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conf.ini
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conf.ini
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; PLEASE READ
; Date: 2024-01-23, raven
; conf.ini with all maxed settings for modern machines.
; Read comments and adjust as needed.
;
; IT IS RECOMMENDED TO EDIT GRAPHICS VALUES HERE INSTEAD OF THE UI
; as some options are not available through the UI
;
; If having bad performance, reduce to the following settings first, in
; order of importance:
; Effects=1
; Forest=2
; NumChannels=2
;
; More info:
; https://github.com/IL2HorusTeam/il2fb-ds-config
; https://il2horusteam.github.io/il2fb-ds-config/
; https://www.airgroup51.net/forum/index.php?topic=295.0
; https://www.mission4today.com/index.php?name=Knowledge_Base&cat=7
;
[il2]
title=Il2-Sturmovik 1946
hotkeys=HotKey game
[window]
width=2560
height=1440
; the optimum spotting resolution is something like 1920x1080
;width=1920
;height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=0
FullScreen=1
DrawIfNotFocused=1
EnableResize=0
EnableClose=1
SaveAspect=0
WideScreenFoV=1
UIColor=1
UIDetail=0
UIBackground=rnd
; Use3Renders and Use3RendersUI are for using 3 monitors at once:
Use3Renders=0
Use3RendersUI=0
[GLPROVIDER]
; The game has 2 renders, opengl (native) and directx8 (done via a wrapper to opengl)
; It is recommended to use opengl
GL=Opengl32.dll
[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll
[NET]
; speed: server throughput in byes/sec
; 3000=modem 28800, 5000=modem56000, 25000=DSL cable
; min: 300, max 1000000
speed=25000
routeChannels=0
; localHost: address of network interface to listen for all incoming connections
; emtpy value: listen to all interfaces
localHost=
; localPort: UDP port number for client to connect to
; min: 1000, max 65000, default: 21000
localPort=21000
; socks related settings:
socksHost=
socksPort=
socksUser=
socksPwd=
; default server to connect to:
remotePort=21946
remoteHost=wildfeuer.ddns.net
; other servers:
remoteHost_000=il2org.ru:21000
remoteHost_001=162.142.42.32:21000
remoteHost_002=152.117.102.53:21000
remoteHost_003=95.107.40.202:21000
remoteHost_004=95.107.40.202:21001
remoteHost_005=il2org.ru:21001
remoteHost_006=il2org.ru:21002
remoteHost_007=mv-game-03.myvariety.net:21000
remoteHost_008=il2.com.ru:21001
remoteHost_009=il2-shturmovik.ru:21000
remoteHost_010=il2com.ru:21000
remoteHost_011=il2.com.ru:21002
remoteHost_012=185.42.61.26:21000
remoteHost_013=185.42.61.26:21001
remoteHost_014=217.78.176.50:21000
remoteHost_015=wildfeuer.ddns.net:21946
serverName=No Name
serverDescription=
; serverChannels: max number of users, min 1, max 128
serverChannels=127
; online score table filtering:
; allows sever to hide certain details about players. Those shown with S by default
; `USER STAT` on console will not work either
disableNetStatStatistics=0
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
; checkRuntime: as server, force client-side verification
; checkRuntime=0 no check is made (default)
; checkRuntime=1 quick check
; checkRuntime=2 comprehensive check
; NOTE: during the comprehensive check, if the client runs a different OS version from the client,
; the check may identify the OS differences as changes in game modules
checkRuntime=0
; Max allowed difference in time between server and client (protection from
; SpeedHack-like cheats). This may especially happen when the connection quality
; is low and connectivity errors occur. This may also happen if the hardware
; malfunctions, such as overheating of the computer timer causing frequency
; changes.
; float, min 0.01 (1%), default 0.2 (20%)
checkTimeSpeedDifferense=0.2
; enable speedhack protections at server side
checkServerTimeSpeed=1
; enable speedhack protections at client side
checkClientTimeSpeed=0
; checkTimeSpeedInterval
; Max allowed time period when time difference can exceed
; checkTimeSpeedDifferense value. Client will be disconnected from the server
; kafter this period.
; Type: integer
; Min: 1
; Max: 1000
; Default: 17
checkTimeSpeedInterval=17
; difficulty:
; use difficulty editor to understand values
; http://il2horusteam.github.io/il2fb-difficulty/
; example: difficulty=8796093022207
; SkinDownload: users to see skins which aren't present on server
SkinDownload=1
; allowMorseAsText: online clients are allowed to use Morse as text
allowMorseAsText=1
; allowCustomSounds: allow to use custom sounds in my_presets and my_samples dirs
allowCustomSounds=1
; filterUserNames:
; as server, filter out all non-latin and non-cyrillic chars from players name and callsign
filterUserNames=0
; refly params
; allows server to disable refly button for predefined duration, or lives
; reflyDisabled:
; disable refly button until next mision. Default 0
; reflyDisabled=0
; reflyKIADelay:
; Initial penalty (delay in seconds) for refly after death. Default 0
; reflyKIADelay=0
; reflyKIADelayMultiplier: default 0.0
; Number of seconds, which will be multiplied by number of users's deaths and
; added to initial penalty for refly after death. So, final penalty is following:
; calculation penalty is as follows:
; refly penalty = reflyKIADelay + (KIA count * reflyKIADelayMultiplier)
; reflyKIADelayMultiplier=0.0
; maxAllowedKIA:
; limits of deaths per mission. default -1 (no limit)
; maxAllowedKIA=-1
[MaxLag]
; this section is about "cheating has been detected" messages
; farMaxLagTime
; Defines the maximum delay (in seconds) between packets received from a given
; client. A time greater than this is considered a warp.
; Min: value of nearMaxLagTime
; Max: 30.0
; Default: 10.0
farMaxLagTime=10.0
; nearMaxLagTime:
; Defines the max lag time allowed for an aircraft in an endangered position
; before it is considered warping (cheating). This is meant to address players who
; are lagging on purpose.
; Min: 0.1
; Max: 30.0
; Default: 2.0
nearMaxLagTime=2.0
; cheaterWarningDelay
; Defines the maximum amount of time the system will refrain from taking
; action against a player acting out of bounds. This can be used to avoid issuing
; multiple warnings for a single glitch.
; Min: 1.0
; Max: 30.0
; Default: 10.0
cheaterWarningDelay=5.0
; cheaterWarningNum
; Defines the max number of warnings issued before a player is autokicked by
; the host. A value of -1 prevents autokicking.
; Default: 3
cheaterWarningNum=-1
[chat]
region=(dx=0.39140624,dy=0.16527778,x=0.0,y=-0.004166667)
adr0=ALL
adr1=MY_ARMY
msg0=hi!
msg1=<obj<blue
msg2=<obj<red
msg3=<nextmap
msg4=<vote\u0020yes
msg5=<vote\u0020no
msg6=<help
; autoLogDetail:
; Amount of events users will see in chat message.
; 0 Minimum of events (e.g., user joined, user left, user is cheating).
; 1 More events, including kills, crashes, captures and so on.
; 2 More events, including destruction of ground units.
; 3 All events, including different kinds of damages.
; Type: integer
; Min: 0
; Max: 3
; Default: 3
[game]
Arcade=0
HighGore=0
; situation of the minimap. Can be moved with mouse button
mapPadX=1.0036458
mapPadY=0.35347223
mapPadMode=1
mapZoomMode=0
mapWheelMode=0
viewSet=56
Intro=0
NoSubTitles=0
SubTitlesLines=4
NoChatter=0
NoHudLog=0
NoLensFlare=0
; iconTypes: type of HUD-icons
; 0=off, 1=distance, 2=distance+PlayerName, 3=distance+Aircraft+PlayerName
; recommendation: 0 (full real) or 3 (unless server has activated icons)
iconTypes=3
; mp_dotrange [FRIENDLY|FOE] [DEFAULT] [COLOR] [DOT] [RANGE] [TYPE] [ID] [NAME]
;
; The following keys define the distance at which the appropriate icon is enabled:
; COLOR: The distance at which icons take the color of the inbound plane’s army. Icons farther away will be drawn in grey.
; DOT: The distance at which the “dot� plane marker becomes visible.
; RANGE: The distance at which the distance measurement appears in the icon.
; TYPE: The distance at which the airplane model or model family becomes visible.
; ID: The distance at which the tactical number is visible.
; NAME: The distance at which the aircraft’s pilot name is visible (if it is driven by a human pilot).
;
; This setting is set in Users/icons
;
; mp_dotrange DEFAULT restores the Pacific Fighters predefined icon setup.
; mp_dotrange run without parameters prints the current icon setup ranges (which may be issued by both client and server).
;
; Example:
; mp_dotrange FRIENDLY COLOR 0.1 DOT 15 RANGE 5 TYPE 0.1 ID 0.1 NAME 2.5
; This will give you friendly info at Aircraft dot at 15km range at 5km Pilot name 2.5km all other at 100metres
eventlog=eventlog.lst
eventlogkeep=0
eventlogHouse=0
3dgunners=1
ScreenshotType=1
RecordingIndicator=0
MapAlpha=0.68
SaveTrk=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
lowInfoHud=1
; BlockMorseChat: don't hear morse beeps sent by players by typing `Morse: foo` in chat
BlockMorseChat=0
ShowMorseAsText=1
IconUnits=0
SmallMapWPLabels=0
; TypeClouds:
; 0=standard clouds
; 1=improved quality clouds
; Note: when online, the player will see the cloud type set by the server
TypeClouds=1
Mouse6DOFMove=0
DebugFM=0
hudMode=1
[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause
[HotKey gui]
Escape=activate
[HookViewFly Config]
; timeFirstStep: time until the aircraft crosses the flyby camera
timeFirstStep=3.0
; deltaZ: angle of the flyby camera to the plane
deltaZ=10.0
[HookView]
MouseLeft=Len
[HookView Config]
YawSpeed=0.1
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
; LeanF: speed of head forward/backward motion, range 0.01 to 1
LeanF=1
; LeanS: speed of head sideways motion, range 0.01 to 1
LeanS=1
; Raise: speed of head up/down motion, range 0.01 to 1
Raise=1
; RubberBand: elasticity of the head motion limits
RubberBand=1.0
[HotKey builder]
; hotkey assignments when using the mission builder
MouseLeft=objectMove
MouseRight=popupmenu
; freeView: view In 3D mode, so at that location allows a free pivoting point of view.
; Useful if you want to look at the placement of objects
Enter=freeView
; worldZoom: free zoom function for a selected area
Shift MouseLeft=worldZoom
; Alt + mouse: draw a box for selection/deselection
Alt MouseLeft=select+
Alt MouseRight=select-
; copy, cut, paste objects in selection
Ctrl C=mis_copy
Ctrl X=mis_cut
Ctrl V=mis_paste
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Ctrl MouseRight=delete+
Insert=insert+
NumPad-0=insert+
; F: used in the "destruction" mode area to highlight the chosen degree of destruction
F=fill
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
; land: hides the landscape, only airports and clouds visible
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
; use num keypad to rotate objects:
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30
[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove
[MouseXYZ Config]
RealTime=1
[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0
LOGDEBUG=0
; console commands:
; START SHOW to display fps
; CmdUser show user info
[sound]
SoundUse=1
SoundEngine=1
; Speakers:
; 0=Default, 1=Headphones, 2=Desktop speakers, 3=Quadraphonic, 4=Surround
Speakers=1
; Placement:
; 0=Default, 1=Small, 2=Narrow, 3=Wide
Placement=0
MasterVolume=10
ObjectVolume=3
Attenuation=7
VoiceVolume=5
; music settings:
MusicVolume=0
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
; SoundMode: 3d mode
; 0=Standard, 1=minimal, 2=balanced, 3=full
SoundMode=1
; SamplingRate:
; 0=Standard, 1=22 050 Hz, 2=44100 Hz
SamplingRate=2
; NumChannels:
; 0=Default
; 1=8
; 2=16 Best for quality vs. performance
; 3=32 Beware of performance hit!
NumChannels=3
; EAX (SoundExt* is EAX-specific settings)
; SoundFlags.hardware: enable EAX 1/2/3/4
; recommended to use openalsoft dlls for EAX support
SoundFlags.hardware=1
SoundFlags.forceEAX1=0
; SoundExt.volumefx: disable eax reverb to workaround openal-soft bug
; see https://github.com/kcat/dsoal/issues/93
SoundExt.volumefx=0
SoundExt.acoustics=1
SoundExt.extrender=1
; SoundExt.occlusions: cockpit cushions external sounds
SoundExt.occlusions=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundFlags.reversestereo=0
Channels=2
SoundSetupId=8
SoundFlags.voicemgr=1
SoundFlags.static=1
SoundFlags.bugscorrect=0
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=1
SoundFlags.AutoActivation=0
RadioFlags.Enabled=1
RadioEngine=2
RadioFlags.PTTMode=1
RadioFlags.PlayClicks=1
ActLevel=0
MicLevel=13
[rts]
; ProcessAffinityMask:
; 1: use core 1 (default). Better fps and less stuttering
; 2: use core 2
; 3: use core 1 and 2
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=us
UseSmartAxis=0
JoyProfile=1
; joyTick=100, miliseconds, new in 4.14.1
; 44 Hz is 6.94ms , 120Hz is 8.3ms. 5ms seems enough
joyTick=5
[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
SensitivityZ=1.0
Invert=0
[rts_joystick]
; config of first joystick axis. These appear in UI -> controls -> input
; For each axis there are 12 values, the first describes the size of the zero zone
; (values 0-50), the last of the strength of the filtering (0-100). The 10
; represent values in between the linearity of the stick movement in 10% values.
; (Each 0-100) all these values are 100, then the stick movement 100% linear. If
; the first on "10," IL2 response in 10% Stickauslenkung with 10% from 10% Ruderauslenkung.
;
; Only the values of the axes of the first controller in the Windows Game
; Controller menu can be changed with the hardware setup. You start with a
; prominent first The lines starting with 1X1, 1Y1, 1RX1, 1RZ1 etc., stand for the
; axes of the input device with ID 2 Are still connected to other game
; controllers, there are the rows 1X2, 1Y2, 1RX2, 1RZ2 etc., for the Windows ID3
; and ongoing. However, these are modifiable only through the conf.ini.
; all the bars must be up (100) in UI to have a flat curve for that axis
X=0 100 100 100 100 100 100 100 100 100 100 0 0
Y=0 100 100 100 100 100 100 100 100 100 100 0 0
Z=0 100 100 100 100 100 100 100 100 100 100 0 0
RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
; FF: force feedback
FF=0
U=0 100 100 100 100 100 100 100 100 100 100 0 0
V=0 100 100 100 100 100 100 100 100 100 100 0 0
1X=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0
1X1=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z1=0 100 100 100 100 100 100 100 100 100 100 0 2
1RX1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ1=0 100 100 100 100 100 100 100 100 100 100 0 0
1U1=0 100 100 100 100 100 100 100 100 100 100 0 0
1V1=0 100 100 100 100 100 100 100 100 100 100 0 0
[rts_joystick1]
1X=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0
FF=0
1X1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ1=0 100 100 100 100 100 100 100 100 100 100 0 0
1U1=0 100 100 100 100 100 100 100 100 100 100 0 0
1V1=0 100 100 100 100 100 100 100 100 100 100 0 0
[Render_OpenGL]
; TexQual:
; 3=Normal Textures, 2=smaller textures to a factor of 2, 1=factor of 4 smaller textures
; 0=factor of 8 smaller textures
; at low texture memory of graphics card (16MB or less) should see an improvement.
; use of option 1 or 0 in today's newer graphics cards is unlikely due to the amount of RAM they now use.
TexQual=3
; TexMipFilter:
; 0=None
; 1=Bilinear (fastest)
; 2=Trilinear (Improves quality with little sacrifice in speed)
; 3=anisotrophic (Best quality but slower)
TexMipFilter=3
; TexCompress:
; 0=No compression best quality
; 1=16bit conversion
; 2=S3TC compression, best performance with little worse texture quality
TexCompress=0
; TextFlags.TexCompressARBExt must be activated if S3TC compression is used
TexFlags.TexCompressARBExt=0
; TexFlags.UseDither: smooth transitions in 16-bit color depth
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
; TexFlags.PolygonStipple:
; emulated shadow transparency in stencil buffer disabled (disabled if StencilBits = 0 under [window])
TexFlags.PolygonStipple=1
; TexFlags.UseClampedSprites: limit polygon count
TexFlags.UseClampedSprites=0
; TexFlags.DrawLandByTriangles: representation of the landscape surface in simple triangle geometry
TexFlags.DrawLandByTriangles=0
; TexFlags.UseVertexArrays: geometry calculation of the objects on Vertex Arrays
TexFlags.UseVertexArrays=1
TexFlags.VertexArrayExt=1
; TexFlags.DisableAPIExtensions: disable extensions of the video driver
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
; TexFlags.SecondaryColorExt: at 0=multiple effects disappear, 1=two-dimensional clouds
TexFlags.SecondaryColorExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
; TexFlags.TexAnisotropicExt: mipmaps are filtered specifically
; 0=filter mipmaps faster but with lower quality
; 1=best quality
; Impact of this option is closely linked to TexMipFilter
TexFlags.TexAnisotropicExt=1
TexFlags.TexEnvCombineDot3=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0
TexFlags.DepthClampNV=0
TexFlags.TexEnvCombine4NV=0
; HardwareShaders must be 1 to activate "perfect" mode
HardwareShaders=1
ForceShaders1x=0
Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
; MeshDetail: Level of Detail objects in play
; 0=lego-like, 1=log, 2=normal
MeshDetail=2
VisibilityDistance=3
; Sky: representation of clouds
; 0=no clouds (only available offline)
; 1=less clouds
; 2=normal clouds
Sky=2
; Forest: 1,2,3. for option 3, needs HardwareShaders=1
Forest=3
; Water:
; Water=0 Water with flat geometry (fastest).
; Water=1 Water with flat geometry (fast).
; 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)
Water=2
; Effects:
; Effects=0 effects without shadows
; Effects=1 effects with shadows
; Effects=2 improved effects ligthing, needs 3.0+ Mhz CPU
Effects=2
; LandShading: detail of landscape lighting
; 3=building shadows
LandShading=3
LandDetails=2
; LandGeom: 2=normal visibility, 3=improved visibility
; 3 is not performance-optimized, and works only in graphics mode "perfect"
LandGeom=3
; CountryDetails: soil textures of ground are more diverse
CountryDetails=2
; TexLarge: high-resolution airplane textures. 0=off, 1=on
TexLarge=1
TexLandQual=3
TexLandLarge=1
; VideoSetupId:
; 0 Safe Settings
; 1 Default Settings
; 2 Maximum Settings
; 3 NVidia GeForce 6800/6600/FX/4/3
; 4 NVidia GeForce 5200..5900 1.x Shaders
; 5 NVidia GeForce 4MX
; 6 NVidia GeForce 2 GTS/MX/256
; 7 NVidia Riva TNT2
; 8 ATI Radeon X800/9800/9700/9600/9500
; 9 ATI Radeon 8500/9000
; 10 ATI Radeon
; 11 Intel 915/925 (GMA900)
; 12 Kyro II
; 13 Matrox G400
; 14 3dfx Voodoo 3
; 15 3dfx Voodoo 5
; 16 S3 Savage 4
; 17 Custom
VideoSetupId=17
; If you experience flickering airfields/roads when viewed from high altitude,
; add these two lines into the OpenGL section to fix the issue:
; PolygonOffsetFactor=-0.15
; PolygonOffsetUnits=-3.0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0
[DGen]
; Dynamic Campaign settings. Not added by default, use to alter campaigns
;NoBadWeather=1
; either 0 or 1
;MissionDistance=50
; from 10 to 200 Kilometers, depends on the map and targets available.
; It is not guaranteed that there will be suitable targets in this distance
;NoAirfieldHighlight=1
; Set to 1 or 0. Zero meaning you’ll have AAA/flak unit at some unused airbases
;RandomFlights=0
; Can be set to 0 to 5 Random flights are flights not related to your mission,
; both friendly and enemy are just incidental you may or may not see these flights,
; they might not get close enough
; Default or not having the line in conf.ini is average (3). Can affect frame rates.
;MaxFLAK=5
; Can be set to 0 to 100, default or not having the line in conf.ini is 10.
; Can affect frame rates. Affects the amount of flak generated from your airfield to target,
; so can affect frame rates very much.
;AirIntensity=Low
; Settings are low, medium and high. Default or not having the line in conf.ini
; is medium. Sets the number of flights, enemy and friendly, that are related to
; your mission. On low setting, there will be no random flights and it will
; override the "RandomFlights=" setting in that case, ( see above ). Can
; dramatically affect frame rates.
;GroundIntensity=Low
; Settings are low, medium or high. On low, you'll only have ground objects around
; target or active airfields. Default is medium (or not having the line in
; conf.ini ) and there will also be extra objects around your flight route,
; besides target area and active airfields. High gives you extra targets of
; opportunity to and from your home field. Can dramatically affect frame rates.
;Maxbomberskill=1
; Settings are 0, 1, 2 and 3, ( for rookie, average, veteran and ace ) and default or not
; having this line in conf.ini, the AI bomber gunners will be kind of random or depend on
; other settings like CampaignAI=. This limits the entire bomber skill ( not just the gunners )
; to a lower level if preferred, so you can attack bombers more easily if you limit it to a low setting.
; It affects only enemy AI for bombers, not friendly. Unfortunately, this does nothing for transport aircraft
; such as LI-2, C-47 or JU-52, so be careful around those and don’t assume they will be limited like the bombers
; if you set this to a low setting!!! Sometimes FW-200 Condor can also sometimes be assigned as a
; transport plane in some maps, so watch it!!!!
;CampaignMissions=Hard
; Settings are easy, normal or hard. Default or not having the line in conf.ini is
; normal. This changes the scripts ( ops files, I.E. - ops41-E.dat, where "E",
; means easy ) files in the Dgen folder used to generate missions. Affects the
; number of enemy planes encoutered as opposed to the number of friendly planes in
; your group/s. For example, set on easy, you might have a mission generated which
; gives you four fighters on your side with four bombers, and two enemy fighters
; will later show up to intercept your bombers. The very same mission on hard
; might give you only two fighters on your side, maybe the same number of bombers
; to escort, but you'll run into four enemy fighters to deal with!! This balances
; out so it does not affect frame rate much, if at all.
;CampaignAI=Hard
; Settings are easy, normal or hard. Default or not having the line in conf.ini is
; normal. Increases enemy and friendly AI by a factor of one. Low increases
; friendly AI level higher while lowering enemy AI level. High does the opposite.
; Normal gives you a more even match of AI strength.
;CampaignLength=Short
; VeryShort, Short, Medium, Long, VeryLong (VeryLong is default)
;CampaignDifficulty=Hard
; Easy settings will add one level to all friendly groups and decrease enemy experience
;OperationVictory=100
; 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..
; 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.For example, if you want mission outcome to always be historical,
; you can set the parameters to unachievable high values, such as:
; OperationDefeat=-100
; OperationVictory=3000
; WarVictory=1000
; OperationDefeat=-3000
; WarDefeat=-1000
; WarVictory=30000
; WarDefeat=-30000
; 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 By reducing the numbers you can make your contributions matter much more in the overall war effort.
; 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.
;UseParachutes=1
; japanese have chutes from start of war
;PromotionRate=n.n
; Influences the rate of player promotion during a DGen campaign.
; Settings are 0.0 - 1.0 with the value being a percentage of promotion rate. Default is 1.0 (100%).
; The default rate can be unrealistically high, rapidly promoting the player to the maximum rank
; if they are doing well, even before the longer DGen campaigns are half-completed.
; This is particularly true for those who start their campaigns from the third rank or higher.
; 0.2 - 0.3 is an ideal range for a more realistic rate of promotion and this should raise a
; good performing player to the maximum rank near the end of a longer DGen campaign.
;UseParkedPlanes=1
; places will be equipped with parked aircraft
;NoAirfieldHighlight=1
; 0 means that more seats be equipped with Flak
HistoricalRanks=1
CampaignLength=Medium
AirIntensity=high
GroundIntensity=high
RandomFlights=5
; CampaignMissions=Hard
; CampaignAI=Hard
; CampaignDifficulty=Hard
UseAsuraDGen=0
[Mods]
; Ultrapack options:
; make mouselook behave like in vanilla:
; UPFollowInertiaEnabled=0
; UPExternalInertiaEnabled=0
;
FOVAnim=1
FOVMin=5
FOVMax=175
; FOVSpeed:
; 200 means 2x:
FOVSpeed=200
FOVDefault=70
FOVLog=0
Stabs4All=0
NewTrackIR=1
AutoNtrk=0
Darkness=9
Diffuse=9
EventLogFlushTimeout=1000
LogFlushTimeout=1000
UPCockpitInertiaEnabled=0
UPCockpitInertiaValue=0.075
UPGunnerInertiaEnabled=0
UPGunnerInertiaValue=0.01
UPFollowInertiaEnabled=0
UPFollowInertiaPositionValue=0.01
UPFollowInertiaAngleValue=0.01
UPExternalIntertiaEnabled=1
UPExternalIntertiaValue=0.075
UPExternalTrackIREnabled=1
UPGameMenuStatusBar=1
UPGameMenuShowFPS=0
6dof_usezoom=0
6dof_usezoomc6=0
6dof_gfactor=1.0
6dof_tfactor=1.0
InstantLog=2
HighSpeedNet=1
AddDefaultCountryNone=0
useNetLogin=0
netLogin=
useNetLoginUser=0
netLoginUser=
; useNetCallsign allows you to use a different name than you have for your ingame pilot
useNetCallsign=1
;netCallsign=grey raven
SkinDownloadNotifications=1
; ngHUD mod (if installed)
; https://www.sas1946.com/main/index.php?topic=58163.0
;
; In order to enjoy all features of this mod as intended enable/disable the settings below:
; Game settings (can be activated/deactivated anytime during a mission):
; (ENABLE) Setup > Mis Settings > HUD > Show Subtitles
; (ENABLE) Setup > Mis Settings > HUD > Show HUD Log
; Mission/Campaign difficulty settings (cannot be changed during a mission/campaign):
; (DISABLE) Difficulty > Views > No Speed Bar
; Deactivate it to get all NG-HUD features! Otherwise you will get a 'light' version of NG-HUD
; This is a list of controls you will use often to interact with the HUD:
; Toggle Speed Bar (International units / Imperial in knots / US Customary)
; Toggle Icon Types (AI icons: Range + Type + Callsign)
; Toggle Taxing Guide Line (Taxi to runway virtual aid)
; Toggle Map (Mini map + NG-HUD Navigation aids)
; Toggle Comms (Orders + NG-HUD Aircraft info)
; Pause Game (Pause + Mission info)
;ngHUDposition=0,0,0,0
; Adjust HUD elements position in pixels
; (from left, from bottom, from right, from top)
; - Allowed values: Any positive number
; - Default value: 0,0,0,0
; (previous entries ngHUDleft, ngHUDbottom, ngHUDright, ngHUDtop are now obsolete)
;
; ngHUDsector=1
; Enable/disable the sector coordinates in the Speed Bar
; [Views > No Speed Bar] difficulty setting must be off
; - Allowed values: 1 (enabled) or 0 (disabled)
; - Default value: 1
;
; ngHUDsubtitles=8
; Set maximum number of subtitle lines to be displayed
; [HUD > Show Subtitles] misc setting must be on
; - Allowed values: 1 to 15
; - Default value: 8
;
; ngHUDmaptime=0
; Display the "time menu" when the map is on
; (useful for testing missions and online play)
; - Allowed values: 1 (yes) or 0 (no)
; - Default value: 0
;
; ngHUDpause=0
; Pause the game on mission start (offline only)
; - Allowed values: 1 (yes) or 0 (no)
; - Default value: 0
;
; ngHUDfpsbar=0
; Show/hide the FPS counter at the top of the screen
; - Allowed values: 1 (show) or 0 (hide)
; - Default value: 0
;
; ngHUDlogbottom=1
; Set the position of the log at the bottom or in the middle of the screen
; [HUD > Show HUD Log] misc setting must be on
; - Allowed values: 1 (bottom) or 0 (middle)
; - Default value: 1
; (Previous entry lowInfoHud is now obsolete)
;
; ngHUDloglines=3
; Set maximum number of log lines to be displayed
; [HUD > Show HUD Log] misc setting must be on
; - Allowed values: 1 to 10
; - Default value: 3
;
; ngHUDshiftmsg=5
; Main messages (excluding "Mission Complete", etc) exceeding X characters will
; be displayed at the bottom of the screen instead of in the middle
; - Allowed values: Any number from 0 to 100
; - Default value: 5 (shift to the bottom messages with more than 5 characters)
ngHUDposition=0,0,0,0
ngHUDsector=1
ngHUDsubtitles=8
ngHUDmaptime=0
ngHUDpause=0
ngHUDfpsbar=0
ngHUDlogbottom=1
ngHUDloglines=3
ngHUDshiftmsg=5
[DeviceLink]
; DeviceLink is used to export telemetry. Was used for external applications ala
; IL-2 Dials, like udpspeed. More info in DeviceLink.txt
;port=21100
;host=127.0.0.1
;IPS=127.0.0.1 192.168.0.10