Posts Tagged ‘IL-2 CoD’


CloD logo

Hi all,

A little update which will only interest current and future owners of an Oculus rift.
TF has made OR work with Cliffs. There are still a few caveats (listed bellow) but for what is worth, it is working.

Full size image: Bigger

Here’s a little demo (sorry, can’t make a video because of the way it works) of how it looks ingame. To see it you will need Firefox (I think Chrome also works) and your VR viewer. I’ve tested it only with OR but it is supposed to work with cardboard and whatnot.

Demo Here

There are 5 images. Use the arrows to move to the next/previous. If you want to see the images directly, here they are:
First, Second, Third,Fourth,Fifth

Now the caveats:
1.- The 2d things like map, chat etc, are hard to read. Because of how they are rendered, when you move your head the windows move with you so if the map is at the left of your viewing area, it will always be there. The solution is centering it but you also have to view it with one eye as the 3D effect doesn’t work well.
2.- Originally buildings where rendering in one eye only. This was fixed but, of course, it means double the rendering stress and lower FPS.
3.- Aiming is hard. Changing focus from instruments (close) to gunsight (far) takes some time to get used to. Also, because of the reflector size, the gunsight is only shown fully on one eye at the time. If anyone has documentation on this, it would be appreciated as it feels weird.
4.- Spotting distant planes is harder. Even though the “single pixel” far contact can be seen for miles, the “screen door” effect makes them harder to spot. Also identifying closer contacts is harder because of the OR resolution. In any case, the zoom helps with both issues but keep in mind that zooming is not supposed to be done with VR so don’t try to look at the instruments when zoomed as you will feel like when looking at something really close where each eye sees something completely different
5.- FPS is and is not an issue. Yes, higher FPS gives a smoother feeling but, thanks to the OR timewarp, one can be on the deck, over London with 13 FPS and not get seasick.
Sidenote: is funny how the timewarp works. You need to send 90fps to the OR for it to work but it is supposed to be there to help when lower FPS so as always with modding liffs, a trick had to be done

All that said, it feels great to be inside the cockpit!

All the above means that there’s a 90% probability OR support will be included in TF5.0

PS: For those wondering and without going into much details, no, it was not even close to easy to do and yes, it required making Cliffs work with DX11.

Edit: Added 2 more images. 1 over london, 1 with contacts right in front.

And always nice to see appreciation from the Facebook page and one particular follower


ფილმი მოგითხრობთ ლეგენდალური ავია სიმულატორის IL-2 სერიის შესახებ პირველი ნაბიჯებიდან დღემდე.

“Эта игра заслуженно получила мировое признание за качественно новый уровень моделирования, множество локаций и превосходную симуляцию физики полёта. Для многих «Ил-2 Штурмовик» Олега Медокса, стал отправной точкой в изучении истории военной авиации России, её роли в мире. Герои фильма – разработчики авиасимулятора «Ил-2 Штурмовик: Битва за Сталинград» – игры, ставшей продолжением легендарной серии.”


ყურება YT -ზე

გადმოწერა – RT დან

read more STEAM


ახალი პატჩი რომელშიც ძირიანი ჩასწორებულია წინა პატჩ-კანდიდატის შეცდომების. ასევე შესულია რამოდენიმე სიახლეც. პატჩის გადმოწერა CloD (eng)CloD (ru)  დაყენების წესი იხილეთ ბლოგზე შესაბამის თემაი CloD

გამოვიდა ახალი ბეტა პატჩი (სრული ვერსიის ბოლო ბეტა ვარიანტი),  სადაც საკმაოდ ბევრი და მნიშვნელოვანი ცვლილებებია შესული, მათ შორისაა ისეთი მნიშვნელოვანი ცვლილებები როგორიცაა, FM (ფრენის მოდელი), გრაფიკული შეცდომების გასწორება, ონლაინ კოდების გასწორებები, და ბოლოს სიახლე, დამატებული ახალი თვითფრინავი Su-26. დაყენების წესი და სხვა ინსტრუქციები იხილეთ ბლოგზევე – IL-2 Cliffs of Dover პატჩის გადმოწერა შეიძლება ოფიციალურ ფორუმებიდან ინგლისური – CloD რუსული – CloD

ცვლილებების და სიახლეების სრული სია:

Patch Notes:


  • Fixed the plane label bug, where the label would hide behind the clouds;
  • Corrected brightness for various light sources;
  • Fixed the black front line issue;
  • Corrected incorrectly aligned water explosion effects;
  • Various other minor fixes and improvements.


  • Corrected the bug when attempting to connect to a password-protected server after previously entering an incorrect password;
  • Corrected the issue that sometimes disabled the country selection controls when connecting to a server;
  • Corrected issues with some plane sounds online;
  • Exorcised ghost planes;
  • Corrected the behavior of “jumping” cars and some other vehicles;
  • Fixed the issue where GamePlay.gpAirports() could return incorrect data.

New Features
Servers can now work with user-made map labels in their scripts.
When a user creates a new map label, server receives the following event
OnUserCreateUserLabel(GPUserLabel ul)
Or, when a label is deleted,
OnUserDeleteUserLabel(GPUserLabel ul)
GPUserLabel – label type, where Point2d pos ;
Player Player ;
string Text ;
double time ;
int type;

Available Label Types :

You can also create your own label with
GamePlay.gpMakeUserLabel(p, GamePlay.gpPlayer(), actor.Name(), GamePlay.gpTimeofDay(), (int)GPUserIconType.Plane)
The server can send a label to the players with:
gpDrawUserLabel(world.GPUserLabel ul); // all players on the server
gpDrawUserLabel(int army, world.GPUserLabel ul); all players in int army
gpDrawUserLabel(Player[] to, world.GPUserLabel ul); only the players in the Player[] to list
The labels can also be deleted correspondingly:
gpDeleteUserLabel(world.GPUserLabel ul);
gpDeleteUserLabel(Player[] to, world.GPUserLabel ul);
gpDeleteUserLabel(int army, world.GPUserLabel ul);

Conducted a huge amount of work correcting and improving aircraft flight models as well as most engine models. All work was based on historical flight test data or flight manuals (Sean, what would we do without you!). Unfortunately our flight model does not allow us to perfectly replicate test results at all ranges of altitude. At altitudes above 8000 m (26,000 ft) most aircraft begin to perform worse than their historical counterparts. Addressing this discrepancy requires a large additional amount of work, and will therefore be done in a future release.
Changes in this patch include:

  • Various minor changes and corrections to all aircraft.
  • Added Hurricane MkI and Spitfire MkI with constant-speed propellers and 100-octane fuel.
  • Corrected the Merlin engine model.
  • Added pitot heat controls to Spitfires.
  • G.50

Fixed engine heat balance that had previously prevented listed HP from being available at all altitudes.
Added +100 boost that can only be used in emergency mode.

  • BR-20

Decreased never-exceed airspeed.

  • Spitfire Mk.IIa

Corrected (decreased) airspeeds at all altitudes to bring performance down to historical levels.

  • Spitfire Mk.Ia

Corrected (increased) airspeeds at altitudes above 6K m.

  • Hurricane Mk.Ia

Corrected (decreased) airspeeds at all altitudes alongside Spit II.

  • Blenheim Mk.IV

Corrected the engine model.
Corrected altitude performance.
Decreased never-exceed airspeed.
Corrected engine modes at all altitudes (RPM, boost, fuel flow, etc).
Implemented smooth flap control.
Changed the airscrew to two-speed.
Corrected empennage values that created too much interference during take-off.
Affixed springs to bomb bay doors.

  • He-111 и Ju-88

Corrected radio compass animations.

  • Bf-109

Corrected cockpit animations for trimmer and flap chains.
Corrected flap model
Corrected the flap sounds
Corrected the pitot heat light.

Other flight model and engine changes.

  • Corrected negative G cut-out for carburetor engines. The effect will be noticeable at around +0.1G.
  • Corrected the mixture control level on Hurricanes and Spitfires. It is now push forward for Lean, pull back for Rich. With that, moving the throttle lever to idle will return the lever to Rich.
  • Corrected (increased) low-altitude speeds for most Brutish fighters (Spitfire MkI with DH and Rotol aircrews, Hurricane MkI with DH and Rotol aircrews).
  • Corrected Bf-109 rudder behavior.
  • Corrected fuel flow calculations for most aircraft.
  • Corrected throttle control. The entire range is now useful.
  • Corrected overspeed sound. It will now steadily increase in volume depending on airspeed.
  • Added a Su-26 acrobatics plane.

You can toggle airshow smoke by injecting oil into the exhaust manifold. This is done with the WEP button by default. The default smoke is white. You can select other colors by selecting corresponding loadout options.

The plane also comes with four easter egg weapons that can be loaded onto the center pylon:

  • Shotgun – fires explosive pellets with everyone’ sfavorite green tracers;
  • Laser – fires a beam that sets an enemy plane alight. Effective distance is 700m;
  • Antimatter mortar – fires anti-matter spitwads;
  • Railgun – fires a shell that generates electromagnetic pulse that in turn destroys enemy subsystems, especially engines.

NOTE: Our artificial intelligence simply could not manage the pure awesomeness of this plane. If you try to create doom flights of railgun-armed Su-26s the AI will most likely just crash.
The Su-26 is a special type of a recon plane in the game, so other AI aircraft will mostly ignore it in missions.

გამოვიდა ახალი ბეტა პატჩი 1.08.18956 გადმოწერა, BETA PATCH v.1.08.18956 International version & Russian version

ნახვა სრულიად

ახალი ბეტა-პატჩი New Beta patch released
დაწვრილებით: IL-2 Sturmovik COD