4th Perrus Squadron

IL2: 1946 => IL2 - General => Mensaje iniciado por: Silver_Dragon en 31 de Diciembre de 2012, 14:56:23 pm

Título: Il-2 CloD ¿renacido?
Publicado por: Silver_Dragon en 31 de Diciembre de 2012, 14:56:23 pm
Pues parece que una serie de Moders esta queriendo hacer lo mismo que el Daindaremos team con el il2, resucitarlo de alguna manera

unas fotos

El foro en el que lo estan llevando a cabo (hay que registrarse):
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Silver_Dragon en 31 de Diciembre de 2012, 21:06:54 pm
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Silver_Dragon en 05 de Enero de 2013, 12:04:45 pm
Hello everyone,

As I alluded to in another post, the main focus of our 1st patch is correcting the flight models that have plagued the sim since it's inception.

As most people know, the sim has had altitude bug in the atmospheric engine since it's release. This made for some obvious flight model problems and effectively made realistic high altitude combat impossible. Well lets just say that the altitude bug is squashed. In doing so, this has created more bugs, which when squashed, created more bugs etc., that required fixing. It's no wonder the dev team couldn't afford to spend months working on these sorts of problems. I would hate to know how many hours of work has been spent correcting the environment in which the planes fly in. There are guys, quite simply, working their asses off to please you, and thankfully, we're lucky to have some amazing programmers.

Needless to say the guys are hard at work on the individual flight models, and soon enough may be available for the beta testers to take the reigns and verify/adjust some final settings. This is good news and a huge hurdle overcome. But that is the main intent with patch 1. Once everyone can breath a sigh of relief then the real fun starts - never ending bug fixing, more bug fixing, content, ?, ?,

Please don't ask when this will be ready! It could be 2 weeks. It could be 2 years. But I think everyone will be happy with the final outcome.

Título: Re:Il-2 CloD ¿renacido?
Publicado por: Toro1 en 05 de Enero de 2013, 22:09:12 pm
Este es amigo de Oleg, ¿no? "In two weeks, in two years..."  :cunao: :cunao:
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Silver_Dragon en 22 de Febrero de 2013, 22:25:25 pm
oing..... con el video de Team Fussion :shock:

Título: Re:Il-2 CloD ¿renacido?
Publicado por: Skorp en 23 de Febrero de 2013, 20:57:33 pm
Jopé  :shock:
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Seasick en 23 de Febrero de 2013, 21:46:32 pm
Ánde coños he metío yo el Cougar?
Título: Re: Il-2 CloD ¿renacido?
Publicado por: Jaker en 23 de Febrero de 2013, 23:12:19 pm
La pucha!!!
Título: Re:Il-2 CloD ¿renacido?
Publicado por: DReaper en 23 de Febrero de 2013, 23:23:03 pm
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Seasick en 26 de Febrero de 2013, 23:42:11 pm
Son schwalbes africanas o europeas?
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Litus en 27 de Febrero de 2013, 20:02:54 pm
Con coco o sin coco?
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Silver_Dragon en 01 de Marzo de 2013, 17:45:33 pm
Nueva explosines y efectos de luz nocturnos

Ademas de otros detalles....  :shock:
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Silver_Dragon en 08 de Marzo de 2013, 18:34:11 pm
Nuevo video  :shock:
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Silver_Dragon en 18 de Marzo de 2013, 09:53:15 am
Habemus parche  XD

Hello aviation enthusiasts,

Team Fusion's 1st patch for IL2 Cliffs of Dover is finally ready.

Below is just a snippet of changes found within the Team Fusion v1 3.00 release. An absolute incredible amount of work has been done in very short amount of time. We hope you enjoy it. This is the just the start of what we have planned for the future. There are very good times ahead.

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 Spitfire’s 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.

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.


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).

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.

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 won’t 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.

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

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 (JU8Blenheim 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.

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.

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.

-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 (C)
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

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.

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.

* 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.

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


The patch is found here: http://theairtacticalassaultgroup.com/forum/showthread.php?t=3777

All the best,

Team Fusion

A ver si alguien lo puede probar  :roll:

Título: Re:Il-2 CloD ¿renacido?
Publicado por: DReaper en 18 de Marzo de 2013, 12:03:51 pm
Bajando. Esta tarde lo pruebo.
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Skorp en 19 de Marzo de 2013, 07:42:16 am
Un vidrio del parche....



For "The Few" who double time as WW2 fighter pilots, and FalconBMS like myself...
the first BMS like community patch has been released to the public and this film was the final RC7 mod that became the final first patch since Ubi dropped IL2-COD development. There were between 50-75 pilots online fighting the Battle of Britian Channel fight. I was in a Me109-E4B in this epic battle.
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Seasick en 16 de Abril de 2013, 21:43:06 pm
Y otro del terreno.

Título: Re:Il-2 CloD ¿renacido?
Publicado por: Skorp en 16 de Abril de 2013, 22:01:24 pm
Agüita salá.....:shock:
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Silver_Dragon en 26 de Agosto de 2016, 11:13:09 am
Update de desarrollo de Team Fusion
Título: Re:Il-2 CloD ¿renacido?
Publicado por: DReaper en 26 de Agosto de 2016, 15:30:13 pm
Al carajo: instalando CloDo
Título: Re:Il-2 CloD ¿renacido?
Publicado por: OMEGA MAN en 30 de Agosto de 2016, 19:16:58 pm
Ji, ji, ji....
Pos échale un vistazo al Battle of Stalingrad (BoS para los amigos) y ya me cuentas...

Un saludo.
Título: Re:Il-2 CloD ¿renacido?
Publicado por: DReaper en 30 de Agosto de 2016, 20:43:15 pm
Estuve leyendo sobre él: parece que es un poco decepcionante en lo que batalla se refiere: cielos vacios, terreno desierto de unidades...
Acostumbrado a los furball de 40 aviones de CloDo... MEH
Título: Re:Il-2 CloD ¿renacido?
Publicado por: OMEGA MAN en 31 de Agosto de 2016, 22:38:52 pm
Hombre, según como esté diseñada la misión.........
De todas formas como sobrevueles un emplazamiento de AAA....... las pasas putas. Tienen bastante puntería. :twisted:
Así que muchos no pondrán por lo mismo.

Un saludo.
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Silver_Dragon en 21 de Diciembre de 2016, 15:02:33 pm
El problema del BoS, BoM, BoK es que es Pseudo realista, no le llega a la calidad del CloD y encima, cada vez que sale una versión nueva a pagar. La gente se está empezando a quejar que a cada versión, peores son las fisicas y el realismo.

Atentos a esto.... ¿1C empieza a verles las orejas al lobo?
Título: Re:Il-2 CloD ¿renacido?
Publicado por: Seasick en 22 de Diciembre de 2016, 19:16:20 pm
Pero alma de cántaro, eso merece noticia aparte  :cunao: