4.13m Stock Game

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4.13m Stock Game

Postby CadMan » Sat Jun 06, 2015 11:51 am

4.13 release
Dear IL-2 fans,

sorry for long waiting, but better now than never


https://drive.google.com/file/d/0B94FgO ... sp=sharing

Content of 4.13

New AI planes
• Aichi E13A floatplane
• He-177 A-3
• Ju 88 A-1
• Ju 88 A-5
• Ju 88 A-6
• Ju 88 C-2

New Flyable Planes
• B-24D-140-CO
• IK-3
• Ju 88 A-5 Late
• Ju 88 P-1
• N1K1-J
• N1K1-Ja
• N1K1-Jb
• SB 2M-103

New plane external models
• P-40E (with 17 default skins)
• P-40E M-105 field mod.

New ground units
• 2cm Flak 38 Vierling
• Skoda Pa.II 'Zalva' armored car (MG and radio version)
• Jagdtiger
• M10 tank destroyer: early and late (late comes with closed and opened hatch)
• M36 tank destroyer with closed an opened hatch
• 2cm Flak 38 Vierling
• Type 94 tankette (Japanese)
• US AA trailer (quad cal50)
• Regimental Gun 76mm
• ATG 45 mm (1942)
• Soviet river gun boat Smolensk

New features
· Total overhaul of most bombsights.
· Added new 'realistic bombing' difficulty option to toggle between realistic/simplified bombsight inputs
· Bomb release mode keys added
· New bombardier & co-pilot position that can be manned in online coops
· Added momentum from asymmetric bomb loadouts
· Rocket release mode key added
· Course autopilot added to Luftwaffe planes
· Added working PDI lights (red, green white) to many Russian bomber pits
· Ordinance camera added
· Added target height to minimap ground targets
· Added gunner's multifunction key. Used for opening hatches, canopies, raising & lowering guns.
· Added gunner reloading if gun has clips
· FMB showing proper skin of ground objects depending on the World.camouflage
· Added FMB scrolling between different units in object windows for chiefs
· Added bombardier cockpits for all Pe-2 variants
· Added QMB option for player to chose his position in the flight
· New IJA/IJN regiments from Juri JS
· New USN/USMC regiments from Motorhead
· Added Icon settings to GUI Misc
· Added option that Icon range can be shown in meters or feets
· New SM.79 default skins by Italo
· Added differential brakes
· Added over 100 new loadouts for russian planes including RRAB cluster bombs and flares
· Bomb loadouts added to Doras
· New 3D meshes for some British bombs
· Added new conf.ini option Use3RendersUI=1 that will render UI with 1/3 width.

New maps

· New Britain & New Guinea (September 1943)
· New Britain & New Guinea (June 1944)
· Svalbard
· Tobruk
. Slovakia Autumn (Late autumn season. For proper look, it is recommended to set parameter Forest=3 in the conf.ini file under the [OpenGL] section.)

Fixes & tweaks

· Fix for the "FM" bug that can cause wingless plane to fly normally
· Fixed FM bug that caused two separate flights crash after certain plane was removed from formation
· Fixed bug with engines that caused RPMs to increase rapidly when engine selections were changed
· Fixed IL-4 engine DM bug that would cause left engine damage when right engine was shot
· Fixed very old online bug that caused wrong visual animation of engine states (with 2 or more engines)
· Fixed bomb delay bug. Old style delay (without fuzes) was not staying on UI
· Engine DM fixes for Spit, P-51, P-47 & P-40. Added missing bullet energy reductions and tweaked damage probabilities
· New Ho-3 cannon belting
· Fix for AI taxing takeoff bug in coop
· Engine DM fix so that pilot doesn't get BBQed if engine is behind pilot
· Increased minimum alive time of many MG & cannon rounds
· Fixed player taxing bug with autopilot
· Fixed NTRK & bomb bay door bug that caused doors to randomly close during playback
· Fixed beacon selection bug
· Added missing Emily nose cap
· Fixed Ki-43 nav lights
· Fixed B5N FM bug that caused AI to fail torpedo run if waypoints were set too high
· Adjusted the negative G limit when redout is starting to happen
· Removed old bomb explosion randomization that might leave unit close to explosion alive and kill another unit much further from explosion
· Updated Coral Sea QMB missions from wheelsup_cavu
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Re: 4.13m Stock Game

Postby CadMan » Sat Jun 06, 2015 11:54 am

InSPire Dedicated will be updated shortly
Xfire or direct IP

Hyperlobby KiwisAtWar Test Server updating now
HyberLobby XFire or Direct IP
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Re: 4.13m Stock Game

Postby CadMan » Sat Jun 06, 2015 12:58 pm


Il-2 Sturmovik: 1946



The current version 4.13 is not compatible with the previous versions of the flight simulator when playing over the network (Online). Both the server and client must have the appropriate versions in order to connect.

Attention: Version 4.13 is only for a merged 1946 version of the simulator of the proper version (FB+AEP+PF).

Add-On Installation Instructions (Please read carefully)

The Il-2 1946 add-on v.4.13 installs over v.4.12 or 4.12.1 or 4.12.2.

In order to install this add-on, run the exe file and follow the on-screen instructions.

Please note that this add-on is impossible to install over stand alone Pacific Fighters.

Daidalos Team would like to thank our beta testers and users for reporting annoying bugs.

Thanks a lot also to anyone, we may have forgotten!

© 2014 1С. All Rights Reserved.
© 2014 1C:Maddox Games. All Rights Reserved.
© 2014 Daidalos Team. All Rights Reserved.
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Re: 4.13m Stock Game

Postby CadMan » Sat Jun 06, 2015 1:07 pm

Bombsight changes
All bombsights except of those in SM.79 & TB-3 are remade. Main problem with the old sight
and bombing accuracy was that there was no way to align sights to true vertical. Bombing runs
must be made under level stabilizer which never keeps the plane at perfect zero pitch.
Normally level stabilizer flies the plane at about +3 deg. pitch and old bombsights were
calibrated roughly to this fixed pitch. But the pitch was never constant since elevator trim,
speed, loadout and individual aircraft FMs had effect on this. Three degree aiming error at
5000m means ~250m error in bomb hits on ground.
In 4.13 the Norden, Lotfe & BZG-2 sights are automatically gyro stabilized and OPB/Type 90
sights can be manually aligned to true vertical. This eliminates the aiming error caused by the
plane's pitch up/down. In addition each sights gets automatically calibrated based on the
bombs that the plane carriers because each bomb has slightly different ballistics.
To fully take advantage of the new 4.13 bombing features, player should map following 13 new
• Sight Turn Left / PDI Light Left / Course Left
• Sight Center / PDI Light Center / Course Ahead
• Sight Turn Right / PDI Light Right / Course Right
• Toggle Norden Bombsight Clutch
• OPB Bombsight Tilt Left
• OPB Bombsight Tilt Right
• OPB Bombsight Tilt Forward
• OPB Bombsight Tilt Back
• Toggle OPB Bombsight Stopwatch
• Toggle Bomb Release mode
• Toggle Bomb Train Amount
• Toggle Bomb Train Delay
• Course Autopilot
BZG-2 (He-111 H-2)
The BZG-2 bombsight reticle may be familiar to IL-2 players since previously it was incorrectly
used as Norden & Lotfe reticle. Now this familiar looking bombsight behaves very differently
than before. BZG-2 does not have speed & alt inputs. Instead the bombsight has mechanism
to find correct drop angle based on fixed landmarks.
BZG-2 operation:
• Establish course to target. Pilot can use the old compass/course heading plus & minus keys
to set needed course to the Patin compass and “kurskreisel”. When course autopilot is
engaged, the plane will turn to selected course and maintain it. This is also very convenient for
• Look through the bombsight optics as bombardier. Bombardier can use the new bombsight
keys “course left” and “course right” keys to make very small and accurate corrections to
plane's course. “Course ahead” key is just for convenience and it will set the Patin/kurskreisel
course immediately to current heading. It should be only used before engaging the course
• Eliminate wind drift with bomb sight drift keys if needed. There should be no sideways
• Keep steady speed and take following measurement to find correct drop angle.
• Adjust bombsight elevation angle so that the dual triangle mark (1) points to correct alt
reading (values at the inner ring). 30 means 3000 meters. In the screenshot below the
elevation angle is set to 3000m.
• Wait until a suitable fixed landmark appears at the reticle. This landmark cannot be your
actual target because this procedure needs to be made well before you reach your actual
target. Landmark should be selected from near sea level to have most precise measurement.
For example shorelines are good landmarks.
• When the center of crosshair drifts over usable landmark, turn on the bombsight
automation (with the old key you should have already mapped).
• When the bombsight automation is turned on, you should see the hollow triangle (4)
moving clockwise. It shows the drop angle you need to use and it will keep on moving until the
bombsight automation is turned off.
• Start reducing the elevation angle so that the dual triangle mark (1) moves clockwise.
Reduce the angle until it reaches the fixed black triangle (2) at the end of the altitude scale.
Alternatively this whole process can be made at the shorter secondary scale (at 6 o'clock of the
reticle) using larger elevation angles. In this case you need to reduce the elevation angle until
the mark (1) meets the fixed black triangle (3).
• When you have reduced the elevation angle so that triangle mark (1) is at the correct end
marker (2) or (3), you just need to wait until the very same landmark you selected is under
and center of the crosshair again. When this happens, turn off the bombsight automation to
stop the drop angle marker (4) movement.
• Now you have established the correct drop angle for your current speed & alt. Adjust the
elevation angle so that markers (1) and (4) meet and your bombsight is set to the correct drop
• Drop bombs manually when the target appears at the center of the crosshair.
Lotfe (He-111 H-6, Ju-88 A-4, Ar-243)
Lotfe bombsight is very much like the old one except the old incorrect BZG-2 reteicle has been
changed to correct Lotfe reticle.
Lotfe operation:
Steps 1 to 3 are same as with BZG-2
• Set current alt to the Lotfe with increase/decrease sight altitude keys.
• Set current speed (TAS) to the Lotfe with increase/decrease sight velocity keys. Notice that
this doesn't need to be accurate. Check the speed in IAS and take an TAS estimate highter
than IAS.
• Change the sight elevation angle so that the target is at the center of the crosshair.
• Engage bombsight automation. Now the elevation angle starts to decrease constantly.
• Use increase/decrease sight velocity keys to adjust the elevation angle decrease rate so
that the target remains stationary under the crosshair.
• Bombs are released automatically when the fixed elevation angle marker (1) and drop
angle marker (2) meet.
Norden (B-24, B-25, A-20C)
Norden reticle is just a simple crosshair like in Lotfe but without the current angle & drop angle
indicators. Operation is also the same, but Norden interacts different way with the bomber's
autopilot. Norden has two main parts. The bombsight base (also called stabilizer) and the
bombsight head which is mounted on top of the base. The head can be rotated left & right with
the new “sight turn left” and “sight turn right” keys. Head movement is directly linked to the
bomber's C-1 autopilot. When C-1 autopilot is turned on (Course Autopilot key), the plane will
fly straight and level when the head is centered. If head is rotated to right, plane will keep
turning right until the head is centered again.
New “toggle Norden bombsight clutch” key is used to clutch (lock) the head to the horizontal
gyro at the base. When clutch is on, the bombsight head tries to maintain it's current heading.
When clutch is off, head can be rotated freely.
Norden operation:
• Increase the sight elevation with “increase sight distance” key and use “sight turn left” and
“sight turn right” keys as bombardier to find the target.
• Put crosshair over the target and engage bombsight clutch. Now target remains stationary
under crosshair when plane turns.
• Turn C-1 autopilot on (Course Autopilot key). Plane starts to turn towards the target. In
case the autopilot is damaged and non-functional, the pilot should perform the turn manually
so that PDI needle is centered.
• Eliminate wind drift after the plane has turned towards target and flying straight and level.
If plane is drifting to right, apply positive drift angle with “sight drift to right” key. This means
that the plane will actually turn to left against the wind while the crosshair stays over the
• When the clutch is engaged, the bombardier can make very small and accurate course
corrections with the sight turn left” and “sight turn right” keys. Course corrections should not
be made just prior to bomb release.
• Rest of the steps are same as Lotfe steps 4 to 9.
OPB-1 (SB-2, Pe-2, IL-4)
OPB-1 basic functionality has stayed same but now player has ability to align the sight to true
vertical. Player should map four new keys to do this. “OPB bombsight tilt left”, “OPB bombsight
tilt right”, “OPB bombsight tilt forward” and “OPB bombsight tilt back”. Pressing and holding
these new keys will tilt the bombsight and move the bubble. Bombardier should always keep
the bubble centered during bombing run.
OPB-1 operation:
• Establish course to target. Increase the sight elevation with “increase sight distance” key to
search the target in front of the plane. Bombers that have OPB-1 sight do not have any
autopilot that bombardier could control with the bombsight. Therefor the pilot needs to do the
course changes by turning the plane. In offline play you obviously are the bombardier and pilot
at the same time, so you need to turn on the level stabilizer (even the planes didn't have one)
to be able to perform successful bombing. You can make small course changes with rudder
trim keys while looking through the scope.
• If you are flying as bombardier online and someone else is flying as pilot, you can signal
the pilot to turn left, right or level the plane with new “PDI light left/right/center” keys.
Pressing these keys will light a lamp in pilot's cockpit showing him which way to turn.
• Eliminate wind drift if needed. This is little more difficult than with Lotfe & Norden since
there is no autopilot to make the required course change. You need to turn the plane against
the wind and use “sight drift to left/right” keys to turn the crosshair in opposite direction back
to target. Make few degree changes at a time and repeat the process until you see no
sideways movement of the target or some fixed landmark.
• Set current alt to the OPB-1 with “increase/decrease sight altitude” keys.
• Set current speed (TAS) to the OPB-1 with increase/decrease sight velocity keys. This
should be as accurate as possible. There is a new tool to determine TAS with the bombsight.
More about that later.
• Black triangle marker (1) indicates the bombsight calculated drop angle and hollow marker
(2) your current bombsight elevation angle. Change the elevation angle with
“increase/decrease sight distance” keys so that the hollow marker (2) overlaps with the angle
marker (1).
• Release bombs manually when the target is under the crosshair and the two markers are
overlapped. Make sure that your sight was aligned correctly and bubble is centered before
releasing the bombs.
OPB-2/Type 90 Mk1 (Pe-8, G4M, B5N, D3A)
OPB-2 and Type 90 sights both have the same align procedure that OPB-1 has. Bombardier
should always keep the bubble centered with the “OPB bombsight tilt” keys. These sights do
not have the angle indicators like OPB-1. Operation of these sights is based on the “Boykow
effect” (http://www.google.com/patents/US1703386).
OPB-2/Type 90 operation:
Steps 1 to 5 are same as with OPB-1
• When bombardier adjusts either sight alt or speed setting, the HUD log will show a pre-set
angle sightings value (P.A.S.). This is the sight elevation angle value that needs to be used
when starting bombsight automation.
• Set correct alt & speed to the sight and observe what is the P.A.S. value shown on HUD.
Make sure that your sight was aligned correctly and bubble is centered.
• Set the sight elevation angle to exactly same value as your P.A.S. value.
• When target is directly under the centered bubble, turn on the bombsight automation. Now
the elevation angle starts to decrease and target drifts upwards under the reticle. It looks
wrong if you are used to bomb with Norden or Lotfe, but it is desired effect.
• After few seconds the sight elevation angle decrease stops and targets starts to drift back
down towards the center of crosshair.
• When the target hits again the center of the crosshair, drop the bombs manually.
OPB & Type 90 chronograph utility to find TAS
OPB-1, OPB-2 and Type 90 sights all have chronograph utility that can be used to calculate
true air speed (TAS). You need to have a new key “Toggle OPB Bombsight Stopwatch” mapped
to use this.
• Align the bombsight properly so that bubble is centered
• Set your current alt to bombsight
• Set bombsight elevation angle to +13 deg.
• Wait until a good fixed landmark appears at the center of the crosshair. It is best to use
landmarks near sea level. Shorelines for example.
• Press “Toggle OPB Bombsight Stopwatch”
• Decreace elevation angle all the way back to -15 deg. You can do this slowly tracking your
landmark at the same time or by decreasing the angle straight to -15 deg.
• When the elevation angle is at -15 deg. and your selected landmark it at the middle of the
crosshair again, press “Toggle OPB Bombsight Stopwatch” again. Now the HUD log will show
you the calculated TAS. This info is also visible in the TAB menu.
Bomb release modes
New key called “Toggle Bomb Release mode” will toggle between different modes available for
used aircraft. Modes depend of used aircraft and bomb loadout. If bomber has a device called
intervalometer, a release mode called “train” is available. If aircraft has bombs attached to
both fuselage and wings, you will get separate modes for releasing bombs in pairs or singles
first from wings or first from fuselage.
If plane has intervalometer, then mode “train” is selected by default. Train mode also uses two
extra keys. “Toggle Bomb Train Amount” and “Toggle Bomb Train Delay”. With these keys you
can select how many bombs are released and what is the delay in milliseconds between
releases. Available options depends of the used bomber.
Tips for bombardier
• Don't forget to take bombs with you :) It is really frustrating to fly long way only to realize
over the target that you don't have any bombs onboard.
• Don't forget to open bomb bay doors at the beginning of the bombing run. If you open
them at the middle of run after you have set the speed to bombsight, you will get a small error
since opening bomb bay doors will cause little extra drag and slow down the bomber.
• If the mission has ground attack target waypoint, you can see the target height in minimap
when you zoom close enough. It is labeled “TrgH”. You should subtract target height from your
own altitude when entering alt to bombsight.
• Normally you drop all the bombs to single target unless you are planning to bomb a
secondary target also. If bomber has intervalometer, then bombing mode “train” is selected by
default and all bombs will be released by default. In train bombing mode you want to release
the bombs little earlier than a single bomb would be released. Most optimum situation is that
the middle of the bomb train hits the target. You need to adjust delay between bomb releases
to control the length of the train and distances between bomb hits.
Realistic bombing difficulty option
4.13 patch includes a new difficulty option called “Realistic Bombing”. When the option is
enabled, all the bombsights function as described above. Since the new sights can be little
difficult to master, we have included a simplified bombing mode. When the “Realistic Bombing”
option is turned off, all the bombsights will always have the correct alt & speed inputs
automatically. So bombardier don't need to care about speed or alt and he can simply
concentrate putting the bomber on correct course and releasing the bombs when target is
under crosshair.
Bombsight elevation angle controls still work normally, so bombardier needs to start the
bombsight automation normally with Norden & Lofte. With rest of the sights bombardier needs
to set the fixed bomb drop angle manually. Pressing the bombsight automation key will
immediately set the correct angle. This applies to BZG-2, OPB-1, OPB-2 & Type 90 sights.
Gunner Multi Function key
4.13 patch adds a new key called “Gunner Multi Function”. This key will perform various
actions depending where it is used. Used functions:
• B-24D ball turret: Raise and lower the ball turret
• B-24D waist guns: Open and close the waist gun hatch
• SB-2 top gun: Raise and lower the top gun
• SM.79 top and bottom guns: Open and close the hatch
B-24 ball gunner's K-4 sight
B-24D-140-CO ball turret has unique K-4 gunsight that requires some explaining. The K-4 is
automatic computing sight that shows the gunner how much lead he should take when firing at
enemy planes. Sight needs two inputs to show the estimated lead. Target wingspan and
distance to target. Use the old “Sight Drift to Right/Left” keys to input target wingspan (in
feet) into the sight. Then use either the “Increase/Decrease Sight Distance” keys or mouse
wheel to input the target distance to the sight. When adjusting the distance you don't really
need to know or estimate the distance. Adjusting distance moves the two short lines on both
sides of the longer center line. In order to set the correct distance, you simply need to “frame”
the target aircraft so that the it's wingspan matches the space between the lines.
When wingspan is set correctly and target is “framed” correctly like in the above pic, the K-4
knows the distance to the target. Now as you move the gun at steady rate (which is pretty
hard with mouse), the reticle starts to lag behind the iron sights indicating the amount of lead
you need to take in order to hit the target.
The bombsight automation key will toggle the iron sights on/off and reticle on/off. Here is a
small tip from the K-4 manual.
Bombardier position and online coops
Bombardier positions are made accessible to non-pilot players in online coops. Bombardier
position can be manned like any gunner position and bombardier can operate all needed
controls. German & US bomber crew needs to communicate together when to hand over the
plane controls to bombardier and back to pilot (engaging course autopilot), but Russian planes
do not have the level stabilizer available if human bombardier is present and realistic bombing
is enabled. Russian bombardier needs to use the PDI lights and signal the pilot how to turn the
Co-pilot position and online coops
Co-pilot positions are also made accessible to non-pilot players in online coops. Pilot can for
example ask co-pilot to take controls while he steps out for a smoke. Any other player other
than the pilot can also take control of the plane in case the pilot dies.
This feature is a tricky one to implement smoothly since there is two players controlling same
aircraft at the same time. In real life the controls would be mechanically linked, but obviously
this is not the case here. Joysticks (specially old ones with potentiometers) can cause
unwanted input even they are not moved at all. In order to prevent unwanted inputs, pilot has
a new key called “Toggle Co-pilot Privileges” that will toggle through four
Co-pilot Mode: Dual – This allows full controls for both pilot and co-pilot
Co-pilot Mode: Full – This allows full controls to co-pilot while pilot can only use control keys
Co-pilot Mode: Buttons only – Full controls to pilot and co-pilot can only use control keys
Co-pilot Mode: Blocked – Co-pilot controls fully blocked.
Also please note that the smoothness of co-pilot's controls is very sensitive to ping. Bad ping
will cause laggy controls.
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Re: 4.13m Stock Game

Postby CadMan » Sat Jun 06, 2015 5:05 pm



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Re: 4.13m Stock Game

Postby syncop8r » Sun Aug 02, 2015 6:49 pm

Those download links don't work for me...
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Re: 4.13m Stock Game

Postby CadMan » Mon Aug 03, 2015 1:57 pm

refreshed links on this page

links on patches page working
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Re: 4.13m Stock Game

Postby syncop8r » Sun Aug 16, 2015 6:10 pm

CadMan wrote:refreshed links on this page

links on patches page working

Thanks Cad. That Ju88 P-1 is fun... :evil:
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