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OBT~Lionel, OBT~Matteo

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Août 2017

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 IL2 CLIFFS OF DOVER - Mod Team Fusion V1 (3.00)

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Messages : 2069
Date d'inscription : 03/06/2008

MessageSujet: IL2 CLIFFS OF DOVER - Mod Team Fusion V1 (3.00)   Mar 19 Mar - 23:17

Magnifique, superbe, génial

Téléchargement du mod ici : http://www.checksix-forums.com/showpost.php?p=1347267&postcount=57

L'installation se fait comme ceci:

1. Vérifier l'intégrité du cache : dans Steam -> avec la souris clic droit sur "IL2 Sturmovik: Cliff Of Dover" (à gauche) -> propriétés - > onglet "fichiers locaux" -> bouton "vérifier l'intégrité du cache du jeu"
2. Nettoyer le dossier cache : supprimer tous ce qui se trouve dans le dossier "C:\Users\pape63\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\cache"
3. Dans le dossier "C:\Users\pape63\Documents\1C SoftClub\il-2 sturmovik cliffs of dover" sauvegarder les fichiers ini (confuser.ini et conf.ini) ailleurs
4. Décompresser le fichier téléchargé "Mod installer.zip" et installer le patch (double clic sur le fichier "Mod Installer.exe" issu de la décompression et choisissez le chemin "C:\Program Files (x86)\Steam\steamapps\common\il-2 sturmovik cliffs of dover")
5. ***très important*** lancer le jeu une fois (cela va créer automatiquement un nouveau dossier "IL2 Cliffs of Dover - Mod" dans "C:\Users\pape63\Documents\1C SoftClub").
6. copier les fichiers ini sauvegardés précédement (confuser.ini et conf.ini) dans le dossier "IL2 Cliffs of Dover - Mod"".

tuto en video:

Toutes ces infos sont issues de ce lien (en anglais): http://theairtacticalassaultgroup.com/forum/showthread.php?t=3777&p=37990#post37990

ici (en francais): http://www.checksix-forums.com/showthread.php?t=180423

Dernière édition par OBT~Mikmak le Sam 27 Avr - 21:56, édité 9 fois
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Messages : 1731
Date d'inscription : 04/06/2008

MessageSujet: Re: IL2 CLIFFS OF DOVER - Mod Team Fusion V1 (3.00)   Mer 20 Mar - 0:03

Ha, merci Mike, je voulais le faire (sisi Wink ) , j'ai aussi posté une news sur le site C6, mais la validation, tarde Wink

Lien directe

Via torrent:

Voici la procédure d’installation :
Citation :
Patch installation is very simple.

1. Verify integrity
2. Clear cache
3. Save INI **Your control and graphics config** eg - confuser.ini / conf.ini files somewhere
4. Install patch
5. ***Very Important*** Start up IL2COD until you get into the loading screen. This creates a new folder under Documents/1cSoftClub called IL2 Cliffs of Dover - Mod. The Mod folder is where you place your saved config files.
6. Copy ini files over again to main folder

About Steps 1 and 2

1. In the Steam GUI, go to the Library, then the game. Right-click >
Properties > Local Files Tab > "Verify Integrity of Game Cache".
It checks your game for corruptions and missing files, and will
replace them as necessary.

2. In your Documents, go to the "1C Softclub" folder, then the "il-2
sturmovik cliffs of dover" folder. Within is a folder labeled "cache".
Delete the contents, specifically of a folder labelled "shaders". You
can dump the whole folder and it will be rebuilt after verification
and game start (in my experience).

If you are worried that deleting an entire folder is bad news, just
change the name on the "cache" folder to something else, and verify and
restart the game. You'll see it is rebuilt, and if not, you still have
the original folder.

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

Now you should be ready to fly!

Et le Read me:
Citation :
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 (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.

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

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

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


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

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!

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!

Oleg & Luthier, there is always a place for you guys here, amongst
your fellow flight simmers. Hopefully we’ll meet again sometime soon,
but until then, all the best with your endevours and talking about
flight simmers…

This one is for you!

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IL2 CLIFFS OF DOVER - Mod Team Fusion V1 (3.00)
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