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README IL-2: Forgotten Battles, Ace Expansion Pack, Pacific Fighters. Il-2 Sturmovik: 1946 Version 4.04m 4.

07m

Attention: The DVD version is shipping with the Pacific Fighters manual, as it is the most representative of the latest features in the simulation. This readme contains the latest up-to-date information that has changed since the manual was created. For all other items please see the standard Pacific Fighters manual. You can find the electronic manual by going to the Start Menu > Programs > Ubisoft > Il-2 Sturmovik: 1946 -> Pacific Fighters Manual
Note: This document contains separate readmes for the 4.07, 4.06, 4.05 and 4.04 versions. Please make sure to read all pertinent information in all four readmes in your language. Mission briefings and some other texts that are part of new 4.05, 4.06 and 4.07 content are only available in English, and are not localized into other languages

Minimum and recommended system specifications Supported OS: Windows 98 / Me / XP / 2000 Processor: Minimum: Pentium III or AMD Athlon 1 GHz Recommended: P4 3 Ghz or above RAM: Minimum: 512 Mb Recommended: 1 Gb or more Video Card: Minimum: DirectX 9 compatible, 64 Mb Recommended: 128 Mb or more Sound Card: Minimum: DirectX 9 compatible Recommended: Audigy series Free HD space after install: 6+ GB Network Play: high speed internet connection with minimum delay is highly recommended

Recommended video drivers

As of this moment, the latest WHQL drivers are recommended.

NVIDIA http://www.nvidia.com/object/winxp_2k_84.21.html OR http://www.nvidia.com/object/winxp_2k_81.95.html


NOTE: Please make sure to set the proper default graphics card settings in the setup program, and dont set any decreasing quality settings. These options are only recommend for case of known problems with specific cards, which may help to identify or partially solve possible problem. Please make sure that the default settings for each video card in the list in the setup program are the best.

Additional features of graphics settings Water rendering To select water rendering mode please modify the Water section in the file conf.ini in the [Render_OpenGL] section (Water = 1 by default). Water = 0 Water with flat geometry (fastest). Water = 1 Water with flat geometry (fast).

High quality water rendering modes with correct wave geometry Water = 2 This mode is visually similar to water = 3 but it runs on ATI cards 9800, X800, X1800 and later models. Water = 3 Fast render mode with Vertex Shaders 3.0 (NVIDIA 6600 and later models) Water = 4 Better quality mode with Vertex Shaders 3.0 (NVIDIA 6800 and later models) Reminder: ATI 9500 and higher supports modes: 0, 1, 2. NVIDIA 6600 and later models support: 0, 1, 2, 3, 4. NVIDIA cards before the 6xxx series support: 0, 1, 2 (2 is not recommended). Clouds rendering In order to see higher quality clouds you will need to manually edit the conf.ini file located in your main game folder before launching the game. Open the file with a text editor, find the [game] section and in the TypeClouds= line write in either 0 or 1, then save the file. TypeClouds=0 - standard clouds TypeClouds=1 - improved quality clouds Note: When playing online the player will see the cloud type set by the server, and not as individually set in their conf.ini. This is done to ensure all players see the same tactical situation in the air regardless of their settings.

Notes about technical limits. 1.Ship wakes and explosions intersect with wave tops, creating dark spots 2. Reflections are visible behind the objects. 3. Effects=2 ([Render_OpenGL] section of conf.ini) test mode for improved effects lighting. This mode required 3.0+ MHz CPU. 4. The perfect graphics setting is prohibited in DirectX mode. It is possible to set only in OpenGL mode. 5. Please make sure that your sound card is properly configured if you experience any problems with hardware acceleration, as in-game sound depends on EAX settings.

Aircraft that require manual control for superchargers and fuel mixture. Difficulty settings complex engine management must be On. If the complex engine management parameter is set to Off, then the superchargers and mixture are managed automatically in all aircraft. Several aircraft in our flight simulator require performing additional functions when playing with Complex Engine Management option on. Many of the engines did not have automatic superchargers, thus they need to be adjusted manually. The supercharger stage is adjusted using Supercharger Next Stage and Supercharger Prev. Stage control keys. I-153 M-62 and I-153P When climbing, it is required to set the supercharger to stage 2 ( Supercharger Next Stage) when passing 2200 meters. When going below 2200 m, one should return the supercharger back to stage 1 ( Supercharger Prev. Stage). In addition, fuel mix requires adjustment at altitudes above 4.0 km. At those altitudes, the engine carburetor is incapable of producing optimal mixture with low-density high altitude air. When the engines begins trailing smoke and suffer power loss or RPM instability, adjust the mix level (using Increase Mixture and Decrease Mixture control keys) until the engine returns to the regular output. I-16 type 18 / 24 Sharing the same engine with the I-153 series, this plane requires the same operations. La-5 (F, FN) and La-7 The supercharger requires to be set to stage 1 when flying below 3500 meters, and to stage 2 above 3500 meters. Mixture adjustment is requires at altitudes above 5000 meters. LaGG-3 (early series) The supercharger requires to be set to stage 1 when flying below 2200 meters, and to stage 2 above 2200 meters. Mixture adjustment is requires at altitudes above 4000 meters.

LaGG-3(66 series) and LaGG-3IT The supercharger requires to be set to stage 1 when flying below 2200 meters, and to stage 2 above 2200 meters. Mixture adjustment is requires at altitudes above 3000 meters. Yak-9 and Variants (D, K, T) The supercharger requires to be set to stage 1 when flying below 2000 meters, and to stage 2 above 2000 meters. Mixture adjustment is requires at altitudes above 3000 meters. Yak (Other Models) The supercharger requires to be set to stage 1 when flying below 2000 meters, and to stage 2 above 2000 meters. Mixture adjustment is requires at altitudes above 4000 meters. Hurricane The supercharger requires to be set to stage 1 when flying below 2800 meters, and to stage 2 above 2800 meters. P-40M The supercharger requires to be set to stage 1 when flying below 2200 meters, and to stage 2 above 2200 meters. P-40E M-105 (Field mod.) A Russian modification with the engine found on the LaGG-3 requires the same engine handling. The supercharger requires to be set to stage 1 when flying below 2200 meters, and to stage 2 above 2200 meters. Bf-109G-6/AS, Bf-109G-10/G-14 and Bf-109K-4 These aircraft are equipped with MW50 injection system. The system operates automatically, giving the engine additional power as you move the throttle control beyond the 100% mark. The system can be switched on and off (using the WEP control key), however, it may only be done when the engine is idle or running on lower throttle to prevent damage. Also, it should be switched off when it runs out of water-methanol mix as it cant operate properly without external pressure and may lead to engine damage. FW-190s Mixture corrections may be required above 9000 meters. FW-190D-9 (1945) The plane is equipped with MW50 system, similar to the one installed on the Bf-109, and has the same restrictions.

FW-190F-8 The boost is effectiveness only bellow 1,000 meters. It was even prohibited to use over 1000 meters altitude. He-111 The supercharger requires to be set to stage 1 when flying below 2800 meters, and to stage 2 above 2800 meters. Ju-87 The supercharger requires to be set to stage 1 when flying below 2800 meters, and to stage 2 above 2800 meters.

A-20G: Switch supercharger speeds at 2,200 meters (7,200 feet) Maximum traverse speed for the electric top turret is 60 deg / sec B-25J: Switch supercharger speeds at 2,700 meters (8,850 feet) Maximum traverse speed for the electric top turret is 60 deg / sec F4F, FM-2 Wildcat Variants Switch supercharger speeds at 2,500 meters (8,200 feet) and 4,800 meters (15,750 feet) Flaps are automatically retracted at 250 km/h (155 mph) Gear can only be operated manually; you have to manually assign keys for it in the Controls section. F4U Variants Switch supercharger speeds at 2,600 meters (8,500 feet) and 8,200 meters (26,900 feet) The aircraft are also equipped with speed brakes that utilize a part of the gear mechanism. Please do not use this function during take-offs and landing, as in this way the gear isnt supported by additional hydraulic pump and may very well break off under the stress. F6F Variants Switch supercharger speeds at 2,500 meters (8,200 feet) and 8,100 meters (26,570 feet) A6M3-A6M7 and intermediate variants: Switch supercharger speeds at 3,300 meters (10,800 feet) Note: A6M5c is modeled with the Sakae 31a engine with methanol injection, instead of the Sakae 21. The cockpit has a gauge showing the quantity of the methanol mix. Unfortunately we were not able to find any detailed photos showing this gauge, and it is based on a diagram that may not adequately represent the

historical gauge. A6M7 model 62 also uses the Sakae 31a, however A6M7 model 63 reverts to Sakae 21 because of historical shortage of newer engines. G4M: Switch supercharger speeds at 3,000 meters (9,840 feet) Ki-84: Switch supercharger speeds at 2,500 meters (8,200 feet) Ki-100 Switch supercharger speeds at 3,500 4,000 meters

NOTE: Most other aircraft modeled in our Flight Simulator use automatic or single-step superchargers that do not require manual control.

Designations for Spitfires in the game menus: Spitfire Mk.Vb with Merlin 45 engine - Spitfire Mk.Vb Spitfire Mk.Vb with clipped wings and Merlin 46 engine - Spitfire Mk.Vb (CW) Spitfire LF. Mk.Vb with Merlin 50 engine - Spitfire L.F. Mk.Vb Spitfire LF. Mk.Vb with clipped wings and Merlin 50 engine - Spitfire L.F. Mk.Vb (CW) Using the SPB The SPB consists of the TB-3 mothership and a pair of attached I-16s. There are special versions of these, TB-3 4M-34R SPB and I-16type24 SPB. When building a mission, you can attach the I-16 to the mothership the same way you attach gliders to planes set up a flight of I-16s with one waypoint, and set the waypoints target to the TB-3 (go to the Waypoint tab of the Object window with your I-16 selected, hit the Set button and click on the TB-3). The I-16 will be attached to the TB-3 in the beginning of the mission. You cannot build missions where I-16s start detached from the TB-3 and attach afterwards. AI flying these I-16s will automatically detach when the TB-3 approaches a GATTACK waypoint. The I-16s then will attack the site and return to escort the TB-3 back. You may use the Aircraft Attach/Detach button when flying these planes to detach from the TB-3, or drop the I-16s if youre flying the TB-3. In dogfight mode, you may attach your I-16 to the TB-3 mothership while on the airfield. To do so, taxi the plane to the attachment port under the TB-3s wing, and press the Aircraft Attach/Detach button. Your plane will be attached to the mothership and your landing gear will be raised automatically. Note that while attached to a TB-3, I-16s drain the motherships fuel reserve, and if their engines are left at low RPM their fuel tanks will slowly refill to 100%. According to historical sources there were many different versions of the SPB link-up. We only model one of them which was used in 1942 and later. Using the V-1 rocket The V-1 rocket is a completely new object type with a new set of parameters. To use it, open Full Mission Builder, load a map, and in the object browser find a Rocket object set. From here you have a choice of a V-1

Ground and a V-1 Air object. These basically function the same, except the Ground object starts on a rail while the Air object starts in mid-air. You can place an Air V-1 anywhere, while a ground V-1 should be placed on flat ground. Both should be places with no mountains, hills or buildings immediately in front of its path. Pressing Insert or ctrl-clicking the ground places the rocket under the mouse cursor. This is its starting waypoint, one of only two possible. The final waypoint is not created in the same way as plane or vehicle waypoints. Instead you must go to the Rocket tab of the Object window with the V-1 selected, press the Set button, and drag and click the target waypoint on the target area. You can drag and drop it later to fine-tune the aiming. The rocket always flies to target at around 2625 +/-200 meters of altitude; thus for Ground V-1s your target should be far enough for it to climb to that altitude. Usually its not a good idea to place a V-1 target close to its launch point since its very likely to miss in this case. There are more important parameters you must set in the Rocket tab of the object window, namely the Timeout, Count and Period. The Timeout parameter sets the initial time between the start of the mission and the launch of the first V-1. The first box is hours, the second is minutes. Its best to set this value to at least two minutes (0:2) to allow the first V-1 to launch correctly. Setting it to a lower value may cause the first rocket not to launch at all. The Count parameter sets the total number of V-1s launched from the current point towards the current target. If you want several V-1s to launch from the same point but towards different targets, you must create multiple launch points with different targets, and set their Timeouts to different values. Finally, the Period parameter sets the time interval between the launches of each subsequent rocket from this point. The rocket itself appears on the rail at exactly half the Timeout or Period time; during the other half of the interval the rail appears empty. For example, if the Timeout is set to 10 minutes and Period is set to 20, then the rail will appear empty for the first 5 minutes of the mission (timeout / 2); the rocket will appear on it for the next 5 minutes and launch at 00:10 of game time; then the rail will appear empty for the next 10 minutes (Period / 2) and then the rocket will sit on it for the remaining 10 minutes of the Period; etc. The last important point is that the V-1 is not an airplane but rather a special other type of object; therefore it will not have a plane-like camera attached to it. In order to watch the V-1s take-off and fly you must place ground cameras around its launch point or across its mission path. But of course the best way to look at V-1s is from an airplane. Our V-1s are tippable. They pack a lot of explosives so its not always a good idea to shoot at one; it may take it with you when it explodes. A better historical way to destroy it is to fly alongside it matching your airspeeds, close formation and then gently touch its wingtip with yours. Since the V-1 has no ability to stabilize itself horizontally it will go into a diving turn and hit the ground below instead of exploding in your face. Good luck! Using the K-14 gunsight Use the Toggle Sight Mode (Auto) button to switch gunsight mode. Use the Adjust Sight Control to Right and Adjust Sight Control to Left buttons to select the target aircraft type. Use the Increase Sight Distance and Decrease Sight Distance buttons to adjust the sight circle for the target aircraft to fit in it. Track the target aircraft for at least 2 seconds to maintain correct lead. Using the Stuvi gunsight Before the dive in your Ju-87D-5 (Ju-88) you must set your dive airspeed (true) by buttons Increase Sight Velocity and Decrease Sight Velocity and bomb drop altitude by buttons Increase Sight Altitude and

Decrease Sight Altitude. When the plane enters the dive you must place the crosshairs onto your target and keep it there. When the plane reaches the preset altitude the warning horn will sound. The pilot should drop the bombs at this point, after which point the plane will be automatically leveled off. Dive Bombing Method in the Ju-88 These are the actual instructions from the historical Fl b 8-179/4 manual. (Traditional method with "Dive Automation") 1. Close radiator. 2. Set propeller pitch to 100% (Auto). 3. Set bombsight speed to estimated drop speed (can also adjust during dive). 4. Set bombsight altitude (for example 1000m). 5. Center trim (on Ju88 red marks). 6. Press Divebrake button (this will also trim plane to dive). 7. Set power to idle (0%). 8. Take aim with ring in top part of the sight. Also take note of the dive bombing marker ("Krawatte") below the ring on the vertical line. 9. Hold target in the ring until you hear the drop altitude warning buzzer. 10. Pull up so that the dive bombing marker becomes superimposed on the target. Hold steady for a moment. 11. Press the bomb release button (this will also initiate the pull-out by centering the trim again). 12. Press the divebrake button again to raise the brakes up. 13. Apply power slowly to avoid overspeeding the engines. 14. Open the radiator and adjust prop pitch for cruise, if necessary.

Using the Mistel We have conflicting reports and pilot accounts regarding the weapons on the FW-190 part of the Mistel. It appears that there were versions with a regular armed FW-190 which could detach and fight, and versions where all armament on the FW-190 was removed. We are only modeling the armed FW-190 version. The Mistel aircraft in FB is a very peculiar bird which presented our team with some unique challenges. The modified Ju-88 strapped to the flyable FW-190 is really a one of a kind object in the game. On one hand it's a droppable weapon. On another hand it's a player's aircraft since your input goes to its control surfaces. Finally it's an AI plane that has a simple "stay on course" AI routine. And the most unique thing is that it has to exist in all three states within one mission. The game engine was never designed to accommodate such very special objects, therefore we had to make some concessions to make this work. First of all, our AI routine would need a complete overwrite to allow for complete realistic Mistel operations. Unfortunately we could not afford to spend another year building and testing the Mistel, so our AI Mistels cannot take-off, land or attack targets. The most an AI Mistel can do is follow a set of waypoints in the air, basically serving as a large target for other flights. Another important limitation is that Mistels cannot be flown in online dogfight games; however they can be flown in co-op missions. Player-controlled Mistels however do work like other FB planes. You can start on the ground and take-off in them, land with or without the attached Ju-88 bomb, and detach the Ju-88 bomb in the air and launch it at targets. You must launch the Mistel at least from 1 km away from the target; historically they were launched

from even farther away. Just lower your engine power to about 33% of throttle, hold your target in the crosshairs for a few seconds and press the Attach/Detach Aircraft button to separate from the Ju-88. It will follow on your current course, while you should try to get away from the target area. The Mistel's blast is pretty big, and it will damage or destroy objects on the ground and in the air in a very large radius. Creating a mission with a Mistel is easy: just create two waypoints for the Ju-88 (Mistel), then place waypoints for the FW-190A-8 (Mistel). With the FW-190 selected, go to the Waypoint tab of the Object window, click the Set button and click on the Mistel. This will link the two in the beginning of the mission. NOTE: You can set the first waypoint of the pair to be Take-Off, but AI flown Mistels will not be able to take-off. Additional notes: - When releasing the Mistel from low altitudes and at a shallow angle, it may hit the ground without exploding. Its detonator was located in the tip of its long nose, so if the Mistel hits the ground with its fuselage without an impact on the nose it will not detonate. - combat/take off/landing flaps will only work on the Fw-190 and not extend on the Ju-88. - when the Mistel hits the ground you may sometimes hear the "Im hit, I am going down" radio call.

Notes on Ta-152H-1 This plane has two systems of engine boost: GM-1 for high altitudes and MW-50 for low altitudes. GM-1 should be used at altitudes above 9,000 m 1. If you reach that altitude with the MW-50 Off, you can turn on the GM-1 by hitting W button (default). 2. If you reach that altitude with the MW-50 enabled, then you need to switch it off by hitting W and then press W again to engage the GM-1. Bellow 9,000 m the W key operated only the MW-50 as normal. 3. If the GM-1 was engaged at a high altitude and was not disengaged below 9,000 meters, then the engine will not be damaged as on DB-605s; however no extra power will be gained from the device. This is historically correct.

Notes on He-162 and Go-229 Both the He-162 and Go-229 are equipped with ejection seats. However these are not modern 0-0 ejection seats, and you have a very low chance of survival punching out below 500 meters of altitude or stationary on the ground. Also, try not to eject when flying inverted at tree-top level. Go-229 is modeled without the historically optional drag chute; you must brake with only wheel brakes as on other planes. We have also modeled small air brakes on this aircraft used for low speed stability and for spin recovery.

Notes on Do-335 1. Aircraft is equipped with propeller feathering devices. They work normally like on other two-engine bombers of the sim (i.e. when using separate engine control). 2. Speeds for maximum rated power was calculated from the known German trial curves of A-0 series for the combat power ("Steig- und Kampfleistung") - 609 km/h at Sea Level and 773 km/h at 6,500 m 3. Aircraft is equipped with the ejection seat. The top vertical stabilizer and the rear propeller are also

jettisoned for safer bail out.

Level and direction stabilization for bombers. We have added the control button "Level Stabilizer" and corresponding message "Level Stabilizer On" and "Level Stabilizer Off". This function allows beginners to keep the level course of bomber auto on direct line before/when the player will work with bombsight.

Additional Features

Open / Close Canopy: This feature is mainly designed for carrier ops. It will decrease your airspeed somewhat and is not recommended for combat. It is ONLY available in some of the new planes that shipped with Flight Simulator. It is NOT available on older planes that were built for Forgotten Battles, Ace Expansion Pack or our older games. Wing Fold: This key will toggle your carrier-borne aircrafts wings between the up and down position. Not all aircraft are so equipped. None of the land-based aircraft have this feature, and many carrier-borne planes, such as the SBD Dauntless or the F4F-3 were also not historically equipped with folding wings. We do not recommend using this feature while airborne. That doesnt mean you shouldnt try it once. Or twice. Change seat position: this key toggles the pilots seat height between two presets: high and low. This feature is intended for use during take-offs and landing to help look over the aircrafts nose. High position should not be used in combat as it prevents you from using your gunsight. You must open your canopy first before raising your seat. This function ONLY works on the A6M Zero, F4U Corsairs and F4F/FM Wildcat series of planes. All other planes did not have seat systems that could be controlled by pilot in-flight. Arrestor Hook: toggles your aircraft arresting hook between the up and down positions. Used to land on an aircraft carrier. NOTE: not all planes are equipped with the arrestor hook. Chocks: These are used to fix your aircraft on the carrier deck, and to reach full throttle before beginning to move. Otherwise a heavy aircraft, especially carrying extra fuel or ordnance, may not be able to reach sufficient speed if it begins moving before reaching max RPM. This is especially true for slow moving or stationary carriers, as their speed is added to your planes speed during take-off. In other words, an aircraft carrier moving at 20 miles per hour adds 20 mph to your airspeed even when you remain stationary with your engine off. If the carrier however is not moving, it means you need to reach an even higher speed before you run out of deck. Youre not required to use chocks, and can release them at any time and simply use wheel brakes, however chocks provide much better control over your aircrafts speed when you increase RPM. After landing, if you wish to watch other AI or human-controlled planes land, move to the front of the ship and engage chocks. Otherwise the motion of the ocean may cause your plane to slide and fall overboard. Speedbar Units: You can use the Toggle Speedbar key (definable in the Controls section) to toggle the speedbar between metric units, and imperial units with speed in knots or miles per hour. The speedbar will toggle through measurement units in this order: Metric -> Imperial / Knots -> Imperial / Miles.

Craters: When bombs and artillery shells hit the ground, the crater they create will actually affect any objects running over it. This most importantly affects craters placed on runway surfaces. If an aircraft runs over the crater its gear may be damaged and it may crash. These craters however are not permanent, and will disappear over time. The lifespan of the crater will depend on the size of the bomb or shell that created it, and may vary from 1 minute 20 seconds to 10 minutes. Time Skip: This feature allows players to quickly transfer between mission waypoints in cases when flying normally would take too long. When using this feature the 3D render is completely turned off, and only the in-game clock is shown in the bottom left corner of your screen. During time skip the game does fully model all normal AI aspects, such as fuel consumption, pathfinding, etc. In other words, all game processes run as usual, only in accelerated time. Please note that this feature heavily relies on your machine's processing power, and its general speed will depend on your hardware specs and the number of AI aircraft and other objects in the mission. No key is assigned to this feature by default. You will need to bind one in the Controls section of the game.

3d models of humans Flight simulator includes 3d models of human gunners manning most of our guns on ground and sea objects, such as ship and land-based flak and artillery guns, drivers and other troops inside trucks and amphibious assault vehicles, etc. However these objects cause a decrease in game's frames per second when shown, especially when related to large ships such as aircraft carrier which can have a hundred or more of these gunners in close proximity. Therefore we've made this feature turned off by default. If you wish to turn it on, you'll need to open the conf.ini file inside your game's root directory with notepad, locate the [game] section, and insert the following line there: 3dgunners=1 If the line already exists and you wish to turn the feature off, replace the 1 with a 0, i.e 3dgunners=0

Icon Color Please note that in our Flight Simulator Axis units are given blue color icons on maps, and Allied are given red. While the opposite was true historically for the Pacific Theater, we kept these colors since we needed to keep Pacific Fighters compatible with Forgotten Battles and AEP, and that color combination is correct for the Russian front. Changing the icon color would of course affect all areas modeled in the game, and as different colors were used in different theaters, it would invariably end up being wrong for some of the areas. Thus we simply decided to keep the icon color unchanged. Radio Calls and Measurement Units Please note that all radio calls in Flight Simulator use one common system, regardless of nation or specific language. Due to compatibility requirements all voice instructions from your flight leader will always be in the metric system. However speech subtitles will give you both metric units and their approximate imperial equivalents where appropriate.

For example, voice command of "Altitude 05. Vector 0-3-0" will have a subtitle of "Height 05 (1,500). Vector 030". This means your intended altitude is 500 meters, which is approximately 1,500 feet; and your flight heading is zero-three-zero degrees. How to land on an aircraft carrier First and foremost, come in from the stern (i.e. from behind). In order to make it easier to learn, weve included a non-historical helper feature that may be useful for people who otherwise find it difficult to land on the carrier. If you turn off the 3D cockpit (Shift-F1 by default, with No Cockpit set to On in the Difficulty section), you will see an extra reticle floating around the virtual cockpit. When landing, try to keep decreasing your airspeed, and keep the reticle on the centerline of the carrier deck, at about 1/5 th of the total length away from the stern. In other words, this reticle shows you the direction of your speed vector, and the landing angle should be about twice as shallow as when landing on a land strip. Also, remember that a three-point landing is a requirement, not an option when it comes to aircraft carriers. First of all, its virtually unavoidable when you land at an appropriately low airspeed. Secondly, most arrestor hooks are simply not long enough to snag a wire if you land with your tailwheel high above the deck. Finally, a two-point landing is likely to cause a rather strong bounce, that can be especially disastrous if you did snag a wire. As your landing airspeed increases, so do the chances of catastrophic failure. We very highly recommend practicing this a lot before going into combat, especially online. There you will encounter carriers moving at greatly varying speeds in greatly varying weather conditions. Start with a fastmoving carrier in clear weather first, as this allows you higher approach speeds and a stationary carrier deck.

Ship Flak guns Many users requested additional control over the ship flak guns. Weve 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 flaks calculations during the game and thus introduce increased frame rates.

Notice about custom skins. Flight Simulator will remember the last skin you've used for your pilot, and for each player's plane. You only have to select it once. If you've selected "MySkin.bmp" as your pilot's skin in a multiplayer game, that skin will automatically be applied to all player's planes in the future until you select a different one in the Plane Customization screen. The same applies to the plane camo schemes. The custom skin you choose will be remembered for every plane that you pick to fly. It will then be automatically picked again the next time you fly that particular plane, until you override that scheme in the Plane Customization screen. This also applies to all missions you create in the Full Mission Builder. There is sound logic behind this

functionality, but you may find it slightly confusing at first. If you've previously selected "MyNewCoolScheme.bmp" for your FW-190D9, and "MyFace.bmp" for your pilot, when you create a FW190D9 mission in FMB the game will automatically pick that camo scheme and player scheme when you play the mission. However, the Plane screen for your Dora will still show Default for both the scheme and the pilot (unless you change it of course). That is done to ensure that you can easily send this mission to other players. If you do want to play with the default camo and player's skin you will have to toggle them back to default in the Aircraft Customization screen and not in the Full Mission Builder. The sim will also remember the last weapon select you've made either in QMB or Online Dogfight, and will automatically select it for the appropriate plane until you override it. In cases of FMB or online co-op the weapon selection is defined by the mission creator.

Additional Field of view (FOV) functions FOV 85 - User defined FOV 80 - User defined FOV 75 - User defined FOV 65 - User defined FOV 60 - User defined FOV 55 - User defined FOV 50 - User defined FOV 45 - User defined FOV 40 - User defined FOV 35 - User defined Increase FOV - PageUp Decrease FOV - Home Toggle FOV - Insert The game ships with integrated TracKIR support. The game uses TrackIR's new "enhanced support for custom integration into games" feature that is only available in the latest software release. In order to use it, you must download the latest TrackIR drivers from www.naturalpoint.com <http://www.naturalpoint.com> (1.30 or above). After downloading and installing the software, open the conf.ini file in your game folder with a text editor (i.e. Notepad) and find the [rts] section. Under the [rts] section locate the following line: trackIRUse=0 and change it to trackIRUse=1

Tuning the campaign for low- or high-end PC. You can adjust some parameters in a dynamic campaign to increase performance or to modify a level of challenge by adding the following lines to the end of file conf.ini (capitalization is important!): 1. To adjust a number of planes and groups of planes, you can set:

AirIntensity=Low AirIntensity=High In addition to reduction of size of plane formations, on low air intensity there will be no random flight groups - those that are not directly connected to your mission 2. To adjust a number of ground objects, you can set: GroundIntensity=Low GroundIntensity=High On low intensity you will see ground objects only in target area and around active airfields By default there are also ground objects around your route, but the number of moving objects is limited. On high ground intensity, all targets of opportunity in a corridor from your airfield to the destination are included. 3. To set your preferred distance to target, set MissionDistance=nn Where nn is the distance in kilometers that you prefer to fly to your target. It is not guaranteed that there will be suitable targets in this distance, so you may receive missions with different length of your route. 4. You may increase or decrease a level of friendly and enemy AI by setting CampaignDifficulty=Easy CampaignDifficulty=Hard Easy settings will add one level to all friendly groups and decrease enemy experience. Hard settings do the opposite.

Influencing the War in Dynamic Campaign (this function works in Pacific-releated scenarios)

In Pacific Fighters dynamic campaigns the player's actions influence the outcome of individual operations as well as the whole war. The system works by assigning a static number of points to each target destroyed, and calculating a total number of points for each side. If your side destroys enemy targets, points are added to your side's tally. If your side's targets are destroyed by the enemy, the points are subtracted from your side's tally. The following point values are used: Carrier = 100 points Other ship = 20 points Plane = 5 points Tank = 3 points All other targets = 1 point

The tallies are recalculated after each mission, and they're checked at the end of each operation. Each side is assigned a predetermined number of points which in each operation means a historical outcome (victory or defeat). If the operation's tally does not match the historical outcome, an alternative briefing is triggered which may mean a defeat for the side that historically won, or vice versa. The grand total tally of multiple campaigns can also lead to an alternate outcome of the whole war. Default value for an operation outcome is 100 points (added if it's a victory, subtracted if it's a defeat). War outcome's value is 1,000 points. You can change these values by adding and modifying the following lines in the conf.ini file located in your root game folder: OperationVictory=100 OperationDefeat=-100 WarVictory=1000 WarDefeat=-1000 These are default values. You can change the numbers to your liking. For example, if you want mission outcome to always be historical, you can set the parameters to unachievable high values, such as OperationVictory=3000 OperationDefeat=-3000 WarVictory=30000 WarDefeat=-30000 By reducing the numbers you can make your contributions matter much more in the overall war effort. Starting on Aircraft Carrier in Co-op and Online Campaigns In order to maintain better online synchronization we had to turn off client-side collision for parked planes that are using chocks. In all other cases collision works as usual.

Replacing faces in Campaign mode If you wish to see your own face in the pilot roster under your record, simply replace the stock "Photo.bmp" located in the DGen subfolder of your game installation. The image should be 192x256 pixels in size, and have Windows palette 256 colors. It does not have to be black and white. If you wish to change faces of your squadmates, replace the numbered bitmaps under the corresponding country folder. These bitmaps should also be 192x256 pixels, Windows palette 256 colors. While that's not required, when replacing other pilot skins you should also update the corresponding pilot skin in the \PaintSchemes\Pilots subfolder. If you don't do that, the correct face will show up in pilot roster, however in the game engine the pilot will still keep the old face.

Notes on Using, Modifying and Replacing the Voice Files and Radio Chatter Text Messages After the installation, the sound files of radio chatter can be found in the Samples sub-folder in the game root folder (the folder the game was installed into). The voice files for specific sides are located in the

following sub-folders: Samples -> Speech -> DE Samples -> Speech -> RU Blue Side (German) Red Side (Russian)

The files of the corresponding HUD messages texts (subtitles lines) can be located in the i18n sub-folder. Those are: I18n -> hud_msg.properties I18n -> hud_msg_fr.properties I18n -> hud_msg_de.properties Contains subtitles lines for English version Contains subtitles for French version Contains subtitles for German version

All these text files are in UNICODE format. While the English version can easily be edited with Notepad, it may require a UNICODE-supporting text editor to write lines in other languages, specially when youre intending to use umlauts, hieroglyphs, Cyrillic alphabet and so on. The edited file should be saved in TXT format. Please always remember that the left column of this text is the names of files and the right column is the messages that will be displayed on the screen simultaneously with the sounding the voice files, so do not change the left column.

Main Rules of Edition of Files and Texts: 1. Do not rename the files. The names must be kept original despite the changes of contents. 2. Do not change the left column of the text files - it contains the file names for the programs internal usage. 3. Do not change the meaning of the phrases in the subtitles. Otherwise, youll get a wrong working chatter generator, with rubbish or meaningless dialogs. 4. The sound files must be in the 11025 Hz, Mono, 16-bit format. To be used in game they must be converted into Windows RIFF wave files (*.wav). The file data format must be MPEG-1 Layer 3 @ 20 kbps 11025 Hz Mono. This can be achieved using the appropriate sound editor, such as Sonic Foundry, SoundForge, Sonic Foundry Batch Converter, CoolEdit, e.t.c. It is up to you to decide which one to use, just be sure that the output format files meet the requirements.

Radio Chatter Generator Rules We provide a number of documents for every voice actor in the game in order to help you understand the system of phrase generation. However, we cant list all the possible combinations of sound phrases due to enormous amount of them, so we put the explanation of basic rules and common samples of speech into each document. It is quite self-explanatory and very easy to understand. The doc files may be found in the root directory of the game (the folder the game was installed into). The file name is RadioChatter.zip. Please be aware that you change the contents of the files at your own risk. Please keep back-ups of both Samples and i18n somewhere on you hard disk in case some of your changes may go wrong.

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. 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

Maps We have placed high-resolution printable images of all in-game maps on the DVD. If you would like to use them for any purposes, just unzip the "map.zip" file onto your hard drive.

README

Pe-2 Peshka Il-2 Sturmovik: Forgotten battles - Ace Expansion Pack - Pacific Fighters series v.4.05m

1C:Maddox Games, Ubisoft and Ilya Shevchenko are proud to present the Petlyakov Pe2 bomber to the virtual pilots of the world. The little bomber affectionately known as the Peshka (Pawn) is the most famous Soviet twin-engine bomber of the war. It was to the twin-engines what the Il-2 was to the single-engines. Extremely versatile, the Pe2 served in virtually any role imaginable: dive- and level bomber, heavy fighter, night fighter, reconnaissance, and more. Over 20 different modifications were produced during the war, with a total of 11,000 built. The Peshka served from the summer of 1941 well into the Cold War, where it received a NATO reporting name Buck.

Missions 95 Campaign Missions 5 Single Missions 5 Multi-Player Cooperative Missions New Flyable Aircraft Pe-2, 1940 (1 series) Pe-2, 1942 (84 series) Pe-2, 1942 (110 series) Pe-2, 1944 (359 series) Pe-3, 1941 Pe-3 bis, 1941 New Ground Vehicles and Objects 61-K 37mm AAG Flak 37 Flak 18 88mm AAG SdKfz6 with Flak 37

Demag D7 with Flak 38 Demag D7 SdKfz6 ZiS-3 76,2 mm Div gun Soviet 122mm Hovitzer ML-20 155mm gun PAK-40 75mm ATG Dummy Flak Dummy Gun Dummy Plane Dummy Tank Notes: 1. Waist Gunners. The third crewman in the Pe-2 bomber, officially known as the gunner-radioman, was one of the busiest men in aviation history. In addition to manning the radio, he also had to man three separate defensive positions: the left waist gun, the right waist gun, and the bottom gun. Often he would be given only one gun, which he would need to move from socket to socket as threats shifted. In a few recorded cases, the gunners would open the top hatch, stand up, and fire the machine gun off-the-hip, Hollywood style. Unfortunately, the Il-2 / FB / PF code was never intended for a single crewman alternating between firing positions. In Pe-2s cause we would not be able to prevent the AI from, for example, firing the bottom gun while the player fired the left waist. Due to these limitations and in order to keep a level playing field, the waist gunner in all Pe2s will always be controlled by AI. The Pe-2 and Pe-3 are no different from other flyable bombers on all other respects. 2. Some PCs made by the Northwood Computers company may experience performance issues when running the game in the Perfect graphics mode. Due to issues outside of our control, the machines may lock up. Therefore, we do not recommend running the game in the Perfect mode. In certain cases, the lock ups may be prevented by renaming the il2_core.DLL file into il2_coreP4.DLL. The files are located in the root Il-2 folder. Important: when renaming the files, make sure to save a back-up copy of the original il2_core.DLL. Using the OPB-1 bombsight 1. Prior making the bomb run, bombing altitude and aircraft speed must be entered into the bombsight. The true distance from the target to the plane can be entered using the Increase Bombsight Altitude and Decrease Bombsight Altitude keys. Input the plane speed using the Increase Bombsight Velocity and Decrease Bombsight Velocity keys. Note that the true (not indicated) airspeed must be set (it can be obtained from the speed gauge when in No-Cockpit View mode). Plane angle of drift should be entered using Adjust Sight Control to Left and Adjust Sight Control to Right keys. Use the Toggle Gunsight control key (Shift-F1 by default) to lean to the bombsight

lenses. The plane should be in level flight. While the plane is positioned horizontally, the bubble visible in the bombsight lenses should be in the centre of the reticule. Use the Increase Bombsight Distance and Decrease Bombsight Distance keys to adjust the crosshair position so the U-mark and the triangle mark match on the bombsight scale. Bomb trigger should be pressed when the target passes the centre of the bombsight reticule. 2. Look for the special training mission in Trainings menu.

Static Campaigns

Attention! We strongly recommend starting the campaign in the rank designated in the Campaign Information screen, which you see before beginning. This way youll be able to control one or more wingmen. If you start the campaign in a different rank, your position in a multi-plane flight may not be the one intended by the mission authors. With default settings, landing at the home field is one of the mission objectives; that is, when flying the campaign, you will be required to land successfully after each and every mission. We recommend turning off the No Instant Success option in the games realism menu, which will allow you to continue onto the next mission even if you are forced to crash-land or bail out in the course of the mission.

Campaign Descriptions "Pe-2. Front Lines" Timeframe: July of 1943 May of 1945. Country: USSR Location: USSR Central Front; 1st Byelorussian Front. Available Planes: Pe-2 / 84, / 110 and / 359. Number of Missions: 25. You are a Soviet Senior Lieutenant, squadron commander flying a Pe-2 dive bomber for the 779th Bomber Regiment, 241st Bomber Division. During the campaign you will take part in the defensive and offensive operations leading up to the famous Battle of Kursk, and also the final defeat of Nazi Germany during the battle of Berlin in the spring of 1945.

"Pe-2. Navy Bomber" Timeframe: April of 1944 February of 1945. Country: USSR Location: Finnish Gulf; Baltic States.

Available Planes: Pe-2 / 359. Number of Missions: 20. The campaign showcases the battles fought by the 73 rd Dive Bomber Regiment of the Red Banner Baltic Fleet which, in the spring of 1944, was renamed the 12 th Guards Dive Bomber Regiment of the Red Banner Baltic Fleet. You will fly for the squadron from April to June of 1944, taking part in attacks on German convoys and naval bases in the Finnish Gulf, as well as missions from September of 1944 to February of 1945, when the regiment fought over Latvia and the Baltic Sea.

"Blinding Sun" Timeframe: January of 1942 June of 1943. Country: USSR Location: USSR Western Front; Central Front. Available Planes: MiG-3UD, Yak-1B. Number of Missions: 30. You are a MiG-3 pilot, a young Soviet Lieutenant just appointed a squadron leader of the 519th Fighter Regiment, 47th Mixed Air Division. As part of a battered understrength regiment you will face cold-blooded German aces in the air, dominated by the Luftwaffe and fight overwhelming odds to complete your objective or face a court martial. Poor planning, intrigues by superior officers, shortage of basic supplies, adverse weather and deaths of comrades all of these factors add even more to the already desperate situation. A year and a half after the campaign starts you will be a seasoned ace in a brand new Yak fighter, teaching fresh flight school graduates how to survive over the Kursk Salient. "Burning Ridge" Timeframe: August September of 1944. Country: USSR Location: Eastern-Carpathian campaign, 4th Ukrainian Front. Available Planes: Il-2 Type 3, Il-2 Type 3M. Number of Missions: 20. The campaign showcases the Soviet ground attack aviation during the famous Stalins ten strikes. The Eastern Carpathian campaign was incredibly complex in terms of demands placed on the Soviet air force. Il-2 Sturmoviks flew in poor weather over treacherous mountains, facing superior enemy forces defended by walls of flak. You will fly for one of the regiments facing those odds, the 525 th Sturmovik Regiment of the 227th Sturmovik Air Division.

Credits

Oleg Maddox and 1C:Maddox Games Lead Developer

Ilya Shevchenko Lead Modeler Vladimir Kochmarsky Pe-2 Cockpits Andrei Muratov Campaigns Created by Vadim Davydov Campaigns Tested by Aleksandr Timoshkov New Skins by Aleksandr Timoshkov

Sources

1) Mironov N.F. In pursuit of the horizon. - St. Petersburg: Oblik Publishing House, 2004. 2) Major General Tolstoy V.M., et al. One hundred Stalin's Falcons. - Moscow: Yauza Publishing House, 2005. 3) Beshanov V.V. Stalin's Ten Punches. - Minsk: Kharvest, 2004. 4) Beshanov V.V. 1942 - The Training Year. - Minsk: Kharvest, 2003. 5) Drabkina A. I battled in the Il-2. - Moscow: Yauza, Eksmo, 2005. 6) Borisov Yu. Focke-Wulfe Fw 190A. - Moscow: Eksprint Publishing Center, 2005. 7) Borisov Yu. Focke-Wulfe Fw 190F/G. - Moscow: Eksprint Publishing Center, 2005. 8) Vestsik Milos. Lavockin La-7. - MBI, Praha, 2000. 9) Khazanov D.B. Unknown battles in the Moscow Skies, 1941 - 1942. The Counterattack. - Moscow: "Technika - Molodezhi", 2001. 10) Mariinskiy YE.P. I fought in the Airacobra. - Moscow: Yauza, Eksmo, 2005. 11) Various authors. History of World War II, 1939 - 1945, in twelve volumes. - Moscow: Voenizdat, 1976. 12) Golubyov V.F. In the Name Of Leningrad. - Moscow: FAIR- PRESS, 2000. 13) Various authors. Salient of Fire. - Moscow: "Belfry- mH", 2003. 14) Zephyrs M.T. Luftwaffe Attack Aircraft. - Moscow: OOO "PUBLISHING HOUSE AST", 2002. 15) Zephyrs M.T. Luftwaffe Aces: Day Fighters. In two volumes. - Moscow: OOO "PUBLISHING HOUSE AST", 2002. 16) Various authors, edited by Chris Bishop. Air warfare of the 20th century (19111945). - Smolensk: Rusich, 2002. 17) Rudenko S.I. Wings Of victory. - Moscow: International relations, 1985. 18) Fedorov A. g. Air Power in the Battle of Moscow. Publication 2- e, corrected and augmented. - Moscow: Publishing house "Nauka", 1975. 19) Various authors. Historical overview of the Battles of 16th Air Army (1942-1945). Moscow: Voenizdat, 1973. 20) Vorozheykin A.V. Soldiers of the Sky: Fighter Pilot Stories. - Moscow: Voenizdat, 1986. 21) Mikhaylik YA.D. Family of Falcons. - Moscow: Voenizdat, 1971.

22) Gubin B.A., Kiselev V.D. The Eighth Air Army in World War II. - Moscow: Voenizdat, 1980. 23) Romanov M. 4. Sturmoviks over the Carpathians. - Moscow: Voenizdat, 1989. 24) Zholudev L.V. Squadron of Steel. - Moscow: Voenizdat, 1972. 25) Fedorov A G. Dive Bombers In the Air! - Moscow: DOSAAF, 1986. 26) Various authors. Russian Archives: Battle for Berlin (the Red Army in defeated Germany): Vol. 15 (4--5). - Moscow: Terra, 1995. 27) Tsupko P.I., Dive-Bombers. - Moscow: Politizdat, 1987. 28) Ivanov P. N. Wings over the Sea. - Moscow: Voenizdat, 1973.

2006 2006 2006 2006 2006

Ubisoft. All Rights Reserved. 1. All Rights Reserved. 1C:Maddox Games. All Rights Reserved. Ilya Shevchenko. All Rights Reserved. V. Davydov. All Rights Reserved.

README Sturmoviks over Manchuria Il-2 Sturmovik: Forgotten battles - Ace Expansion Pack - Pacific Fighters series v.4.06m

Oleg Maddox, Ilya Shevchenko and Ubisoft are proud to present the next add-on in the series that started in 2001 with Il-2 Sturmovik. Sturmoviks over Manchuria covers very different aspects of WWII under the same roof, offering such varied possibilities as the Soviet-Japanese conflict at Khalhin Gol in 1939, Japanese defense of Iwo Jima in 1944, and Soviet assault on Berlin in the spring of 1945. The add-on finally models the long-awaited one true heir to the series namesake, the Il-10 Sturmovik. Other new planes include the A-20C bomber, one of the chief attack aircraft of the early war that saw attack with virtually every Allied air force; and seven new Japanese fighters and three Japanese bombers that range from the Ki-27 Nate, the plane that fought against the Flying Tigers in 1941, to the N1K2 George and J2M5 Jack, the two most advanced Japanese fighters of WWII.

The add-on presents all those aircraft in two large static campaigns that cover such wide-ranging topics as the Japanese defense of Iwo Jima, Soviet use of the IL-10 against the Third Reich over Berlin, and against the Japanese Kwantung Army over Manchuria. Missions 2 new static campaigns totaling 45 misions 5 single missions 5 co-op missions

New Flyable Planes: -20, 1941 Il-10, 1945 Ki-27 Ko, 1938 Ki-27 Otsu, 1938 Ki-43-II, 1942 Ki-43-II Kai, 1943 J2M5, 1944 N1K2-Ja, 1944 New AI Planes: A5M4, 1938 B6N2, 1943 Ki-21-I, 1937 Ki-21-II, 1940 New Maps: Manchuria Khalkin-Gol (Nomonhan) Burma Also: 300 new paintschemes* 4 B&W intro tracks

* The add-on also includes over 300 custom-made skins. These are used

extensively on AI aircraft in campaigns to add more variety to the planes the player encounters mission to mission. Vast majority of the skins are 100%

historical, based on period photographs of individual WWII planes, with details like the overall paintscheme, style, size and positions of markings, tactical codes, and others all replicated. For many of the aircraft, such as the J2M5, N1K2-J, and Ki-27, individual paintschemes are created modeling virtually every squadron that historically flew these planes. Hundreds of unique historical squadron paintschemes are also recreated for other aircraft. Hypothetical paintschemes for online play are also included, such as Luftwaffe paintschemes for Soviet aircraft, USAAF paintschemes for Japanese planes, etc. All of these are also based on historical paintschemes, with all details authentic for each given airforce. List of Custom Paintschemes (excluding the void templates): A5M4: 4 paintschemes B-29: 16 paintschemes B6N2: 2 paintschemes F6F-5: 2 paintschemes IL-2M3: 18 paintschemes Il-10: 27 paintschemes J2M5: 21 paintschemes Ki-27 Ko: 31 paintschemes Ki-27 Otsu: 65 paintschemes La-5FN: 23 paintschemes La-7: 20 paintschemes N1K2-J: 9 paintschemes P-47D-27: 12 paintschemes Tu-2s: 7 paintschemes Yak-3: 30 paintschemes Yak-9D: 40 paintschemes

Notes: 1. Khalkin-Gol is a non-historical map, imitating the battle area but moving the involved airfields much closer together (real distances were often in the hundreds of kilometers). The map is intended both for online and offline play. 2. In order to offer more gameplay variety, the Manchuria map also includes the city of Mudanjiang, one of the main targets of the Soviet advance in the area. In actuality the city is well beyond the western edge of the map. 3. Some PCs made by the Northwood Computers company may experience performance issues when running the game in the Perfect graphics mode. Due to issues outside of our control, the machines may lock up. Therefore, we do not recommend running the game in the Perfect mode. In certain cases, the lock ups may be prevented by renaming the il2_core.DLL file into

il2_coreP4.DLL. The files are located in the root Il-2 folder. Important: when renaming the files, make sure to save a back-up copy of the original il2_core.DLL.

Pilot Notes Supercharger and Fuel Mixture. The complex engine management difficulty settings must be On. If the complex engine management parameter is set to Off, supercharger and fuel mixture are managed automatically in all aircraft. Several aircraft in our flight simulator require additional control when flying with Complex Engine Management option on. Many WWII engines were equipped with superchargers, devices that kept engines running at optimal power at higher altitudes. Without the superchargers, lower oxygen content at high altitude would have caused the engines to lose most of their power. As most supercharged engines in WWII did not have automatic supercharger control, they needed to be adjusted manually. The supercharger stage is adjusted using Supercharger Next Stage and Supercharger Prev. Stage control keys. Most of the aircraft also requires adjustment of fuel mixture at altitude. Above certain altitude, most engine carburetors become incapable of producing optimal mixture due to the lower density air. If your engine begins trailing smoke and suffers power loss or RPM instability, adjust the mix level (using Increase Mixture and Decrease Mixture control keys) until the engine returns to the regular output. Important: Failure to properly adjust supercharger stages or fuel mixture when Complex Engine Management is enabled will lead to poor aircraft performance. Important: When descending from high altitudes to lower altitudes, do not forget to adjust your supercharger stage and/or mixture back to the lower-altitude settings. Flying at low altitudes with high-altitude supercharger stages or fuel mixture will lead to poor aircraft performance and/or in-flight accidents. A-20C The aircraft is equipped with a two-stage supercharger. Supercharger Stage 1 (default) should be used between 0 and 2,200 meters Supercharger Stage 2 should be used above 2,200 meters Mixture adjustment is auto. Il-10 The aircraft is equipped with a single-step supercharger, therefore no pilot intervention is needed. Mixture adjustment is requires at 6,600 meters.

J2M5 The aircraft is equipped with a three-stage supercharger. Supercharger Stage 1 (default) should be used between 0 and 3,000 meters Supercharger Stage 2 should be used between 3,000 and 5,500 meters Supercharger Stage 3 should be used above 5,500 meters Mixture adjustment is requires at 6,000 meters. Ki-27 The aircraft is equipped with a single-step supercharger, therefore no pilot intervention is needed. Mixture adjustment is requires at 6,000 meters. N1K2-J The aircraft is equipped with a two-stage supercharger. Supercharger Stage 1 (default) should be used between 0 and 4,000 meters Supercharger Stage 2 should be used above 4,000 meters Mixture adjustment is requires at 6,000 meters.

The NIK2 has an advanced Auto Combat Flap system. When the system was armed (Always armed in this Simulation) the Flaps will deploy to the Combat (High Lift Setting) automatically as a function of G. To prevent nuisance cycling two different G thresholds are used. Auto extension will occur at 3.5G. Auto retraction will occur when the G is relaxed to less than 2.5G. Auto flap deflection beyond Combat is not possible. Below the Combat Flap threshold G, Flap operation is manual.
Additional Notes:
Joystick control input was changed in accordance with pilots' wishes.

Static Campaigns

Attention! We strongly recommend starting the campaign in the rank designated in the Campaign Information screen, which you see before beginning. This way youll be able to control one or more wingmen. If you start the campaign in a different rank, your position in a multi-plane flight may not be the one intended by the mission authors. With default settings, landing at the home field is one of the mission objectives; that is,

when flying the campaign, you will be required to land successfully after each and every mission. We recommend turning off the No Instant Success option in the games realism menu, which will allow you to continue onto the next mission even if you are forced to crash-land or bail out in the course of the mission.

Campaign Descriptions "Sturmoviks over Manchuria" Timeframe: April August of 1945. Country: USSR Location: 1st Byelorussian Front, 1st Far East Front Available Planes: Il-10. Number of Missions: 25. You are Captain Sergey Kozlovzev, squadron commander of the 59 th Guards ShAP. In January of 1945 your regiment received the new Il-10 Sturmoviks, and after several months of state-side training took part in the Soviet assault on Berlin. Captain Kozlovzev will face a difficult task: to successfully evaluate the battle worthiness of the new sturmovik while flying over the wars biggest battle. After fighting over Berlin, Kozlovzev is transferred to the Far East, where the Soviet and Japanese armies are preparing for an imminent outbreak of hostilities. "Glowing Glory" Timeframe: June of 1944 June of 1945. Country: Japan Location: Iwo Jima; Kyushu Available Planes: A6M5b, J2M5, N1K2-Ja. Number of Missions: 20. By the summer of 1944 the Japanese island defenses are barely holding. Many crucial battles have not yet been fought, but for Japan the war is already lost. In June of 1944 the 301 Navy Kokutai makes a difficult long flight to Iwo Jima and prepares to defend the tiny island from the aircraft of the US Navy. The Japanese pilots come up against incredible odds The few that survive are transferred to the home island, to defend Japanese cities and factories from B-29 raids, and roaming fighter-bombers and escort fighters.

Credits Developed by Oleg Maddox and 1C:Maddox Games Lead Developer

Ilya Shevchenko Lead Modeler Vladimir Kochmarsky New Maps Oleg Rozhentzov Ilya Shevchenko Ian Boys Campaigns Created by Vadim Davydov Aleksandr Timoshkov Campaigns Tested by Aleksandr Timoshkov New Skins by Ilya Shevchenko Cockpits A-20C - Ray Gruetzmacher, Filippo Tarquini, Rafael Rodriges Il-10, Ki-43-II, Ki-43-II Kai - Ray Gruetzmacher, Filippo Tarquini Ki-27 Ko, Ki-27 Otsu - Mikhail Toshpulatov

N1K2-Ja - Vladimir Kochmarsky J2M5 Mikhail Toshpulatov, Vladimir Kochmarsky


External Aircraft Models A-20C - Rafael Rodriges Il-10 - Szalay Viktor

Ki-27 Ko, Ki-27 Otsu Max Dmitriev, Vladimir Kochmarsky


J2M5 - Dani Santos Special Thanks Ruy Horta for historical documentation for the N1K2, J2M, Ki-21, and Ki-27. Burma:
Water map - Geoff Jackmann Altitude map - Laurent Cunin 2D map/far map - Oleg Rozhentsov Terrain textures - Clay Swindell, Kevin Tungatt Localisation - Christian Schulz, Laurent Cunin, Ji Hubka, Timur Sultan-Zade Burma Pagoda - EFG_Skat

Sources: 1) General-Major Tolstoy V.M. et al. One Hundred Stalins Falcons. Moscow, Publishing House Yauza, 2005. 2) Drabkin A. I fought in the Il-2. Moscow, Yauza, Eksmo, 2005. 3) Borisov Yu. FW-190A. Moscow, OOO Izdatel'skij centr Eksprint, 2005. 4) Borisov Yu. FW-190F/G Fighter-Bomber. Moscow, OOO Izdatel'skij centr Eksprint, 2005. 5) Vestsik Mylos'. Lavochkin La-7. MBI, Praha, 2000. 6) Various authors. History of World War II, 1939 - 1945, in twelve volumes. Moscow: Voenizdat, 1976. 7) Zephyrs M.T. Luftwaffe Attack Aircraft. - Moscow: OOO "Publishing House AST", 2002. 8) Zephyrs M.T. Luftwaffe Aces: Day Fighters. In two volumes. - Moscow: OOO "Publishing House AST", 2002. 9) Various authors, edited by Chris Bishop. Air warfare of the 20th century (19111945). - Smolensk: Rusich, 2002. 10) Haf F., Nichols Ch., Show G. US Marines in the Pacific 1941-1945 gg. "Izografus", "EKSMO", 2003. 11) Ivanov Yu.G. Kamikaze: suicide pilots. Japanese self-sacrifice in the Pacific. Smolensk: Rusich, 2003. 12) Horikoshi D., Okumiya M., Kaidin M. "Zero!" Japanese Aviation in WWII. - Moscow, OOO "Publishing House AST", 2003. 13) E. Bivor. Fall of Berlin. 1945. Moscow, AST: Tranzitkniga, 2005 14) A.B. Shirokorad. Far-East Finale. Moscow, AST: Tranzitkniga, 2005. 15) Beloborodov A.P. Drive to Harbin. Moscow, Voenizdat, 1982. 16) Various authors. Russian Archives: Battle for Berlin (the Red Army in defeated Germany): Vol. 15 (4--5). - Moscow: Terra, 1995. 17) Rudenko S.I. Wings of Victory. Moscow, Mezhdunarodnie otnosheniya, 1985. 18) Chuikov V.I. The End of the Third Reich. Moscow, Sovetskaya Russia, 1973. 19) Wieliczko L, Szeremeta Z. Nakajima Ki-27 Nate. Kagero, 2004 20) Ikuhiko Hata, Yasuho Izawa. Japanese Naval Aces & Fighter Units in World War II. Naval Institute Press, 1989 21) Staff of Airview. General View of Japanese Military aircraft in the Pacific War. Kanto-Sha Co, Ltd, 1956 22) R.J. Francillon. Japanese Aircraft of the Pacific War. Funk & Wagnalls, 1970 23) Henry Sakaida & Koji Takaki. Gendas Blade: Japans Squadrons of Aces. 343 Kokutai. Classic, 2003. 2006 2006 2006 2006 2006 Ubisoft. All Rights Reserved. 1. All Rights Reserved. 1C:Maddox Games. All Rights Reserved. RRG Studios. All Rights Reserved. V. Davydov. All Rights Reserved.

README 46
Il-2 Sturmovik: Forgotten Battles - Ace Expansion Pack - Pacific Fighters series v.4.07m

Features

The final add-on in the Il-2 series, 46, is a door into alternate history. It focuses on hypothetical battles between the Soviet Union and Germany in the year 1946 where WWII still rages on. Both the VVS and Luftwaffe now have access to advanced jet and rocket fighters, and other revolutionary designs that only existed on the drawing board in 1945. The player will be able to fly such incredible aircraft as the MiG-9 jet fighter, the predecessor to the famous MiG-15 that gained world-wide fame in the Korean War; the Ta-183, a jet fighter designed by Kurt Tank, the creator of the famous FW-190, and the Arado Ar-234 Blitz, the worlds first operation jet bomber. The add-on will also include a large historical map of the Kiev region, which will be useful both for the 1946 scenarios, as well as modeling the historical battles for Kiev that took place in 1941 and 1944. Missions 3 new static campaigns totaling 40 missions 5 single missions 5 co-op missions New Flyable Planes: Bereznyak-Isaev BI-6 Lavochkin LaGG-3RD Lavochkin La-7R Mikoyan-Gurevich MiG-9(F-2) Mikoyan-Gurevich MiG-9FS Mikoyan-Gurevich I-250 (MiG-13) Yakovlev Yak-3 VK-107A Yakovlev Yak-3R Yakovlev Yak-15 Arado Ar-234B Blitz Heinkel He-L-IIIB-2 Lerche Kurt Tank Ta-152C Kurt Tank Ta-183

Special Bonus: Dornier Do-335V-13 Heinkel He-162C Heinkel He-162D Messerschmitt Me-262HG-II New Map: Kiev Also: 386 new paintschemes 84 new ground objects, including trenches New tanks, SPA and bunkers

Static Campaigns Attention! We highly recommend starting all campaigns in the highest possible rank (as recommended in the campaign information). Make sure to select it before starting the campaign you will not be able to change it while the campaign is in progress. Failing to select the proper rank may not allow you to lead your flight. Although your character in the campaigns may not be given the same rank, the missions are built to put you in control of specific flights. Most missions have the primary goal of returning and successfully landing onto a specific friendly airfield. If you do not with to be forced to return, and would like to complete missions even if you crash-land or bail-out over friendly territory, please turn off the No Instant Success option in the settings. This also should be done prior to starting the campaign.

Campaign Descriptions "VVS46" Timeframe: June September 1946 Country: USSR Location: 2nd Ukrainian Front Available Planes: Yak-15, MiG-9FS. Number of Missions: 20. You are commanding a Soviet fighter regiment, recently sent to the rear to study the new Yakovlev Yak-15 jet fighter. The Soviet Union has been at peace with Germany for almost two years now, but there are troubling signs of a build-up on both sides of the border. The new Yak fighter is unexpectedly troublesome, and your squadron is going through the training with difficulty and even casualties. And before the training can

complete, you are rapidly transferred to the Kiev border region, where the Soviet Army barely hides the fact that it prepares for war. You will lead your regiment into the battle virtually unprepared, and flying an unreliable plane. The odds are against you.

"The Rebel" Timeframe: July 1944 June 1946 Country: Germany Location: Berlin ; Kurland Available Planes: Ar-234B Number of Missions: 9. You are Hauptmann Schlammer, a Gruppenkommandeure in command of brand new Arado Blitz jet bombers. Halfway through the familiarization training your gruppe is recalled to Berlin, where you will assist Claus von Stauffenberg and other plotters to overthrow Hitler and set up a new government. Hitlers assassination is set for July 20th. At least the SS is sure to resist Ludwig Beck and other members of the shadow government when they attempt to take power. Germany is on the brink of a civil war.

"Burning Streak" Timeframe: 1943 August 1946 Country: Germany Location: Kursk; Lvov; Berlin Available Planes: FW-190; MiG-13; He-162C; Ta-183 Number of Missions: 11. Youve been at war for years. All missions are a blur. You barely notice the tracers, explosions, and death screams over the radio. When starting on another routine mission in support of the Battle of Kursk, you could not even imagine that you just started on the path that would lead you to amazing new planes, and that you would become one of Germanys highest decorated heroes.

Alternate History Timeline

June 6, 1944 D-Day goes very badly due to unexpected bad weather. Hitler is taken sick and cannot personally intervene in the affairs. June 8, 1944 Rommels concentrated counter-attack by all German units in Western Europe sends the Allies back into the Channel. June 10, 1944 Last US paratroopers surrender at St Mere Eglise. European Front is no more.

June 11, 1944 Allies cancel Operation Dragoon (invasion of Southern France in August of 1944) July 20, 1944 Hitler is killed at Wolfsschanze in Rastenburg by Claus von Stauffenbergs suitcase bomb. General Ludwig Beck becomes shadow governments head of state Dr. Carl Goerdeler is shadow governments Chancellor Sporradic uprising by SS and Gestapo around Berlin begins. Shadow government requests help from Western Allies. Most Luftwaffe grounded; some individual pilots make their own choices for whom to support. July 21, 1944 Western Allies enter temporary cease fire with Germany. Berlin is fully in Shadow governments hands. Goering joins the Shadow government. July 24, 1944 Himmler is killed in an air attack. Some SS units begin to join the shadow government. July 25, 1944 Emergency meeting is held between Stalin, Roosevelt and Churchill in Stockholm. Churchill wants a conditional surrender. Stalin wants to continue the war. Roosevelt is on the fence. July 26, 1944 All German military units pledge allegiance to the Shadow government. Churchill leaves the conference and announces he will seek unilateral peace with the new Germany. Roosevelt demands that for US to stay in the war with Germany, USSR must declare war on Japan. July 27, 1944 Several Soviet marshals plead with Stalin to seek peace with Germany July 28, 1944 Stalin and Roosevelt fail to reach an agreement, and abandon negotiations. US enters temporary cease-fire with Germany. Stalin has his peace-seeking marshals executed. July 29, 1944 Churchill and Goerdeler sign a Peace Pact. Germany begins to move all units to the Eastern Front. US and Great Britain begin a colossal operation of moving all European Forces to the Pacific. August 1, 1944 1st Ukrainian Fronts Sandomierz Operation encounters fresh Panzer armies from the West. August 3, 1944 1st Ukrainian is thrown back across the Vistula. August 12, 1944 Crown Prince Wilhelm Hohenzollern is crowned Wilhelm, Kaiser of Germany and King of Prussia August 23, 1944 Red Army begins the Battle of Romania (Jassy-Chisinau Operation). German strength is over 1 million men. August 24, 1944 Germany begins a concentrated offensive

Army Group A is aiming towards Kiev Army Group Center is attacking towards Minsk and Leningrad August 25, 1944 Army Group A takes Lublin and Przemysl Army Group Center takes Grodno and Luga 2nd and 4th Ukrainian Fronts are shifted to fight Army Group A 3rd Ukrainian Front begins to retreat August 28, 1944 2nd and 4th Ukrainian Fronts are surrounded near Vinnitsa between advancing Army Groups A, South and F Army Group Center is shelling Leningrad August 30, 1944 German IV Army under Balck enters Kiev Roosevelt re-enters the scene and offers to mediate peace between USSR and Germany August 31, 1944 Cease-fire begins on the Eastern Front September 2, 1944 Stalin meets Kaiser Wilhelm in US-occupied Rome. September 5, 1944 USSR and Germany sign a Peace Pact. Germany takes Luthiania, Poland, Western part of Ukraine including Kiev, Belarus half-way to Minsk. April 12, 1945 Franklin D Roosevelt unexpectedly dies. Harry S Truman becomes president. July 3, 1945 US and British forces invade Kyushu. August 6, 1945 US drops an atomic bomb on Tokyo August 9, 1945 US drops an atomic bomb on Kyoto August 11, 1945 Japan surrenders. US occupies of all Korea and Manchuria. June 22, 1946 Soviet Union begins a major offensive along the entire Soviet-German border.

Pilot Notes

Supercharger and Fuel Mixture The complex engine management difficulty settings must be On. If the complex engine management parameter is set to Off, supercharger and fuel mixture are managed automatically in all aircraft. Several aircraft in our flight simulator require additional control when flying with Complex Engine Management option on. Many WWII engines were equipped with superchargers, devices that kept engines running at optimal power at higher altitudes. Without the superchargers, lower oxygen content at high altitude would have caused the engines to lose most of their power. As most supercharged engines in WWII did not have automatic supercharger control, they needed to be adjusted manually. The supercharger stage is adjusted using Supercharger Next Stage and Supercharger Prev. Stage control keys. Most of the aircraft also requires adjustment of fuel mixture at altitude. Above certain altitude, most engine carburetors become incapable of producing optimal mixture due to the lower density air. If your engine begins trailing smoke and suffers power loss or RPM instability, adjust the mix level (using Increase Mixture and Decrease Mixture control keys) until the engine returns to the regular output. Important: Failure to properly adjust supercharger stages or fuel mixture when Complex Engine Management is enabled will lead to poor aircraft performance. Important: When descending from high altitudes to lower altitudes, do not forget to adjust your supercharger stage and/or mixture back to the lower-altitude settings. Flying at low altitudes with high-altitude supercharger stages or fuel mixture will lead to poor aircraft performance and/or in-flight accidents.

BI-6 This plane is powered by three engines: D-1-A-1100 rocket engine in the fuselage (engine #1), and two DM4-S ramjets on the wingtips (engines #2 and #3). The wingtip ramjets have independent fuel source stored in the wings. They are effective at speeds above 320 km/h and have limited throttle control. Ramjets offer better fuel economy than the rocket engine, and are used to achieve better range at cruise speed. The main engine is to be used for take-off, acceleration, and maneuvering. The ramjet engines are engaged / disengaged with the throttle lever. With the throttle at 100%, an engine cannot be shut down; with the throttle at 0% it cannot be turned on. Correspondingly, to control the use of the ramjets, use the engine selection keys to select / deselect the throttle input. Having the same basic airframe as the BI-1, the aircraft is prone to enter uncontrollable dives at speeds in excess of 800 km/h.

MiG-9 (MiG-9FS) When using the 57(37)mm cannon above 3,000 meters the gun exhaust may get sucked into the engine air intake. Above 6,000 meters using the cannon is prohibited. Note: this information is different from what may be found in other sources; however it is based on the pilot operating handbook for the MiG-9. Please note that the Soviet variant of the BMW-003 used as the engine for the MiG-9 was not a 1-for-1 copy of the venerable German design. Several modifications were made, most importantly the use of advanced alloys which were unavailable in late-war Germany. This greatly increased the reliability and service life of the engine. Also due to the innovative air intake design, the engine temperature was much less of a problem with the MiG-9 than with the German jets.

I-250 (MiG-13) The tail unit of the aircraft contains a turbojet engine, driven by an extension shaft connected to the main piston engine. The tail engine is used as a regular jet, and has no specific limitations; however it should be used sparingly as it is burns through fuel very quickly (about 10 minutes at cruise power). As such, the jet engine should only be used in combat and other non-routine conditions. The engine starting procedure is as follows: first start and get the piston engine to low RPM. The jet engine cannot be started otherwise, as it requires the crankshaft to rotate, which is powered by the piston engine. After successfully starting the piston engine, you may engage the jet. If you lose the piston engine due to battle damage or other failures, the jet engine will not operate even if it is completely intact.

Ar 234B The aircraft has no forward-firing armament. The trigger fires the twin MG-151/20 cannons situated in a stationary tail stinger. They can be fired at any time by pressing the trigger, and can be aimed by pressing the Toggle Gunsight button (Shift-F1 by default) when seated in the pilots seat. This will switch your view to the telescopic sight located in the cockpit. The bomb-aiming equipment consists of the Lofte 7K level bombing sight, and the BZA-1 dive-bombing sight. In order to switch to the bombing mode, press the Pilot or Gunner Position button (C by default), and use the Toggle Gunsight button (Shift-F1 by default) to switch between the dive and level bombing sight optics. The BZA-1 modeled in the game is simpler than the actual sight used in the Blitz; the details cannot be modeled at this time due to inherent game engine restrictions. In the game, its a simple point-and-shoot periscope that requires no parameter input. The horizontal bone shows the projected impact point of your bombs. The dive procedure is standard. The procedure for using Lofte 7K level bombing sight is the same as in the He-111 bomber. Please refer to previous documentation for details. The aircraft is also equipped with rocket-assisted-take-off (RATO) packs, which give it extra boost when taking-off, and are especially needed at heavy combat loads. The RATO packs are fully automated, and cannot be interacted with by the player. They will be automatically engaged should there be the need for it, and automatically jettisoned once they are expended. The lack of players control is due to inherent game engine limitations.

Heinkel Lerche III The aircraft is quipped with automatic stabilization auto-pilot that keeps the aircraft vertical during take-off and landing. The system is toggled with the Airbrake key. The white indicator lights on the instrument panel illuminate when the system is switched on. Unlike most other fighters, the Toggle Gunsight button (Shift-F1 by default) switches the view to point downwards, at the instrument panel and the ground below. Take-off procedure in the aircraft is simple. Toggle the stabilization auto-pilot on and slowly increase engine power. Reaching 200-300 meters of altitude push the nose down slowly to convert to horizontal flight, and disengage the stabilization auto-pilot. The landing procedure is more involved. Firstly, select suitable area for landing. Landing approach is standard, with speeds of around 250-300 km/h, with the stabilization auto-pilot turned on (one white indicator light). At 25-30 meters of altitude begin a flare at 10 to 20 degrees nose-up attitude. The active stabilization auto-pilot will engage (second white indicator light). Level the elevators at that time. The stabilization autopilot will attempt to keep the aircraft vertical. Do not increase engine power at this time, as this may cause too

much altitude to be gained. Do not chop the throttle below 25%, as this may lead to a stall or loss of effectiveness of the gas-powered stabilization mechanism. After the aircraft is stabilized vertically, slowly decrease power to descent. Aircraft with expanded ammunition and low fuel will hover at approximately 35 to 40% of throttle. When descending, vertical speed of no more than 5 m/s is recommended. The aircraft is also equipped with ultra-sound altimeter, which should be used alongside the vertical speed indicator during descent. Before touch-down decrease the vertical speed, momentarily opening the throttle. When the aircraft touches down, three green lights will illuminate on the dashboard. Immediately decrease power to avoid bunnyhopping. When using auto-pilot, or performed by AI planes, the landing may not look smooth due to inherent game engine limitations.

X-4 Rocket The X-4 air-to-air rocket is wire guided. All rocket-carrying aircraft (Ta-152C, Ta-183 and Heinkel Lerche III) have a single rocket control module, and as such can guide only one rocket at a time. When launching multiple rockets simultaneously, only the last rocket fired can be guided. To guide the rocket, use the Increase Sight Attitude, Decrease Sight Attitude, Adjust Sight Control to Right and Adjust Sight Control to Left keys. We recommend assigning them to the Up, Down, Right, and Left arrow keys correspondingly. The easiest way to guide the rocket to target is to fire from the targets six-o-clock level while flying on the same course. Guide the rocket to keep the lights on top of the target with no visible lateral movement until the moment of impact. Use gentle taps to provide last-minute guidance. The rockets detonate remotely, so no direct impact is required. This method should be used to attack non-maneuvering heavy bombers from 3,000 to 3,500 meters away. NOTE: The guiding wire is not visually modeled.

Notes on modeling the aircraft, their internal systems, and armament

Due to many of the aircraft modeled having never flown in real life, we had to take a more open approach to modeling them, and use our own expertise as aviation engineers to re-examine the projects, and to apply the same type of thinking that would have been used had they really went through flight trials and went into production. This was necessary as otherwise some of the projects would simply never take to the air.

Heinkel Lerche III We used the Heinkel Lerche II as the basis. However, after modeling the plane weve discovered serious deficiencies in design, and were forced to make many changes to make this plane suitable for combat. Modeled precisely to original specifications, this plane would never take off. Correspondingly, weve made the following changes: Increased the fuselage cross-section; Installed more powerful supercharged engines;

Used the details of a captured Hs-132 prototype as the basis for the cockpit; Replaced Hs-132s landing gear well for an access hatch; Installed oil and water radiators into the circular wing; For take-off and landing stability, weve added automatic gas-powered control surfaces; Changed the landing gear and tail unit shape (as originally designed, the plane would fall over).

LaGG-3RD Based on modern calculations, the projected engine power would be insufficient to reach even 700 km/h, much less the supposed 1,000 km/h listed by the original designers. Weve therefore had to slightly increase the engine power, to make the plane at least slightly faster than the piston-powered mid-war La-5 design.

BI-6 Were not modeling the historical thrust difference between the two wingtip units, as this would make the plane virtually impossible to control with rudder trim. A simple decision historically would have been to place the ramjets closer to the fuselage; however we decided not to make such changes, as this would alter the aerodynamically pure original design. Were also not modeling the historical unreliability of starting the ramjets in-flight.

Ta-183 A captured model of the Ta-183 was tested in the TsAGI wind tunnel post war, and immediately uncovered a fatal mistake in the design. Flutter and subsequent structural failure of the tail unit began at only 700 km/h. Therefore weve had to artificially strengthen the tail unit by a great amount, in order to allow for the design to reach specified speeds while still keeping the famous original shape. In reality such a redesign would have been near impossible, and most likely the tail unit would have been radically redesigned instead (such as was the case with the historical Pulqui II fighter built by Kurt Tank after the war). In general, the plane is modeled with several concessions that were possible to make only using the knowledge gained post the 1950s.

He-162D A forward-swept wing is well known to hold several advantages over a straight wing, such as better laminar flow, better maneuverability, etc. However not a single forward-swept wing project has entered serial production. The reason is simple: wing flutter begins much earlier with this wing than with other types. No counter-balances can solve this problem; even the common Junkers design decision of placing the engine gondolas forward can fully solve this. The decision only became possible with introduction of super-strong composite materials in the aviation industry. Therefore, weve made a concession that the He-162Ds wing is also made of such composite materials, which would have historically been unavailable in 1945-46.

Ar-234 The aircraft is modeled without the manufacturing defects with balanced ailerons. BZA-1 dive bombing sight is simplified.

I-250 Low reliability of the jet engine is not modeled.

-4 The modeling of the rocket is slightly idealized. The guiding wire is not visually modeled. The forces connected to the unwinding and tension of the wire are also not modeled. In reality, the rocket was tuned to the sound of a specific aircraft engine, while in our simulator it reacts to any engine.

Askania EZ42 gyroscopic gunsight Ta-183, Ta-152C, and potentially some other Luft46 planes modeled in our sim were projected to use the EZ42 gyro sight, similar to the K-14 ace-maker used in late-war American planes. However no detailed information about the features of the EZ42 exist, and we were forced to install regular sights on these planes. Even in the cockpits with 3D models visually based on the EZ42 design, they function as simple reflector sights.

Other

1. Some PCs made by the Northwood Computers Company may experience performance issues when running the game in the Perfect graphics mode. Due to issues outside of our control, the machines may lock up. Therefore, we do not recommend running the game in the Perfect mode. In certain cases, the lock ups may be prevented by renaming the il2_core.DLL file into il2_coreP4.DLL. The files are located in the root Il-2 folder. Important: when renaming the files, make sure to save a back-up copy of the original il2_core.DLL. 2. Running this game on 91.xx series video drivers from NVidia may cause occasional graphic issues. If you encounter these issues, we recommend one of the following NVidia drivers: WinXP-81.95_WHQL; WinXP81.94_WHQL; or WinXP-81.85_WHQL 3. Adventorous missions builders and fans of alternate history, please note that only historical carrier-borne aircraft in the sim are meant to take off from aircraft carriers when flown by the AI. Non-carrier borne aircraft in the sim may exhibit irregular behavior if still placed on aircraft carriers in full mission builder. This especially applies to VTOL aircraft (Heinkel Lerche) or any aircraft equipped with rocket engines (rocket or mixedpower). This applies to both carrier take-offs and carrier landings. You as a player have complete freedom to try carrier ops in of our hundreds of flyable planes; in that endeavor only your skill as a pilot is the limit. However, AI aircraft and AI carrier ops have their limitations, and unfortunately due to time constraints, and the uniqueness of the case, it was simply beyond our capacity to enable carrier ops for these planes, as the time required to achieve this would not be justified by the goal of having such complete historical impossibilities as carrier-borne Lerche or BI-6.

Credits
Developed by Oleg Maddox, 1C:Maddox Games and RRG Studios Lead Developer Ilya Shevchenko Lead Modeler Vladimir Kochmarsky Kiev Map Sergei Solovyev, Sergei Antonyuk, Vladimir Kochmarsky, Igor Pekarovskiy, Mihail Toshpulatov Campaigns Created by Aleksandr Timoshkov (VVS) Ilya Shevchenko (Luftwaffe) Campaigns Tested by Aleksandr Timoshkov New Skins by Ilya Shevchenko

Erwan Roger
Cockpits Yak-15 Mikhail Toshpulatov, Vladimir Kochmarsky MiG-9, I-250, Ta-183 Ray Gruetzmacher, Filippo Tarquini Ta-152 Kuzma Lykov, Ray Gruetzmacher Ar.234B-2 Ray Gruetzmacher Yak-3R, La-7R, BI-6 Ilya Shevchenko Heinkel Lerche Roman Deniskin Me-262 Michel Vibert, Loic Derrien He-162 Luke Wallace External Aircraft Models Yak-3R, La-7R Valerij Guba Bi-6 Ilya Shevchenko, Valerij Guba Yak-15 Valerij Guba, Vladimir Kochmarsky MiG-9, Ar-234B-2, He-162D Vladimir Kochmarsky I-250, LaGG-3RD Szalai Viktor Ta-152C Tero Tissari, Mark Show Ta-183, He-162C, Me-262HG Alexandr Porozov Heinkel Lerche Roman Deniskin

Ki-43-II - Kevin Miller, Erwan Roger

Ground Vehicles Maus, T-44 Vladimir Kochmarsky, Oleg Sidavsky IS-3, Panther-II, Coelian Vladimir Kochmarsky Artillery Pillboxes, M2HB Vladimir Kochmarsky MG-42, DShK Ray Gruetzmacher

Buildings and Static Objects: Alexandr Pereverzov, Vladimir Kochmarsky

Sources:
1) Evtif'ev M.D. Shturm neba. Vehi istorii reaktivnoi aviatsii. M.: Veche, 2006. 2) Evtif'ev M.D. Ognennie kryl'ya. Istoriya sozdaniya reaktivnoi aviatsii SSSR (1930-1946). M.: Veche, 2005. 3) Zapol'skis A.A. Reaktivnie samolety Lyuftvaffe. M.: Harvest, 1999 4) Zefirov M.V. Shturmovaya aviatsia Lyuftvaffe. M.: OOO Izdatel'stvo AST, 2002. 5) Zefirov M.V. Asy Lyuftvaffe: Bombardirovochnaya aviatsia. M.: OOO Izdatel'stvo AST, 2002. 6) Zefirov M.V. Asy Lyuftvaffe: Reaktivnie istrebiteli. M.: OOO Izdatel'stvo AST, 2002. 7) Various authors. Vozdushnie voiny XX veka (19111945). Smolensk: Rusich, 2002. 8) Smirnov A. Boevaya rabota sovetskoi i nemetskoi aviatsii v Velikoi Otechestvennoi voine. M.: AST, AST Moskva, Tranzitkniga, 2006.

2006 Ubisoft. All Rights Reserved. 2006 1. All Rights Reserved. 2006 1C:Maddox Games. All Rights Reserved. 2006 RRG Studios. All Rights Reserved.

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