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Тема: [MOD] Team Fusion Patch v1 (3.00)

  1. #1
    map builder Аватар для V@s'OK
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    Team Fusion v1 (3.00) Релиз мода!

    ATAG_Bliss

    Hi everyone,

    The patch 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.


    Краткое содержание изменений:
    Скрытый текст:
    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 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.

    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 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.

    NEW TYPES
    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.

    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 (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

    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.

    [убрал раздел про пропеллер Ju88 - не вмещался текст перевода. Harh]

    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.


    CREDITS

    We would like to express a heartfelt thank you to all of you who kindly donate to help us maintain our server & forums every month. Without this type of dedication and support we would not be in the position we are now.
    And to all of our guests, who visit our server and forums, it’s you that make ATAG what we are & we are very proud to be at the heart of the community.

    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!

    Убрал часть раздела Credits, не влезал перевод. Прошу прощения. Harh
    Краткое содержание изменений (переведено eekz, переведены разделы САМОЛЕТЫ, КАРТЫ, НОВЫЕ МИССИИ, ИЗМЕНЕНИЯ ФМ).
    Скрытый текст:
    САМОЛЕТЫ:

    Отражения на всех самолётах:
    - Добавлены отражения от неба и облаков на поверхности всех самолётов (эффект зависит от установок износа. 100% визуальных износ = нет эффекта, 0% = совершенно новенький самолёт, как на пропагандистских плакатах. Установите визуальных износ по своему вкусу).
    - Добавлены отражения на стеклянные поверхности фонаря
    - Снижена интенсивность блика солнца на вращающихся пропеллерах
    - Увеличена отражающая способность стеклянных поверхностей, находязихся в далеке (эффект призван симулировать реальное явление, когда по отражению на фонаре можно обнаружить самолёт на больших дистанциях)

    Все кабины:
    - Пересмотрен алгоритм высотомера, показания стали более точными при далении в 1013 мБар

    Кабина Blenheim:
    - Исправлена маркировка компаса
    - Старая краска в некоторых местах заменена на новую
    - Приборы показывающие количество кислорода показывают значения
    - Цвет ручек регулировки тяги исправлен на зелёный
    - Убраны старые стрелки с кислородных приборов

    Кабина Hurricane (все модели)
    - Датчик топлива Спитфайра на 37 галлонов заменён на датчик Харрикейна на 33 галлона
    - Исправлена расцветка установщика курса
    - Добавлен корректор компаса
    - Добавлены стрелки на датчики кислорода

    Кабина Ju87
    - Исправлена надпись Kraftstoffrest

    Кабина Bf110
    - Исправлена немецкая всплывающая подсказка "Prebluft-Druckbehalter"
    - Исправлена надпись “Bombenzunder”
    - Исправлена надпись "drucken"
    - Исправлена надпись Kuhlerklappen
    - Исправлена надпись "Pumperprufung"
    - Исправлен механизм переключения баков

    Кабины Spitfire'ов:
    - Это мод представляет вам 3 разных кабины для Spitfire MKI, MKIA и MKII
    - Изменения были сделаны в кабиных MKI и MKIA чтобы лучше отражать изменения в кабинах Spitfire в течени Битвы за Британию. MKII был оставлен без зменений за исключением исправленой маркировки компаса.

    Кабина Tiger Moth
    - Серый стрелки заменены на белые
    - Типы приборов установлены в соответствии с теми что использовались в 40х
    - "названия футбольных команд" заменены на правильные обозначения на T&S приборе
    - Исправлена маркировка компаса

    КАРТЫ

    Текстуры карты Канала/Деревьев:
    - Настроены цвета до более натрульных (пока только Англия)
    - Условия на карте установлены на Стандартные 1013 мБар/15С

    НОВЫЕ МИССИИ

    Одиночная игра:
    - Ju88 над Мэнстоном (Перехват Ju88 на Hurricane 100oct на большой высоте над аэродромом в Мэнстоне)

    Быстрые миссии:
    - Быстрая миссия 026 - Перехват на высокой высоте (9000м)
    - Быстрая миссия 027 - Бой Bf109 против Hurricane на высоте 6400м

    FM:

    Cписок основных изменений в FM между официальной версией и TF MOD'ом:
    - Переботана высотная модель что оказало влияние на потолок для всех самолётов и максимальные скорости
    - Все немецкие радиаторы и их температуры переработаны - максимальная температура 100С и 95С на некоторых типах
    - Использование форсажа теперь действительно даёт стресс для мотора и превышение 5-ти минутного лимита может привести к перегреву и механическим повреждениям
    ***внимание*** Превышение 5-ти минутного лимита - на ваш страх и риск.
    - ФМ всех самолётов существенно переработны
    - Модели двигателей всех самолётов существенно переработаны
    - Исправлено чихание двигателя Мерлин возникавшее на определённой высоте (не путать с чиханием от отрицательной перегрузки)
    - Добавлены структурные повреждения от высоких перегрузок
    - Створки бомболюка на Ju88 теперь открываются вручную
    - Винты на Ju88 теперь имеют изменяемые углы наклона лопастей чтобы обеспечить достаточную устойчивость на курсе при оборотах 2100 в мин.
    - Исправлен тип тормозов на Ju88
    - Триммера изменяют положение при выпуске шасси на некоторых самолётах
    - Переработана система перекачки топлива на Bf110
    - Добавлен Bf109E4N (C3/100 окт)
    - HeIIIH/P имеет изменяемый угол наклона лопастей
    - Представлены 100 окт версии Spitfire и Hurricane с винтами DH2
    - Начаты работы по рывку на Hurricane при тангаже, однако он ещё не полностью устранён
    - Восстановлено физическое движение рычага форсажа на 87 окт Hurricane и Spitfire (я негодую!)
    - Изменения работы и теплового баланса двигателя DH82 (правильная зависимость приборной скорости от мощности)
    - DH82 Slats locking IN or OUT no longer incremental (я не понял как перевести)
    - Параметры двигателя SU-26 теперь соответствуют реальным
    - Все настроено относительно стандартных условий 1013/15C

    ================
    Patch installation is very simple.

    Open the patch executable file (run as administrator) and point the mod to your IL2 Cliffs of Dover Folder generally located inside Program files (x86). Click OK and a status bar will show installation progress. Once complete you can close the installer.

    The installer creates a separate folder under Documents/1cSoft named IL2 Cliffs of Dover - MOD. Please note you must move copy your controls and graphics configs (generally confuser.ini and conf.ini) from the Documents/1CSoft IL2 Cliffs of Dover folder to the MOD one as they do not have your saved configs.

    Now you should be ready to fly!

    Team Fusion v1 (3.00) download link: Скачать

    Interactive Readme: Скачать Ридми


    Enjoy!

    Note:
    All files are placed on MOD folders. Should you need to revert to the stock version, just replace the "parts\core\maddox.dll" with the original file.
    You can find the original "maddox.dll" in the same folder with a name like "maddox.dll.ModInstallBackup_17-3-2013-22_1_28" where the numbers are the date and time of the install.
    This is the only change needed to switch between versions.

    _____
    Зеркала на скачку:
    Яндекс
    Майл
    Рапид
    Сендспейс

    Файлфектори: часть 1
    Файлфектори: часть 2

    За зеркала спасибо Дринкенсу
    Торрент

    За торрент спасибо aleksey3
    =============================

    Патч 3.01:
    https://www.yousendit.com/download/U...dVVGOFJqQThUQw
    Описание:
    http://theairtacticalassaultgroup.co...ead.php?t=4347
    Крайний раз редактировалось Harh; 28.04.2013 в 15:07. Причина: Добавил инфу про патч 3.01
    Как говорится:"Промолчишь сойдешь за умного..."
    "... и сколько бы не прочёл букв заумных тупой - останется тупой..."
    Intel i5-3570K - Asus GTX770 2Gb - 8Gb DDR3 - Samsung 22' - Win7 64bit

  2. #926

    Re: [MOD] Team Fusion Patch v1 (3.00)

    Цитата Сообщение от Gotz Посмотреть сообщение
    =Starik= - дружище.. да сотри нафиг этот МОД, блестеть ничего не будет. делов-то...
    чего паришься???
    Тю, так просто? В команде ОМа сидели дилетанты...

  3. #927
    Старший Офицер Форума Аватар для Charger
    Регистрация
    08.04.2002
    Адрес
    Москва
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    57
    Сообщений
    11,713
    Images
    16

    Re: [MOD] Team Fusion Patch v1 (3.00)

    Цитата Сообщение от Gotz Посмотреть сообщение
    =Starik= - дружище.. да сотри нафиг этот МОД, блестеть ничего не будет. делов-то...
    чего паришься???
    Не, не вздумай такого советовать Старику. Ну сотрёт, и с кем играть будем???
    Мля, идите на дуэльный сервер - там ваши кони, сэры рыцари (c)mamali
    Я дрался с асами WarBirds(c)Varga
    Основная проблема русского витуального сообщества - избыток лыцарелизателей и рыцаререзателей и нехватка наевропуболтоположителей... (с)CoValent
    БоБ прямее руганью не станет. (с) Harh
    Oculos habent non viclebunt.(c) Псалом 134
    Q9650+8GbRAM+560Ti/2Gb i7-4790k+32Gb+2060/6Gb

  4. #928

    Re: [MOD] Team Fusion Patch v1 (3.00)

    Цитата Сообщение от Charger Посмотреть сообщение
    Не, не вздумай такого советовать Старику. Ну сотрёт, и с кем играть будем???
    Не велика потеря, ещё 356 человек останется...

  5. #929
    Зашедший
    Регистрация
    28.10.2012
    Адрес
    Украина. Запорожье
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    38
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    93

    Re: [MOD] Team Fusion Patch v1 (3.00)

    Цитата Сообщение от =Starik= Посмотреть сообщение
    Не велика потеря, ещё 356 человек останется...
    наверно ты имел виду 35 человек останется...

  6. #930

    Re: [MOD] Team Fusion Patch v1 (3.00)

    Цитата Сообщение от shammy Посмотреть сообщение
    Вы можете бесконечно упражняться в знании свойств тосола, температуры кипения в гималаях, давления.. но табличка - из оригинала мануала по Эмильке, так что.
    В плотно закрытой системе водяного охлаждения свой "микроклимат и правила".
    Все выше изложенное не более чем скромное мое мнение и попрошу говорить на "ты".
    Будь честен и справедлив! Это лечит от слабости ,глупости ... Ты достоин этого !

    конфиг,выдели текст,он тут ->Коре е8400-3000мгц;ддр3 1333 8гб;звук интгр;HD 6850 1gb;вин7х64sp1 6.1.7601.Пакеты драйверов все крайние.

  7. #931
    Зашедший
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    109

    Re: [MOD] Team Fusion Patch v1 (3.00)

    Цитата Сообщение от Gotz Посмотреть сообщение
    Почитал Отзыв в SimHQ

    в разделе Звук нашол такое описание:
    Звуки
    Звуки такой субъективный вопрос, что некоторые игроки понравятся изменения мода сделала, а другие не будут. Лично мне очень не нравится новая 0,303 в кабине звуки, которые предназначены для имитации "разрывая бумагу" пилоты звук сообщается, когда 8 браунинга были стрельбы сразу. Для меня они звучат более как ребенок шумит пулемет с их губ! За пределами звука, кабины в порядке. Но если вам не нравятся звуки TF мод, вы можете просто скопировать оригинальный звук назад вручную.


    Я попробовал, но у меня не получилось...
    Такое впечатление что звуки надо менять в расположении - "Мои документы" и не в Модовой папке

    - Кто в курсе, как? а то не охота экспериментами запороть, со Стима уже, так просто, не установишся...
    В папке с игрой ...\Steam\SteamApps\common\il-2 sturmovik cliffs of dover\parts\bob\fsamples\mod\

    лежит 2 файла
    bob.fev
    bob_bank01.fsb

    и, бэкапы файлов, созданные инсталлером мода.
    в виде

    filename.ext.ModInstallBackup_M-D-YYYY-h_m_s

    а в

    ....\Steam\SteamApps\common\il-2 sturmovik cliffs of dover\parts\bob\fsamples

    это оригинальные файлы от 1С.

    Бэкапишь файлы в папке

    ...\fsamples\mod\

    копируешь туда файлы из

    ...fsamples\

    и наслаждаешься кошерным звуком.

    Примерно так. У меня получилось.
    Крайний раз редактировалось Zerg; 30.04.2013 в 23:02.
    Q9650@3.6GHz+GA EP45 Extreme+ Gigabyte GV-N560OC-1GI @900/1800/4000+8GB DDR2 Kingston HyperX@1066-5-5-5-15+Cyborg Evo Force+SyncMaster 203B 1400x1050 20"

  8. #932
    S t u k a s Аватар для Sandy1942
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    Re: [MOD] Team Fusion Patch v1 (3.00)

    Цитата Сообщение от Zerg Посмотреть сообщение
    ...Бэкапишь текущие, переименовываешь старые и наслаждаешься кошерным звуком...
    Ну ты кудесник! А релизную воду не наколдуешь?
    i7 3,5GHz; GTX680 4Gb; 1920х1080; DDR3 8Gb; Win7 x64; Saitek: Cyborg Evo FF, Quadrant, Pedals; TrackIR5

  9. #933
    Старший Офицер Форума Аватар для Charger
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    Re: [MOD] Team Fusion Patch v1 (3.00)

    Цитата Сообщение от =Starik= Посмотреть сообщение
    Не велика потеря, ещё 356 человек останется...
    Нет. Каждый из нас индивидуален. С уходом одного меняются все, малозаметно, но меняются. А оно надо?
    Мля, идите на дуэльный сервер - там ваши кони, сэры рыцари (c)mamali
    Я дрался с асами WarBirds(c)Varga
    Основная проблема русского витуального сообщества - избыток лыцарелизателей и рыцаререзателей и нехватка наевропуболтоположителей... (с)CoValent
    БоБ прямее руганью не станет. (с) Harh
    Oculos habent non viclebunt.(c) Псалом 134
    Q9650+8GbRAM+560Ti/2Gb i7-4790k+32Gb+2060/6Gb

  10. #934
    Инструктор Аватар для eekz
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    Re: [MOD] Team Fusion Patch v1 (3.00)

    Цитата Сообщение от Zerg Посмотреть сообщение
    Примерно так. У меня получилось.
    О спасибо! Я тоже пришёл к выводу что старый звук всё-таки получше.
    Потенциал развития в БзБ заложенный ребятами и мной в самом начале на самом деле огромен....
    Олег Медокс

  11. #935
    S t u k a s Аватар для Sandy1942
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    Re: [MOD] Team Fusion Patch v1 (3.00)

    Цитата Сообщение от eekz Посмотреть сообщение
    О спасибо! Я тоже пришёл к выводу что старый звук всё-таки получше.
    Так, теперь серьёзно: эта операция меняет ВСЕ изменённые звуки?
    i7 3,5GHz; GTX680 4Gb; 1920х1080; DDR3 8Gb; Win7 x64; Saitek: Cyborg Evo FF, Quadrant, Pedals; TrackIR5

  12. #936
    Инструктор Аватар для eekz
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    Re: [MOD] Team Fusion Patch v1 (3.00)

    Да, возваращает всё.
    Потенциал развития в БзБ заложенный ребятами и мной в самом начале на самом деле огромен....
    Олег Медокс

  13. #937
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    Re: [MOD] Team Fusion Patch v1 (3.00)

    По крайней мере, откатывает изменения, сделанные TF в этих файлах.

    Ошибся я с местоположением оригинальных звуков.

    здесь кошерные
    ....\Steam\SteamApps\common\il-2 sturmovik cliffs of dover\parts\bob\fsamples

    а здесь модные
    ...Steam\SteamApps\common\il-2 sturmovik cliffs of dover\parts\bob\fsamples\mod

    Исправил в первом посте
    Крайний раз редактировалось Zerg; 30.04.2013 в 23:06.
    Q9650@3.6GHz+GA EP45 Extreme+ Gigabyte GV-N560OC-1GI @900/1800/4000+8GB DDR2 Kingston HyperX@1066-5-5-5-15+Cyborg Evo Force+SyncMaster 203B 1400x1050 20"

  14. #938

    Re: [MOD] Team Fusion Patch v1 (3.00)

    Цитата Сообщение от =ZH=Gelmec Посмотреть сообщение
    наверно ты имел виду 35 человек останется...
    Это я в статистике ATAGа сидел и считал пальцем по монитору, мог и ошибиться.
    Они уже давно за нами наблюдают...

    Zerg, что там ещё откатить можно?

  15. #939
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    Re: [MOD] Team Fusion Patch v1 (3.00)

    Как блеск откатить не нашел пока и молочно-голубую пленку отклеить с экрана не получается. Будем дальше рыть
    Q9650@3.6GHz+GA EP45 Extreme+ Gigabyte GV-N560OC-1GI @900/1800/4000+8GB DDR2 Kingston HyperX@1066-5-5-5-15+Cyborg Evo Force+SyncMaster 203B 1400x1050 20"

  16. #940

    Re: Team Fusion v1 (3.00) Релиз мода!

    Кайло, лопата надо? Пару утопленных тракторов и кран (с олимпийской стройки http://www.yaplakal.com/forum28/topic575837.html )?

  17. #941
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    Re: Team Fusion v1 (3.00) Релиз мода!

    Цитата Сообщение от =Starik= Посмотреть сообщение
    Кайло, лопата надо? Пару утопленных тракторов и кран (с олимпийской стройки http://www.yaplakal.com/forum28/topic575837.html )?
    - нут, как после этого - на него обижатся?
    - мы бы здесь померли от скуки....... =Starik= - ты оптимист однако!!! - А где это???

  18. #942
    Зашедший Аватар для SbV
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    Re: [MOD] Team Fusion Patch v1 (3.00)

    А версия игры после отката звука остается та-же? на сервера 3.01 пускает?
    I5-3570K, 8Gb DDRIII, NVidia 670(331.58), Win7x64 SP1

  19. #943
    Инструктор Аватар для eekz
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    Re: [MOD] Team Fusion Patch v1 (3.00)

    Да, версия остаётся прежней, так как звуки идут какбы дополнителный компонентом и не влияют на версию игры.
    Потенциал развития в БзБ заложенный ребятами и мной в самом начале на самом деле огромен....
    Олег Медокс

  20. #944

    Re: Team Fusion v1 (3.00) Релиз мода!

    Цитата Сообщение от Gotz Посмотреть сообщение
    - А где это???
    Сочи.

  21. #945
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    Re: [MOD] Team Fusion Patch v1 (3.00)

    Zerg - Спасибо!!!

  22. #946

    Re: [MOD] Team Fusion Patch v1 (3.00) + MiniPatch 3.01

    Кто объяснит что за бред с шагом винта и оборотами сотворили на Спитах (1 и 1а)? Изуродовали всё, к чему прикоснулись (TF). Чтобы удержать обороты двигателя надо шаг загонять в ноль и РУД в том же направлении? Может у меня компьютер глючит... малейшее движение РУД-а - обороты зашкаливают, шаг 15-20, литературные слова у меня заканчиваются уже. Это где задокументировано такое.
    Приношу извинения за эмоции, но...

  23. #947
    S t u k a s Аватар для Sandy1942
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    Re: [MOD] Team Fusion Patch v1 (3.00) + MiniPatch 3.01

    Вот мануалы по Spitfire I и IA в игре (патч TF 3.00)
    SPITFIRE MK I

    Скрытый текст:
    The Spitfire I has had its engine performance and Lift profile modified to better reflect the historical aircraft's performance.
    ENGINE

    Merlin II inline liquid cooled engine with Single Stage Supercharger, Full Throttle Height of 15,000 ft at +6 boost (unrammed)

    Pilots should note this is an earlier generation Merlin engine, and is slightly less reliable than more current types. Care should be exercised in the use and careful attention to rpms and temperatures.
    5 minute Power Setting

    +6 boost in Level High Speed Flight with rpms at or close to 3000 rpm
    +6 boost in Climb or Combat Manoeuvre with rpms at close to 2850 rpm

    30 minute Climb Setting

    Coarse Pitch at +6 boost, 170-175mph climb speed
    Unlimited Cruise Power Setting
    Coarse Pitch at +3 boost or lower

    PROPELLOR

    Aircraft has a De-Havilland Two Speed Propellor, maximum rpms are not restricted by the propellor governor. Pilots will need to watch their engine rpms to avoid over-revving their engine or Propellor governor. Pilots should use their throttle to keep rpms to a maximum of 3000 rpm. A “Do not Exceed” limit of 3200 rpm is in effect for dives. Exceeding this engine speed will very likely result in the destruction of the engine.

    The two settings available are either 'Fine Pitch' or 'Coarse Pitch'.

    Pilots will notice that in both Coarse and Fine Pitch rpms rise as altitude is gained, this is a natural result of how these aircraft's propeller settings were tuned. Maximum rpms in Coarse Pitch were designed to arrive at approximately Full Throttle Height, (+6 boost) to allow maximum speeds at those altitudes to be attained. For this reason, rpms and performance at lower levels are less than desirable. This is one of the compromises of a simple two pitch propeller system.
    FINE PITCH

    Fine pitch is only intended for use in takeoff and landing, and below 2,000ft, and only in climbs and slow speed manoeuvre at or below that altitude. Any attempt to use Fine Pitch at higher altitudes or in dives or in higher speed situations will result in excessive engine and governor rpms and the destruction of the Pilot's engine.
    COARSE PITCH

    Coarse pitch is intended to be used for most situations, including Climb, Dive, Level Flight and Combat Manoeuvre. Pilots will need to watch their rpms, although the potential for over-revving the engine or prop governor is not as high as the rpms are more controllable.
    PITCH CHANGE RATE AND USING THE PITCH CONTROL LEVER TO SIMULATE A VARIABLE PITCH SYSTEM

    Pitch change rates Coarse to Fine and vice versa have been revised to documented historical speeds
    Pitch change from Coarse to Fine or vice versa takes 10 seconds.

    Pilots may use this slower pitch change mechanism in the same way as the real RAF pilots did, as a means to mimic a variable pitch system and gain a bit of acceleration when Coarse Pitch rpms are very low. When the prop is in Coarse Pitch and the rpms are low, the pilot can engage the lever to change to Fine Pitch. The rpms will then rise as the blade angles change giving more bite to the prop and a brief burst of acceleration. Before the rpms reach 3000 and the engine over-revs, the Pilot should change the lever position back to Coarse Pitch, so that the Prop pitch reverses, and the engine goes back to lower RPM's. This technique is only recommended for use between 0- 10,000ft, or when at altitudes over 20,000ft. Extreme caution should be used to avoid over-revving the engine.

    ===Temporary description to cover TF ver 3.01 with use of VP system. Detailed Re write to be added later.=== 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 use 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.
    ENGINE TEMPERATURE MANAGEMENT

    The aircraft has a liquid cooled, (100% Glycol) engine. Shutters can be opened and closed by the pilot to regulate the Radiator coolant temperature. In addition the aircraft has an automatic Oil Cooler, which is not controlled by the pilot. Gauges for both Radiator and Oil Cooler temperatures are displayed on the right side of cockpit dashboard.
    Glycol Recommended Temperatures:

    Minimum: 60c

    Normal: 105-115c

    Maximum: 116-120c

    Oil Recommended Temperatures:

    Minimum: 40c

    Normal: 90-95c

    Maximum: 96-98c

    Note: Engine damage due to coolant or oil overheat CAN occur at lower than MAX temperatures. BEWARE of going close to those limits. Pay especial care when using +12 boost in low speed/high angle of attack manoeuvring.
    STARTING THE ENGINE

    Magneto 1 + 2 switches 'On'
    Fuel Control to Main Tank 'Open'
    Radiator Closed
    Throttle to 10% open
    Propellor in Fine Pitch
    Start

    ENGINE WARMUP

    Engine must be warmed prior to takeoff. Leave Radiator closed till following:

    Radiator Temperature gauge should read 60c prior to takeoff
    Oil Temperature must be 40c prior to takeoff.

    TAXIING

    The Aircraft's radiator should be opened full before taxiing. The Spitfire is taxied using a combination of low engine power with applications of rudder and brakes providing the steering input. Pilots need to be very careful when applying brakes, as the aircraft can tip onto its nose easily. Pilots should use a 'fishtail' pattern during taxiing so they can see any obstacles in front of them.
    TAKEOFF

    Open Radiator to 100%
    Select Fine Pitch
    Use +6 boost Throttle setting

    The aircraft will accelerate slower than one with a Constant Speed Propellor and a long runway is required. No attempt to lift the aircraft off early should be made, it should fly off the ground naturally. Flaps may be deployed if pilots wish to shorten their takeoff distance, however they should beware the nose down attitude which will result after tail comes up, this must be controlled or the aircraft's propeller blades will contact the ground.

    After takeoff, aircraft should be levelled out, undercarriage and flaps raised before any turns attempted.

    After aircraft is airborne:

    Raise undercarriage
    Raise Flaps (if they were used)
    Once the aircraft reaches 180 mph Coarse Pitch can be selected

    TRIM

    The aircraft has trim for elevator and rudder. Pilots use the Sideslip Indicator on the right side of the cockpit dashboard to trim their rudder accurately. Needle should be centred. Pilots may also use the rudder to centre the sideslip needle during combat for accurate shooting.
    PERFORMANCE

    Max. Speed at Sea Level: 272 mph

    Aircraft has a single stage supercharger, with the rammed Full Throttle Height, (FTH) being approx. 16250 ft at +6 boost. Performance falls off rapidly above this height. The Spitfire I is a responsive and manoeuvrable aircraft at low, medium and high altitudes. It is slower than the Bf-109 at all altitudes. It is faster than the Bf-110 at all altitudes. It will outturn 109's and 110's at low and medium and high altitudes. It loses performance at higher altitudes, especially over 25,000ft.
    CONTINUOUS CLIMB

    Open radiator to 50% at sea level to approx 10,000 ft, open to full as necessary to control temperature and as altitudes rise
    Select +6 boost
    Select Coarse Pitch
    Climb at 175-180 mph Indicated Airspeed to start, decreasing to 130 mph at ceiling.

    CARBURETOR MIXTURE

    The engine is equipped with a carburettor which allows the pilot to select either 'Rich' or 'Lean' mixtures. 'Rich' mixture is used in all normal situations, takeoff, landing, climb, combat. 'Lean' mixture is only used to conserve fuel in level flight Cruise settings, and only when boost is set to '+1' or lower, and rpms to 2600 or lower. Use of 'Lean' mixture setting at higher rpms or boost will result in the destruction of the engine.
    DIVING

    Maximum Dive Speed: 420 mph Indicated Airspeed.
    Maximum Dive Rpm's: 3200

    Pilots should exercise caution when pulling out of a high speed dive, they should be cautious about using full elevator, especially with nose up elevator trim, and should be especially cautious when they have taken damage to their wings.
    LANDING

    Descend below 1000 ft and reduce throttle to slow aircraft to 160 mph
    Select Fine pitch
    Select Down Flaps
    Select Undercarriage down
    Trim aircraft for level flight, reduce speed to 130 mph, very gentle turns
    On Runway glide approach, reduce speed to 120 mph, then to 100mph over threshold, cutting throttle. Holding the nose level, allow the aircraft to sink gently at 100 mph, touching at 90mph.
    Make sure the aircraft is settled on all three wheels before beginning to brake, pump brakes extremely gently and do not hold them. The Spitfire has a tendency to tip over onto its nose if anything other than very gentle braking is used.

    SPITFIRE IA

    Скрытый текст:
    The Spitfire IA has had its engine performance and Lift profile modified to better reflect the historical aircraft's performance.
    ENGINE

    Merlin III inline liquid cooled engine with Single Stage Supercharger, Full Throttle Height of 15,000 ft at +6 boost (unrammed)
    5 minute Power Setting

    3000 rpm at +6 boost

    30 minute Climb Setting

    2600 rpm at +6 boost

    Unlimited Cruise Power Setting

    2600 rpm at +3 boost

    PROPELLOR

    Aircraft has a Rotol Constant Speed Propellor, maximum rpms at 3000.
    ENGINE TEMPERATURE MANAGEMENT

    The aircraft has a liquid cooled, (100% Glycol) engine. Shutters can be opened and closed by the pilot to regulate the Radiator coolant temperature. In addition the aircraft has an automatic Oil Cooler, which is not controlled by the pilot. Gauges for both Radiator and Oil Cooler temperatures are displayed on the right side of cockpit dashboard.
    Glycol Recommended Temperatures:

    Minimum: 60c
    Normal: 105-115c
    Maximum: 116-120c

    Oil Recommended Temperatures:

    Minimum: 40c
    Normal: 90-95c
    Maximum: 96-98c

    Note: Engine damage due to coolant or oil overheat CAN occur at lower than MAX temperatures. BEWARE of going close to those limits.
    STARTING THE ENGINE

    Magneto 1 + 2 switches 'On'
    Fuel Control to 'Open'
    Radiator Closed
    Throttle to 10% open
    Start

    ENGINE WARMUP

    Engine must be warmed prior to takeoff. Leave Radiator closed till following:

    Radiator Temperature gauge should read 60c prior to takeoff
    Oil Temperature must be 40c prior to takeoff.

    TAXIING

    The Aircraft's radiator should be opened full before taxiing. The Spitfire is taxied using a combination of low engine power with applications of rudder and brakes providing the steering input. Pilots need to be very careful when applying brakes, as the aircraft can tip onto its nose easily. Pilots should use a 'fishtail' pattern during taxiing so they can see any obstacles in front of them.
    TAKEOFF

    Open Radiator to 100%
    Select Full Fine Pitch (3000 rpm)
    Use +6 boost Throttle setting

    After aircraft is airborne:

    Raise undercarriage
    Reduce power to +3 boost
    Reduce rpms to 2600

    TRIM

    The aircraft has trim for elevator and rudder. Pilots use the Sideslip Indicator on the right side of the cockpit dashboard to trim their rudder accurately. Needle should be centered. Pilots may also use the rudder to center the sideslip needle during combat for accurate shooting.
    PERFORMANCE

    Max. Speed at Sea Level: 282 mph

    Aircraft has a single stage supercharger, with the rammed Full throttle height being approx. 16250 feet. Performance falls off above this height.

    The Spitfire IA is a responsive and maneuverable gun platform at low, medium and high altitudes although it is slower than the Bf-109 at all altitudes. It is faster than the Bf-110 at all altitudes. It will outturn 109's and 110's at low and medium and high altitudes. It loses performance at higher altitudes, especially over 25,000ft.
    CONTINUOUS CLIMB

    Open radiator to 75%, adjust as necessary to control temperature
    Select +6 boost
    Select 2650 rpm
    At 25,000 ft, raise rpms to 2750, increasing to 2850 as ceiling is approached
    Climb at 160-165mph Indicated Airspeed to start, decreasing to 120 mph at ceiling.

    CARBURETOR MIXTURE

    The engine is equipped with a carburetor which allows the pilot to select either 'Rich' or 'Lean' mixtures. 'Rich' mixture is used in all normal situations, takeoff, landing, climb, combat. 'Lean' mixture is only used to conserve fuel in level flight Cruise settings, and only when boost is set to '+1' or lower, and rpms to 2600 or lower. Use of 'Lean' mixture setting at higher rpms or boost will result in the destruction of the engine.
    DIVING

    Maximum Dive Speed: 420 mph Indicated Airspeed.

    Pilots should exercise caution when pulling out of a high speed dive, they should be cautious about using full elevator, especially with nose up elevator trim, and should be especially cautious when they have taken damage to their wings.
    LANDING

    Set rpms to 3000
    Reduce throttle to slow aircraft to 160 mph
    Select Down Flaps
    Select Undercarriage down
    Trim aircraft for level flight, reduce speed to 130 mph
    Runway glide approach speed at 120 mph, reduce to 100mph over threshold, cutting throttle. Holding the nose level, allow the aircraft to sink gently at 100 mph, touching at 90mph.
    Make sure the aircraft is settled on all three wheels before beginning to brake, pump brakes extremely gently and do not hold them. The Spitfire has a tendency to tip over onto its nose if anything other than very gentle braking is used.


    Надеюсь сам перевести сможешь.
    В патче 3.01 емнип добавили полную регулировку шага на двухрежимном винте от 0 до 100%.
    i7 3,5GHz; GTX680 4Gb; 1920х1080; DDR3 8Gb; Win7 x64; Saitek: Cyborg Evo FF, Quadrant, Pedals; TrackIR5

  24. #948

    Re: [MOD] Team Fusion Patch v1 (3.00) + MiniPatch 3.01

    Спасибо, наверное, воспользуюсь советом Gotz.

  25. #949
    S t u k a s Аватар для Sandy1942
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    Re: [MOD] Team Fusion Patch v1 (3.00) + MiniPatch 3.01

    Ну, как знаешь. Чем мог...
    Сам на "Спите" не летаю, может кто из спитоводов позже подскажет.
    i7 3,5GHz; GTX680 4Gb; 1920х1080; DDR3 8Gb; Win7 x64; Saitek: Cyborg Evo FF, Quadrant, Pedals; TrackIR5

  26. #950

    Re: [MOD] Team Fusion Patch v1 (3.00) + MiniPatch 3.01

    Дело в том, что между "хотели" (это та часть, которую надо переводить) и "получилось" огромная разница.

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