HSFX 4.11 makes this game fantastic!
#6

Yep, as per Prof at 242 Forum:
"Right now it's in private Beta, a number of small things have been found and corrected. We are waiting for the Il-2 Version 4.10 release so that we can include it. It's pretty close and it makes sense to include it rather than have people download HSFX twice."

Which makes sense, and as its 242 Squadrons' (much appreciated) work, it also makes sense to respect their wishes re: distribution. However, the 4.2 readme is available in various forums, so I guess it does not hurt to quote it. If the mods feel that this is not appropriate, my apologies and by all means delete this post.


Quote:This is a large download, much of it is not new material, but it was decided to recompile older archives with corrections in many cases to avoid duplication and redundancy in the archives.

**** DISABLE ALL MODS WITH JSGME BEFORE INSTALLING ****

(Move from Right to Left)


A) Completely revised sound system

This is a hybrid but is most heavily based upon Tiger Sounds II, although very heavily streamlined and optimised to work Ok using default settings and Hardware acceleration. We have also integrated aspects of Freddie’s Oxygen mask mod

The engine sample sets are now composed of a larger number of (smaller) samples so the engine state/rev bands are far more differentiated than before. These Samples were usually Tigers also but reduced to 2s samples, which is the il2 default

Tiger introduced a couple of great innovations:

In game it is to set distance restrictions for external sounds and this helps to stop 'Sound radar' You are unlikely to hear an enemy aircraft unless it is very close.

Tiger's Flybys. Included but in a very stripped down form. These can be pretty spectacular when watching tracks or in external views

This is a complete reworking; it is not Tiger Sounds II although it is very heavily derivative of it. It is completely re-engineered and may not be so good in some ways but it is a fraction of the size and retains good performance.

Huge thanks to Tiger and Freddie. Their development is integral.


B)New Aircraft.

Antons 109 Pack
This does much more than add a few extra aircraft classes and includes complete 3D model updates by JapanCat for all of the 109 series, overall effect is pretty stunning.

V4.0 already included many new aircraft from Anton's work; this version includes these final additions. Hopefully its definitive.

Bf-109F-0
Bf-109F-3
Bf-109F-4Z

Bf-109G-1
Bf-109G-3
Bf-109G-5
Bf-109G-5AS

AI Ace Galland included

http://www.sas1946.com/main/index.php/topic,4309.0.html
For full Credits

Note: The load out has changed for the F4/R1 Kanonboot. Check this

Early Bf109's
Complete set of Pre-war 109's very useful for Spanish Civil War scenarios.

Bf-109B-1
Bf-109B-2
Bf-109C-1
Bf-109D-1
Bf-109D-1Late

By SAS_Cirx, JapanCat (3d) & Ala_ManofWar (skins)


Tainan Kosho Mod Pack
I have not included everything but what I consider the most useful additions:- Again this does much more than just add a few new aircraft classes and updates the 3d models of all zeroes and Ki43's (Japancat).

A6M2-21_Late
A6M3-32
A6M3-32kai A6M3's that are carrier capable!
A6M3-22
A6M3a-22ko

J2M3-21
J2M5-33 With opening canopies.
N1K2-Ja-21a

I did not include the very limited run and prototype versions; the number of aircraft variants is already massive

I used the model number rather than call aircraft _mod in the selection menus. The underlying models and FM's though are all TKN
(The link is inoperative)
For Full Credits

J7W1
A very interesting aircraft and completely new model by Kokodama.
FM by Sani

(The link is inoperative)


Spitfire MkXVI's

By F22_Raptor and the Aviator team.
Late war Bubble canopy Merlin engine Spitfires with a lot of ground attack ordinance options

SpitfireMkXVIe
SpitfireMkXVIeCLP
SpitfireMkXVIe25
SpitfireMkXVIeCLP25

(The link is inoperative)


CantZ1007bis
SUP_Zipo and SUP_Furio: 3D Model
150GCT_Italo: skin
Maraz: java, FM, import
'Placeholder' Cockpits by Ranwars.
A strange and beautiful aircraft.


P_11f

New Hungarian built (I.A.R) version of the P11 by Loku. (also 3D model update of old P11c.)

RWD_10

Beautiful little Polish trainer aircraft by Loku.


T6 Texan

Well-resolved T6 very useful for Korean era operations.
Beowulff and team:-
http://www.sas1946.com/main/index.php/topic,4658.0.html


Alternate aircraft models:-

He-111H-6t Stock H6 but with German and Italian torpedoes. (The stock one uses Russian !)


G4M1_Type1 Betty with correct fuel load, weight and length that hopefully corrects the 'helium' filled behaviour of the original and the nose up attitude.

SM-75 Unarmed transport variant of the SM. (the 3D is not absolutely correct but its a very useful add-on for us for our campaigns.)


Stationary versions of all types included.


C) Cockpits and retexturing.

Updated 109 Cockpits.
This is a HSFX rework based upon Der Werstenfurchs continual updates:-
http://www.sas1946.com/main/index.php/topic,1947.0.html
It is considerably lighter.

Zero Cockpits Updated: -
All from the TNK (Tainan). The texturing is not radical but there are many corrections to gauges and the 3D.

Beaufighter Cockpit retextured (Tyrl)

Fw190A4 reworked (beta) (C6_Claymore)

D3A1 Cockpit retextured (Tyrl)

F4U Cockpits retextured (Tyrl)

F86 Cockpits Complete new Cockpits by Freddie but with java alteration by Cirx.

Ki46 Dinah Cockpits Better new version by SAS_Cirx

PIIc cockpits retextured (Tyrl)

P-39 Cockpits retextured (beta) Mangas

Seafury Given K14 plus 3d corrections (presumably Mr Jolly ?)


D) Maps.

New:-

Taranto (6s_Maraz)

Murmansk (Mixx)

Rennel Islands, Santa Cruz & Truk Lagoon (Lonestar)

Palenbang 43 & 45 (ijeremiah)

Cartagena (Agracia)

Kiev (AP) versions with reduced river systems, good for SEOW.

-------

Centmed Updated (6s_Maraz,150GCT_Mamakin,150GCT_Italo)

Aleutians updated (Agracia and Cat)

KTO updated (3BG)

Burma Lower Updated

-------
Retextures:-

Norway summer and winter (Gilb)

Moscow, Stalingrad, Provkharovkha, Kursk, Crimea, Kuban (Slade)
Beautiful Russian retexturing from Avia forums.

Japan. Palau and Okinawa retextured, both have new height maps so are available as new maps. (Redko)


Note :- Cat has re-organised the way that maps appear:-

Stock maps are first in alphabetical order.

Mod maps are afterwards also in alphabetical order.


A few maps have been removed from the menu to save space, but they are avaialable.
Go to il2 Sturmovik 46/ Files/Maps/ all.ini and move those you want to use above [all] below it.
These are generaly old and very rarely used online maps.


E) Ships.

3D damage models of the ship pack corrected (6s_Maraz)

Tribal class updated and corrected (Asheshouse)

Extensive reworking of the ship.ini file. (Chap)

Ships in il2's small calibre weapons had been given 'maximum' ranges rather than 'effective maximum' ranges which is the range at which they would actually open fire.

This created a lot of fireworks but also a lot of load and is not that realistic.


Reduced 40mm AAA and Multi mounts to listed effective range of about 4000m's.
30mm to around 3000m's and lighter calibre to 1000-3000m's.
(using listed values from the Oerlikon & Hotchkiss(IJN weaponry was licence made Hotchkiss originally) factories from which all weaponry originated.

This reduces game load a lot and also creates a 'layered' defence which is much more realistic.


Reduced the number of firing guns on Aircraft carriers by about 25% ( Carriers required escorts...in stock il2 we found a carrier would usually win in a gun exchange with a Cruiser ! :-( )

Balanced up the Cruisers firepower between nationalities.

Also revised main armament so that the IJN DD's are now equivalent to their US counterparts. The US DD's had 5 single mounts that all fired in IL2. The IJN DD's had 3 double mounts that only fired once which was why the US DD's outgunned the IJN 5/3 although they should not have.


F) Other: -

Updated Executable and Icons:- Ivan Caesare and Squog.

Jeep & Kubelwagen (Sani and Ranwars). Very beta
These are only available in the FMB, you can place them to takeoff from airfields OR you can place them as a WP at 2m's and lowest possible speed elsewhere. The original versions have a problem with Bridges (they explode on contact)...I managed to make them ignore bridges so they no longer explode, but instead 'pass through'...but use of bridges is not an option as yet.
These allow us to experiment with player FAC's in a SEOW context.


Countless other little updates and corrections, apologies to anybody whose work has been included and not credited, it is not intentional...


HSFX as always remains a continuing WIP.

This is a BETA.


CC
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