FuelTank1 (indicated as 1 & 2) into the left wing of the model, but damage report doesn't differentiates between set main and reserve tanks.
Both tanks (front right - rear left) now work correctly in damage indication.


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3. SFX
3.1 VISUAL CHANGES

* AI uniforms corrected (no more parade uniforms)
* FXAA introduced (just turn it to any other setting than "Off" in your video settings)
* Bf 110 Spinner marking bug corrected
* Shadows (not trees) should look a bit less choppy (but still).
* Red-out bug fix (no more pitch black parts)
* Horizon smoke bug fix (no more horizon shining through buildings, trees, cockpit etc.)
* Ground fog introduced as in pre-vanilla versions of Clod
* Another horizon bug fixed (smoke no longer gets "chopped" at horizon level)
* Hires re-texture of bf110’s cockpits
* Removed gun smoke and contrails from inside the cockpit
* Corrected the ammo lights in all marks of Bf109 and Bf110 to work as they did historically (The lights are now ON when there is any ammo left, FLICKERING when firing and OFF when out of ammo (or jammed/destroyed)
* Corrected ammo counter for Bf109E-1B (now works as in the 109E-1, not 109E-3/4)
* Bail out animations introduced for all marks of Spitfire, Hurricane and Bf109
* Improved aircraft reflections algorithms to prevent the whiteout/washout and better overall look
* Improved bumpmaps for all marks of Spitfire, Hurricane and Bf109
* Reduced the moonlight water reflections a bit
* Reduced the night time brightness of the revi sights a notch
* Made a few corrections to night time smoke and water splashes
* Tweaked the aircraft spotting mod a bit by increasing the distance where the aircraft turn black when using FOV 30 or less (to better enable identification when zooming in)
* Increased the brightness of tracers a notch
* Increased tracer smoke thickness a notch
* Corrected the heartbreaker girl’s sideburns
* Corrected slightly off revi sights in axis planes
* Added missing markings for Bf-110C-7Late
* LG1 paint scheme fix
* Removed contrail rubber banding under 7000 meters

* New 3D objects added:
- Blister Hangar (Static->Building->Airfield)
- Dispersal Hut (Buildings->England->Airfield)

* New and more FPS friendly SFX for:
- gun smoke behind wings when guns are fired.
- 20mm (aircraft) cannon bursts
- light flak bursts
- some types of engine fire
- glycol and oil leaks
- environmental smoke and visible distance increased to 10 km for some of them (see the "Environmental Smoke" section below)
- fuel tank fire
- hit flashes for Dewilde ammo. (Sources indicate that a Dewilde flash was an orange/red twinkling spark (previously they were too bright, big and yellow in colour)
- smoke effects for crashed and burning planes. (They are now dependent on wind in the mission to move in any other direction rather than just upwards)

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3.2 ENVIRONMENTAL SMOKE
This patch includes several re-done FMB place-able environmental smoke plumes:

Heavy Smoke A
Attachment 7576

Heavy Smoke B
Attachment 7556

Smoke A
Attachment 7577

Smoke B
Attachment 7555

Among these there are two types:

-Thick, black, hot burnt smokes. Typically from hot fires, like burning fuel or oil storage/refineries, that kind of thing.
-A thinner, lighter, cooler burnt smoke. Typically from things like burning vegetation, wood, or other building materials.

To achieve the best looking results with these effects, it is necessary to use wind in missions. Lack of wind will result in perfectly vertical, spire-like smoke plumes - which look awful.

Option 1: Use 1 blanket wind setting.

In the mission parameters, simply add one wind setting. This will give the smoke plumes a very linear, wind blown appearance (depending on strength of wind). Here is an example of two smoke plumes with one wind setting of about 4 m/s:

Attachment 7553
Attachment 7554

Option 2: Use 2+ wind settings.

In the mission parameters it is possible to have different wind speeds at different heights. Using this, it is possible to give the smoke plumes a much more non-linear, typical "plumish" appearance. Typically you will want a layer of low wind speed, 1-2m/s, up to about 200-300 meters. Above this, any wind speed above 1-2m/s will give a good appearance, 5-6m/s is always a good bet.

Here is an example of two smoke plumes using low level winds of 1m/s, and a higher level windspeed of 6m/s:

Attachment 7555
Attachment 7556

As you can see, the black smoke plume looks much more like it has burnt hot, risen fast, cooled and then encounters typically higher wind speeds a few hundred meters up.

Utilizing the different smoke types, variations, windspeeds and layers, it is now possible to create a multitude of different smoke scenes. The only imperative is wind.

Although these place-able smokes are not all that taxing, placement of way too many of these smoke plumes can overload the engine, causing all clouds, glass details and other SFX to disappear. For most situations, however, this should not be an issue.


3.3 SOUND CHANGES

* Portable air raid sirens now working. (Found in the FMB under Static->Environment/Portable Siren -British/German. It will start sounding when a plane is within 3Km horizontally from where the siren is)
* Various sound effects have been tweaked:
-Improved Bren Mk2 Sound (used in Bren Carriers and armoured cars for those who didn’t know it was in the game)
-Improved Cannon sounds (artillery, bofors, tank guns etc)
-Engine Damage sound added some bass
-Improved ground roll sounds
-Beefed up Jumo211 sounds
-Beefed up Mercury sounds
-Improved MG-FF cannon sounds
-Improved SAFAT 12.7mm sounds
-Improved MG-15 machine gun sounds
-Improved MG-34 machine gun sounds
-Improved overspeed jolting sounds
-Beefed up tank sounds
-Improved Vickers MG sounds
-Improved ambient wind sounds
-Improved explosive ground impact sounds
-Improved aircraft water impact sound
-Improved bomb explosion sounds
-Improved bomb water explosion sounds
-Improved building explosive impact sounds
-Improved bullet ground impact sounds
-Improved bullet metal impact sounds
-Improved tank round metal impacts
-Improved bullet wood impact sounds
-Improved aircraft ground impact sounds
-Improved aircraft part detach sounds
-Improved fire sound
-Improved hatch/canopy open/close sounds
-Improved canopy eject sound
-Improved aircraft flak impact sounds
-Improved flak impact water sounds
-Improved aircraft interior touchdown sounds
-Improved landing gear deploy sound

--------------

4. MAP CHANGES
* Improved summer map noise texture
* Improved sand texture
* Concrete runways made darker in summer and autumn maps
* Added coastal landmarks to channel map:
- Margate Harbour
- Margate pier
- North Foreland lighthouse
- Royal Ramsgate harbour
- Deal pier
- Folkestone harbour
- Folkestone pier
- Brighton Palace pier
- Brighton West pier
- Calais harbour
- Dunkirk harbour (correct location)
- Canterbury Cathedral (Westminster substitute)
- Arundel Castle

* Spawn Fixes:
Fixed bad spawns (hangar explosions) at Canterbury airfield & 20+ French airfields

-------------

5. MULTI PLAYER

-------------

6. MISCELLANEOUS
* Flak is now a bit more accurate
* Corrections to Russian translation of German rounds
* Fixed a small error in the bore of the German AP-H round
* Tweaks made to gun dispersions for all fuselage and turret mounted guns (making them slightly more accurate compared to wing and pintle mounts. No guns are made less accurate)
* Corrected Bf110 turn needle gauge
* AAA guns can be operated by human player
* DCG (Dynamic Campaign Generator) made by The Enlightened Florist is now included.
* FMB option to select both types of empty bomb racks for bf109
* BR-20 Top turret corrected (no longer inverted)
* AAA etc will no longer try to kill animals
* Beaverette Armoured Car now enabled to fire at low flying aircraft, as an AAA substitute for missing British light AAA

-----------

7. CREDITS
Thank you to all the talented community modders, who within hours of hearing about our announcement on various forums, rushed through the doors offering their skills to help keep the simulation alive. Your energy & enthusiasm to make this project a success is incredible!

Finally,
A big thank you to the original IL-2 Sturmovik development team and 1C and Ubisoft for publishing around the world! Your work over the years has been a legacy, given us hours of fun, and allowed us to have a taste of what it was like to fly classic war-planes. It has also brought together a dedicated & passionate community of aviators & enthusiasts which could get pretty crazy at times but it’s been one hell of a ride!

----------------------

Team Fusion Hotfix v4.312

TF 4.312 READ ME

Explosive ammo shrapnel
Fixed typo that was making the shrapnel more deadly than normal. After the fix, it will behave like in 4.0.

Sounds
Corrected the distorted Jumo engine sounds.

Sandbags
Sandbags now look like sandbags again.

He-115
He-115 erratic flight behaviour corrected.


Flight Model Changes

Bf-109's
109E-1/E-1b/E-3/E-4/E-4N and E-4N De-rated supercharger performance improved over 6000 meters.

Bf-110's
Bf-110's aerofoils slightly changed to provide more lift.

Heinkel 111H and 111P
Heinkel 111's engines, aerofoil, climb, and speed completely revised.

Junkers Ju-88A
Ju-88A engines, aerofoil, climb, and speed completely revised.

Junkers Ju-87B
Junkers Ju-87B overheat and aerofoil adjusted slightly.

Fiat BR20M
Fiat BR20M overheat and aerofoil adjusted slightly.

Fiat G-50
Fiat G-50 overheat adjusted slightly.

Blenheim IV, IVF and IVNF
Blenheim aerofoil and damage modeling adjusted slightly.

Merlin III 100 octane
100 octane Merlin III engines overheat revised.

Fuel Tank Armour
Fuel Tank armour for aircraft equipped slightly improved.

-----

Major Flight Model changes in TF 4.312 see 100 octane Merlin III powered aircraft with better performance from sea level up to Full Throttle Height. (16,250 ft) Conversely, 109's improve over Full Throttle Heights. (4000 m E-1/E-1B, 4500 m E-3/E-4, 4900 m E-4N)

In addition, bombers and attack aircraft are more maneuverable, and Heinkels and Ju-88 climb performance corrected closer to historical.

------------------

Note to all:

Team Fusion Simulations will be providing a new updated version of IL-2 STURMOVIK CLIFFS OF DOVER in the next number of months.  (technical name CLOD TF 4.5) This will include additional improvements, including DX11 capability, and further features and new flyable aircraft.  Following the release of TF 4.5, TFS will start work on our North African expansion of CLIFFS OF DOVER.  (technical name TF 5.0 Addon - North Africa) Stay tuned for announcements detailing the progress of these Releases on the official IL-2 forums.

Edited by Buzzsaw
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