Jump to content

Recommended Posts

You can get it here...www.pacific-fighters.com. The readme goes something like this here...

 

README

Pacific Fighters v.3.03 (3.03m)

 

 

Warning

 

 

The current version 3.03 (3.03m) is not compatible with the previous versions of the game when playing via network. Both the server and client must have appropriate versions of the game in order to connect.

 

For your convenience we’ve introduced different version numbers for the stand-alone installation and the joint FB+AEP+PF install.

3.03 – for stand alone PF

3.03m – for FB+AEP+PF

And of course, the versions 3.03 and 3.03m are not compatible with each other playing via network.

 

Notes on the Patch Installation

 

This 3.03 patch may be installed over the previous 3.0 stand alone version.

The 3.03m patch version can only be installed over the merged PF 3.0 install (FB+AEP+PF).

 

This 3.03 patch maybe installed as well over 3.01(3.01m) or 3.02b(3,02bm) with corresponding installation versions.

 

To install the patch, run

1) Stand alone PF: PF_patch303.exe and follow the on-screen instructions.

 

2) Merget install FB+AEP+PF: PF_patch303m.exe and follow the on-screen instructions.

 

Notice: The new method tested in 3.01 and 3.02 need more work for protection of possible online cheaters. So currently we release such exe file only for dedicated server.

 

 

Notice: the main purpose of this patch

 

The version 3.03 makes compatible online all the language versions that are released or coming soon in several countries.

 

Main modifications and fixes

 

 

 

3D models

 

1. More inaccuracies in cockpit gauges are corrected (however still several cockpit changes with some levers and indicators will be available only in the add-on with new planes later).

2. Corrected many minor glitches.

 

FM and aircraft performance

 

1. Additional minor individual tuning of flight models and aircraft performance were made (Dive speed F4F for example).

2. Reworked physics model of automatic multi-stage supercharger (most visible result - on FW-190A/F, P-51s and some others).

 

 

Other improvements:

 

1. Multiplay: Corrected on client side the ships damaged. Corrected respawn method for more than one carrier on the dogfight map at once for one army.

2. Improved visibility of some ships, vehicles and columns.

3. Additional fixes for dynamic campaign.

4. Corrected external fuel tanks on Spitfire IX and Spitfire VIII

5. Corrected rocket loadout for Seafire

6. Corrected bomb racks for Spitfire IX

7. Corrected several non-destructable ground vehicles

8. Corrected compass of P-38s

 

New objects:

1. Static smokes

2. Static fires

3. Static airfield electric lights

 

 

 

 

Suggestions and Bug Repots

 

Please send all suggestions and bug reports regarding Pacific Fighters to PF@1c.ru

 

Please send all bug reports relating Dynamic campaign (DGen and NGen) separately to dgen@rogers.com

 

 

 

 

README

Pacific Fighters v.3.02b (3.02bm)

 

 

Main modifications and fixes

 

Damage model

 

Corrected P-40 engine damage model

 

3D models

 

More inaccuracies in cockpit gauges are corrected (however several cockpit changes with some levers will be available only in the next add-on due to big size).

 

FM and aircraft performance

 

1. Additional individual tuning of flight models and aircraft performance were made for the P-39s, P400, F4U, F6F and some other planes.

 

 

Other improvements:

 

9. Multiplay: Corrected on client side the ships damaged (will be other with add-on).

10. Parafrag bombs explosion changed to an instantaneous fuze.

11. Improved visibility of many ships.

12. Made new optimization for the speech loading.

13. Changed visibility of the planes and objects on the ground.

 

Notice about item 2: Unfortunately we did it wrong due to wrong initial info. It’s why we changed it now when we got the right info. Due to this change the tracks which display these bombs my playback incorrect.

 

 

 

 

 

 

README

Pacific Fighters v.3.01 (3.01m)

 

 

 

Main modifications and fixes

 

Damage model

 

1. Ships have improved damage model for small unprotected gun mounts. Now when they receive enough damage they can be “shot off”. NOTE: this will not affect the ships that were built for the original IL-2 which are still available in the merged install. Only the later ships (cruisers and battleships) that shipped with FB, AEP and of course all PF ships will be affected.

2. B-17E and B-17F damage textures are fine-tuned.

3. The left wing damage model are corrected on the P-63C.

4. Visuals for wing and engine damage model are corrected on the A-20G.

5. Additional thorough testing was performed on damage model physics for most planes. In some cases additional changes were made to the damage modeling.

 

3D models

 

1. All currently reported inaccuracies in cockpit gauges are corrected (however several cockpit changes with some levers will be available only in the next add-on due to big size).

2. Pressure gauges are added to the F6F.

3. Graphical inaccuracies in arrestor hooks are corrected on some planes.

4. Additional aesthetical changes which don’t affect gameplay are made to some cockpits.

 

 

FM and aircraft performance

 

1. Additional individual tuning of flight models and aircraft performance were made for the F4F, F4U, F6F, Ki-43, Ki-61, A6M, Spitfire, Seafire, SBD and other planes.

Note: Spitfire and Seafire engine overheat model was finetuned as much as possible within the constraints of the current global engine model.

 

2. Engine cylinder compression and prop pitch modeling was extensively redone, which now results in the planes losing airspeed faster as engine RPM decreases.

 

AI

 

1. Many users requested additional control over the ship flak guns. We’ve added a new ROF(rate of fire) function to the FMB. This function controls the time it takes the ship to reload the weapons. Acceptable values range between 0.5 and 100, where

0.5 - half the historical time (i.e. ships fire twice as fast)

1 – historical reload time

5 – recommended value for lower-end machines.

100 – the absolute slowest reload value possible. You will see virtually no flak with this setting.

Note: this function is a compromise between historical accuracy and the requests of many users who have lower end machines but want to participate in large-scale battles with many well armed ships. Increasing the pauses between salvos will lower the ship flak’s calculations during the game and thus introduce increased frame rates.

2. Japanese planes now use also the V formation

3. When the AI plane’s aircraft carrier is sunk, it will look for a nearby friendly carrier. In case none are found, the aircraft will attempt to locate a nearby friendly airfield; barring that they will ditch in the water or a nearby island.

 

Other improvements:

 

14. Improved water explosion effects.

15. B-25J bomb sight units are changed from metric to imperial.

16. Added fire extinguishers to A-20G and B-25J.

17. Fixed co-op track playback bug.

18. Fixed 3D A6M2 folding wing bug.

19. Fixed rare cases of aircraft raising gear while parked on carriers.

20. Added several stationary planes.

21. Several void.bmps added to several planes.

22. Corrected names and ammo loads for Ki-61s.

23. Removed fire extinguishers from P-38.

24. Corrected take-offs from damaged aircraft carriers.

25. Extensively reworked sinking behavior of ditched planes.

26. Added the ability to use time-delayed bombs against ships.

27. Corrected service dates and designations for some planes

28. Corrected the bug that occasionally appeared in co-op games when using

the No User Loadout option of FMB.

29. Added new skins for B-24, B5N, F4F-4, FM2 and J2M (Thanks Dani Santos)

 

 

Dynamic Campaign fixes and improvements

 

1. Wrong objects in final missions in case of autonomous install

2. Wrong airfield in New Guinea

3. Crashes in mountains in New Guinea.

4. Crash in second Midway mission when using Hard campaign difficulty

5. Collisions of Rufe at Iwo when using High Air Intensity

6. Wrong objects on some maps.

7. Guadalcanal NGen campaign did not work when selecting Hellcats as bombers.

8. Occasional start on water when moving to Iwo map

9. Text corrections

10. All ships now fire in DGen and NGen, but their rate of fire is lower. By default in these campaigns it is 5 times lower, but it can be modified.

 

To change ship rate of fire in DGen campaigns, add a line to conf.ini

 

SlowFire=n.n, where n.n = 0.5 to 100.0

 

To change ship rate of fire in NGen campaigns, add a line to corresponding camapign file, look as an example at /NGen/CampaignCoralSea.dat

 

It starts with lines:

 

[$select]

SlowFire:5.1

 

All ships in this online campaign will have their fire rate 5.1 times slower than original.

 

10. Iwo, Chichi, Okinawa, Wake operations added to USMC career

11. New Guinea aded to USAAF career.

12. Midway removed as USAAF operation.

13. Some plane choices are changed.

14. P-38 can be used in Japan 1945 operation

15. Marianas operation added to USN and IJN

16. CampaignLength parameter does not affect Pacific maps anymore (otherwise it could lead to very short campaigns)

17. British markings on B-29 in USAAF Japan campaign - fixed.

18. Kates dropping torpedoes to ground in Pearl Harbor - fixed

19. In order to allow planes with arrestor hook to fly from ground bases, it is possible now to use classes file associated with your career. For instance, this is a file from IJN fighter career classesIN1.dat

 

A6M5A Palau BASE

A6M5B Palau BASE

A6M5C Palau BASE

A6M5A Iwo BASE

A6M5B Iwo BASE

A6M5C Iwo BASE

A6M5A Okinawa BASE

A6M5B Okinawa BASE

A6M5C Okinawa BASE

 

Syntax:

 

Plane_code Operation_code BASE (or CARRIER)

This file allows A6M5A and A6M5B which are carrier based planes by default to fly from airfields at Palau, Iwo and Okinawa.

 

 

 

Graphic engine changes

 

1. Improved icon visibility for ground objects and planes.

2. Improved water effects such as explosions and wakes.

3. Improved water rendering:

a. Decreased tiling with Water = 0

b. Removed noise dots and squares in sun glint for all modes

c. Improved waves and whitecaps with Water=3.

4. Improved multiple visual effects.

5. Removed black dots that sometimes appeared around clouds

6. Improved caching for faster rendering in the Perfect mode

 

Recommended drivers

As of this moment, the latest recommended WHQL drivers are

ATI cards:

Catalyst 4.11 http://www.ati.com/home/online/CatalystCCCdriver.html

NVidia cards:

http://www.nvidia.com/object/winxp_2k_66.93

 

 

Additional Notes

 

1. Missions, tracks and other file names do not allow period, commas and special symbols such as umlauts.

2. When creating squad files for network play, please use these standard country codes to assign your squad to a specific army:

 

de - Germany

fi - Finland

fr - France

gb - RAF

hu - Hungary

it - Italy

ja - IJA

in - IJN

nn - None

pl - Poland

ro - Romania

sk - Slovakia

ru - USSR

us - USAAF

un - USN

um - USMC

ra - RAAF

rz - RNZAF

rn - RN

du - NL

 

 

Creating FMB missions with ships.

 

If you wish to create missions with ships performing evasive maneuvers simulated with waypoints, please use the following guidelines:

 

1. Do not make sharp turns in the waypoints, especially for the carriers with the

planes on the deck. This is especially important if these planes must land or take-off during these waypoints.

2. If you wish to make turning waypoints for other ships, then see the item above and please make as many waypoints as necessary to create smooth enough turns.

3. You can currently use this unsupported feature, which may be removed in the future.

- set the group of planes on the carrier by the rules described in readme v.3.0.

- set for this group of planes with only one (take off only!) waipoint, fuel=0, No weapon, Radio Silence.

This way you will have static aircraft permanently sitting on the aircraft deck.

 

Seems to work fine for me and I think includes the Brewster. I also read another PF forum thread from Oleg that mentioned the 3.04 patch with aircraft may be a few weeks yet. That tidbit can be had here...PF Forum thread.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..