IL-2 Sturmovik: Cliffs of Dover Anounnced with 128 player multiplayer

The problem I have with convergeance in the game is the conflicting accounts of how it is set in the loadout section. Some say its in yards, others meters, some say hor and vert are inverted etc I just leave it at default but set the target wingspan for whatever I'm targeting.
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Horiz and vertical are inverted.

As for best way to get better... I think you'll learn fastest by watching experts ("Aces") and just analyzing and copying as much of their actions as possible. Approaching target, aiming, keeping steady before shooting, setting up for another approach, learning the angles... Watch really good pilots and you WILL learn. I know of this really very good pilot who regularly posts educational vids on youtube. Maybe Dano will suggest somebody else as well.
http://www.youtube.com/user/Semashko27

The other advice is to fly on dogfight servers (the ones with icons turned on) and actually put what you've learnt to good use. This game is like World of Warcraft- only your real level will increase with experience, and jsut like you would not last 10 seconds against an Ace right now, give it some time and you'll feel how YOU are turning into quite a dangerous pilot yourself;)
 
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Paaaaaaaaaaaaaaaaatch!!!!!!!!!!!!

http://forum.1cpublishing.eu/showthread.php?t=31759

Gooddayeveryone!

The patch is ready! What we have today is a DX10-only alpha. DX9 support is specifically removed. If you are running DX9, do not apply the patch!

The main purpose of the alpha is to find and squash any remaining or new bugs, especially crash bugs. The most common of the infamous launcher crashes have been fixed, but a few very hard to catch bugs remain. On average, a full day of flying causes about 0.8 crashes, and our internal testing has not yet provided the crash logs needed to zero in on the issue.

Download (International Version):
http://oron.com/2nht5gp5h2c8
(211,021,781 bytes)

Download (Russian Version):
http://oron.com/mzi00hqcijj4
(211,104,479 bytes)

Please enable logging in your conf.ini (Log=1). If the game crashes, send us your log as well as any crash dump files created in the cppdump folder in the main game installation. Email everything to [email protected]

So! Get testing. Get reporting. Make sure your logging is enabled, and send us your crashlogs!

Installation Instructions:
Just extract to your
[Program Files]\Steam\steamapps\common\il-2 sturmovik cliffs of dover
And play!
Version number is 1.06.17582

We don’t have a complete readme at this time, but a rough list of changes is below.

Known Issues

· Not fully optimized: grass, clouds, and trees. Clouds cause constant FPS drop; grass and trees cause hick-ups. A few extra days of work for this, a few days for grass, few days for clouds, we felt that we could start open testing the patch without waiting for these changes.
· Texture cache failing to draw higher-res textures on close-up objects with lower settings on below-recommended video cards.
· Weathering textures on aircraft appear shiny in shadows.
· No damage decals on aircraft from small-caliber hits.
· The hit flash effects are temporarily turned off.
· Far and medium distance clouds are temporarily turned off.
· Text in dialogue windows in the mission builder may appear bugged with other dialogue windows underneath.
· The front line in mission builder and minimap is drawn incorrectly.

Changes and Improvements

Performance

We've performed a huge amount of work improving both average and minimum FPS in the game. Most recommended-spec machine will see a roughly double average FPS and a significant reduction in the micro-freezes that had previously plagued the game. Their frequency, duration, and overall FPS impact will be greatly reduced or completely redone.

Some of the changes include:

• Completely rewritten render pipeline, which reduced CPU load;
• Rewritten texture manager, reducing stutter when loading new textures;
• Moved landscape geometry generator to its own CPU core, reducing stutters;
• Optimized tree code, reducing stutters when moving across landscape or rotating camera;
• Moved grass generator to its own CPU core, decreasing stutters during low-level flight;
• Moved all building and vehicle damage models to be pre-loaded, rather than dynamically loaded when they are destroyed. This increased mission loading times and memory usage, and reduced stutters when blowing things up;
• Improved multithreading in many other aspects of the code, improving minimal FPS on most multicore machines.

Flight Model

We've performed a tremendous amount of work testing and improving flight models in the game, as well as improving various aircraft engines. We used actual pilot's notes and flight testing data during the process (thank you Sean!). Unfortunately some deeply-set limitations in the engine code do not allow us to minimize the margin of error at altitudes about 7 km (21,000 ft) where most aircraft begin to perform worse than their real-life counterparts. Fixing this requires more extensive code rework and will therefore only appear with the upcoming sequel. However at lower altitudes most flyables will perform much closer to real life. We also have to note that some aircraft, most notably Spitfire Mk.II, had better performance than the real thing. Others, especially their engines, had reduced performance. We've addressed these serious issues and made our planes fly much closer to the real thing.

Partial List:

G.50
Temperature models of the engine were wrong due to incorrect data. The engine could not get up to required power at all altitudes. We've also added +100 boost for WEP mode.

Spitfire Mk.II
The aircraft's speed performance was too good at all altitudes, sometimes 60 mph better than the real thing.

Spitfire Mk.I
Fixed the top speed dip above 18,000 ft.

Hurricane Mk.I
Speed performance was also too good at all altitudes, similar to the Spit II.

Blenheim Mk.IV
Had many problems with the engine model. The engine overheated at normal RPM, the plane could not get up to stated airspeed at all altitudes. Maximum allowed airspeed was too great, and the plane could get up to 560 mph in a dive. A huge amount of work was performed to improve the plane's FM and bring it up to speed.


Artificial Intelligence

Partial list:
• Fixed some non-working orders, removed others from the list. There are no more orders available to the player that the AI does not follow.
• Added a request for available targets;
• Turned off friendly fire for ground battles (improving FPS);
• Added the ability to query current waypoint for scripts;
• Told AI pilots not to commit ritual suicide when their leader crash-lands;
• Fixed out of turn take offs for AI pilots;

Sound

Partial list:
· Fixed two-engine flanger;
· Added detailed engine malfunction sounds;
· Added MG-34 and Bren Mk.II machine gun sounds;
· Added many other sounds: bomb whistle, bomb hit, atmospheric ambient, cockpit ambient, and many more;
· Improved and added engine sounds. For example, the Merlin family contains MerlinIII-RG-Hurricane, MerlinIII-RG-Spitfire, MerlinXII, and Merlin_III which all sound differently under various RPM conditions

Have a great weekend!
 
Finally good to see them getting to grips with fixes, I seriously may get my stick out again if reports are good, but at present im sticking with 1946 (due to my squadron mainly flying on there)
 
It'll make coops and VWs easier though. I don't really care for DF servers, way too unrealistic flying. Actually, I don't care for any of it at the moment as my PC is in storage until I can buy a house :p
 
As opposed to the realism offered by everybody on all sides taking off at the same time? Yeh, I know you mean in regards to being able to respawn, but both systems have their issues with portraying reality, it is after all only a simulation :)

Apparently there is another update coming later today about the Alpha patch.
 
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IS the new patch crashing to desktop for others as well

Was just about to light up a stuka ... bang Application has crashed yada yada
 
IS the new patch crashing to desktop for others as well

Was just about to light up a stuka ... bang Application has crashed yada yada

Yup, first time I've experienced CTD's while in flight is with this new alpha patch, hopefully the crashdumps they've been receiving since release will allow them to track down the causes because otherwise it's a significant improvement in the FPS department for me.

Sounds like ClOD is still a complete mess, one year on. Must be one of the the half arsed releases ever.

It's far from perfect, though I am still convinced it is nowhere near as bleak as some members of the 1c forums would have you believe. I guess this sort of thing was bound to happen given the complexity of the project and the obvious issues that happened behind the scenes, at least they are still working on it.
 
The mini fix to alpha patch is out and apparently the Launcher.exe CTD is finally solved! Official patch shouldnt be far off now, but this alpha+fix is very good - I have fps doubling and zero crashes to desktop! It's looking better and better for IL2 :)
 
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As opposed to the realism offered by everybody on all sides taking off at the same time? Yeh, I know you mean in regards to being able to respawn, but both systems have their issues with portraying reality, it is after all only a simulation :)

Apparently there is another update coming later today about the Alpha patch.
No, as opposed to pilots with half a wing missing, engine on fire, and no fuel left still swooping in for kills instead of bailing out and trying to head home :p

Dogfight servers are awful compared to VWs :p
 
I've seen that sort of behaviour on all server types, but yes, it is more pronounced on dogfight ones. However, I'm sure that sooner or later somebody will come up with a nice online war system that utilises the always on server architecture we have now, why wait to launch the next mission? :)
 
I think Repka and ATAG are the most popular servers. I'm still enjoying RoF too much to switch to IL2:CLoD, maybe after the official patch...
 
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