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IL-2 Sturmovik: Forgotten Battles – Windows Manual – English

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English
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il-2-sturmovik-forgotten-battles_win_manual_en_qa8.pdf
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TABLE OF CONTENTS
1. MINIMUM SPECIFICATIONS . . . . . . 2
2. INSTALLATION . . . . . . . . . . . . . . . . . . 2
3. HARDWARE SETTINGS . . . . . . . . . . . 3
4. AIR COMBAT TACTICS. . . . . . . . . . . 10
5. ENGINE AND
CREW MANAGEMENT . . . . . . . . . . . 16
6. TRAINING . . . . . . . . . . . . . . . . . . . . . 21
7. BEFORE YOU START . . . . . . . . . . . . . 21
8. PILOT ROSTER . . . . . . . . . . . . . . . . . 22
9. CONTROLS. . . . . . . . . . . . . . . . . . . . . 23
10. VIEW OBJECTS . . . . . . . . . . . . . . . . 24
11. PLAY TRACK . . . . . . . . . . . . . . . . . . . 24
12. SINGLE PLAYER . . . . . . . . . . . . . . . . 26
13. QUICK MISSION BUILDER . . . . . . 37
14. MULTIPLAYER . . . . . . . . . . . . . . . . . 39
15. FULL MISSION BUILDER . . . . . . . 46
16. CREDITS . . . . . . . . . . . . . . . . . . . . . . 62
17. SPECIAL THANKS . . . . . . . . . . . . . . 63
PROOF OF PURCHASE . . . . . . . . . . . . . 64
UBI SOFT Technical Support . . . 65
ocs.com
http://www.replacementd

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1. MINIMUM SPECIFICATIONS

3. HARDWARE SETTINGS

In order to play The Forgotten Battles on your computer, your system
must meet the following criteria:

Once installation is complete, the Set Up program starts automatically.
This program enables you to select the correct settings for your video
driver, video card, sound, and input devices. In order to do this, you
need to know at least the basic types of hardware installed on your PC.

• Windows® 98/ME/2000/XP
• Pentium III 800/AMD Athlon 700 or better
• 256 MB RAM (512 MB RAM recommended)
• 3D video card (DirectX 8.1 compatible) w/32MB RAM
(64MB recommended)
• Sound Card (Direct 8.1 compatible)
• DirectX 8.1 or higher (included on disc)
• 4X CD-ROM or better (Not recommended for use with CD-RWs)
• Internet connection (56 kbps or better) or LAN for multiplayer
• Hard Drive Space 1.1 GB

VIDEO
1. Driver – Driver and Video Mode Set Up
These settings are similar to the internal IL-2 Video Modes dialog.
(See the section on In-Game menus below for a description.)

Overall quality will depend on the user’s processor speed and
3D graphics accelerator.

2. INSTALLATION
To install The Forgotten Battles, please follow these simple steps:
Start your computer’s operating system.
Insert The Forgotten Battles CD into your CD-ROM drive.
The Autorun menu should appear and start automatically.
Note:
If the Autorun menu does not automatically appear, double-click on
the My Computer icon on your computer, and then double-click the
icon that corresponds to your computer’s CD-ROM drive. The
Autorun menu should now start. If the file directory on the CD-ROM
comes up instead, find the Set up.exe icon and double-click on that.
Click the Install the Forgotten Battles button. The CD will walk you
through each step of the installation process.
After you have finished installing the game, you can select IL-2
Forgotten Battles from your computer’s Start menu or double-click
on the IL-2FB.exe in the installed directory. Either will start the game,
and Forgotten Battles will automatically start.
Note:
IL-2 Sturmovik and IL-2 Sturmovik: Forgotten Battles are not
compatible with each other when playing online.

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2. Video – Video Driver Adjustment
This adjusts the game for correct operation with the appropriate driver.
OpenGL/DirectX settings are defined separately. It is recommended
that the latest video card drivers be installed.
If you should have any problems, check your driver settings in Windows.
These can be found in Control Panel/Display Properties/Advanced.
If the game locks up or if the screen refreshes very slowly, check that
other 3D applications or games (OpenGL/DirectX) start up and function
properly. We advise against overclocking your video card or processor,
or using non-standard settings for them. Otherwise, uninterrupted game
functioning is not guaranteed!
Settings – Drop-down menu for video-card selection and set up.
The following are special options
in the Settings menu for detailed
video-driver adjustment:
• Safe – Operating mode with minimum
demand on the driver (the lowest quality
and speed).
• Default – Operating mode with average
demand on the driver.
• Custom – Detailed adjustment
(at your own risk).
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• Texture mipmap filter – Regulates quality of texture filtering.
• Texture Compression – Saves considerable memory (the highest
quality is obtained with S3TC).
• Polygon Stipple – Emulates shadow transparency in the absence
of a Stencil Buffer.
• Dither – Controls dither mode for 16-bit modes.
• Use Vertex Arrays – Reproduces geometry via vertex arrays.
• Disable API Extensions – Forbids the use of video-driver extensions.
• Multitexture – Can be used for multitextures.
• Combine – Improves texture combining.
• Secondary Color – Can be used for fog and lighting.
• Texture Anisotropic Extensions – Enables anisotropic texture filtering.
• Texture Compress ARB Extension – Enables S3TC compression.

3. Video Modes – Choosing Video Modes

Driver – Choose between DirectX8 and OpenGL drivers. Choose the
driver for your video card that renders the best speed and quality.
Resolution – Choose the screen resolution and color depth. Low
resolution, e.g. 800x600x16 is recommended for earlier video cards;
1024x768x32 and higher should only be used on newer cards.This
setting has the greatest effect on quality and frame rate.
Windowed/Full Screen – Switch the main game display between
windowed or full-screen mode. Only full-screen mode is
currently recommended.
Attempt Stencil Buffer – Utilize stencil buffer.
The Stencil Buffer is used to make shadows
translucent, etc. It mostly works in 32-bit
modes. It often produces a dramatic drop in
the frame rate on a number of older video
cards. Recommended for GF3.
Apply – Apply new settings and return to
the previous menu.
Back – Return to the previous menu.

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4. Video Settings - Graphic Settings
This dialog box is used to define quality and efficiency. Results depend
on the video settings in the IL-2 Set Up (i.e., maximum quality is
achieved with maximum video settings and when your video card
supports a maximum number of options).
Simple – Move to simplified settings.
Very Low/Low/Medium/High/Excellent Settings – Choose overall quality.
Apply – Apply new settings.
Back – Return to previous menu.
Custom – Go to detailed settings.
Visibility Distance – Visibility distance for objects.
Objects Lighting – Quality of object lighting.
Objects Detail – Detail of objects.
Landscape Lighting – Landscape lighting
and shadows from objects.
Landscape Detail – Landscape detail
(forest/trees/terrain/geometry).
Cloud Detail – Cloud visualization distance (you can prevent their
complete shutoff in network play).
Perfect Mode of Landscape Detail Using Custom Settings – Special
quality mode currently used for high polygon-count model of
landscape and special hardware shader effects (water, trees, etc.).
Only for Shader feature–compatible hardware like GF3+, Radeon
8500+ (latest WHQL drivers recommended). Be sure to turn on
32-bit Color and Depth modes with 8-bit stencil.

SOUND SET UP
Once installation is complete, a separate
IL-2 Set Up Configuration program will
start up. You can also use this program
for a more detailed adjustment of
hardware settings
(at your own risk).
The easiest way to adjust the sound is
to choose from existing configurations.
Please choose your sound card from
the list. If it does not appear on the
list, follow the instructions below:
• If your card supports 3D sound hardware acceleration or you are
unsure about it, choose Minimum or Maximum Settings.
• If your card does not support 3D sound hardware acceleration
or you experience sound-related problems, choose No Hardware
Acceleration in accordance with the OS you are using.
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If you want to adjust all the settings
yourself, choose Custom Settings. The
options in this dialog box reuse those
in the game’s sound menu.

2. Volume
Use the Sound Set Up -> General menu to adjust the sound volume:
Master Volume
General level of volume for all sources.
Objects Volume
Relative sound effects volume.
Music Volume
Relative music volume.
Voice Volume
Relative volume of voice messages and network telephone.

MAIN IN-GAME SETTINGS
1. Sound
Use the Sound Set up->Audio menu to adjust the main sound settings:
Sound Engine
To enable the sound, use DirectX.
To switch off the sound, use Disable Sound.
Enable Extensions
If your sound card has hardware
acceleration, turn the switch on. This
enhances the sound quality considerably.
If there is no acceleration, the position of the switch is irrelevant.
Should any sound-related problems occur, the switch must be turned off.
Playback Channels
If your sound card has no hardware acceleration or if the hardware
acceleration has been switched off with the Enable Hardware switch,
the parameter has a great effect on the CPU load. Use the Default or 16
values. We recommend that you use value 8 for Windows 2000 and NT.
Audio Quality
Use this switch to adjust the sound quality and for the most part the
CPU load. The optimal Audio Quality value is 44 kHz.

3. Music Playback
Music in the game is activated via the Play Music switch in the Sound
Set Up -> General menu. The music volume is adjusted using the
Music Volume control in the General menu. Turn the music on or off
for any given gameplay episode in Sound Set Up -> Music menu:
Play Takeoff Tracks
Play music during takeoff.
Play In-flight Tracks
Play music while in flight.
Play Crash Tracks
Play music when damaged.
You can add music files at your own discretion via
Samples/Music/Directory. The music should be in Windows WAVE-file,
MPEG 1.3 format. The files for playback are chosen at random.

4. Network Voice Communication
Tune the network telephone in the SoundSet up->Radio menu.

Note: Use 48 kHz only with Creative SoundBlaster Live (it doesn’t play
a big role in the sound quality).

Voice Communication
Enables the telephone.

Speaker Type
Specify the type of audio device you are using: headphones, desktop
speakers, or system 5.1 (surround).

Mic Input Level
Adjusts the level of input from
the microphone.

Reverse Stereo
If the stereo channels seem to be reversed, use the Reverse Stereo switch.

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Transmit Mode
You can choose between two modes of telephone transmission via
the Transmit Mode pop-up window:
• Voice Activated – Transmission will be enabled automatically when
a microphone signal is detected.
• Voice Activated Sensitivity – Allows you to adjust the input signal.

In addition to this dialog box, your sound card may have additional
adjustment options.
Choose the sound device you are using in
the Speakers dialog box.

Press to Talk
In this mode, transmission is enabled by pressing a button, which you can
define in Controls (Controls->Misc->Radio Mute key. By default – F12).

Test
You may also test your microphone using the Test button. An
indicator will alert you to the arrival of transmissions and display
the Mic Input Level.
Choose the Hardware Acceleration->Full
position of the switch in the Performance
dialog box. If this creates problems with the
sound, select Basic Acceleration or, as a last
resort, Emulation Only.

Voice Volume
Adjust the volume using the Voice Volume switch in the Sound Set
Up->General menu.

Selecting a Channel
You can select a channel for communication
in the chat window. Only players using the
same channel can hear each other. If you
enter “.” (dot) in the text-box window, a list
of channels will appear at the bottom of the
screen. You can use this list to select your
desired channel by pressing the UP and
DOWN arrows or by entering its number. The channel number and
name are followed by the number of players in that channel
(indicated in brackets). The current channel is highlighted in a
different color, and has a “*” symbol.

Adjusting the Sound in Windows
DirectX sound settings in Windows can be
found in the Control Panel->Sounds and
Multimedia->Audio dialog box. (Sounds and
Multimedia may simply be called Sounds in
some versions of Windows.)
To adjust the sound hardware acceleration,
choose Sound Playback->Advanced
(see below).
If you have several sound devices installed (for example, a chip on the
motherboard and a separate card), choose the one you prefer in the
Preferred Devices list and select the Use Only Preferred Devices option.

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TROUBLESHOOTING
No Sound
Make sure the sound is not switched off in the Sound Set Up->Audio menu.
Make sure the volume is not muted in the Sound Set Up->General menu.

No Music
Make sure the volume is not muted in the Sound Set Up->General
menu and that music is selected in the menu.

No Network Voice Communications
You can hear other players’ messages in Windows NT4.0, but in most
cases, you can’t talk. This does not hold for Windows 2000.
Make sure your telephone is switched on (see above).

Joystick Set Up
IL-2 Sturmovik generally supports a vast range of joysticks by different
manufacturers. Select Use Joystick in the set up program. Press the
Properties button and make sure that the joystick drivers have been
installed and work correctly with your joystick. If the set up program
detects your joystick’s Force Feedback feature and displays it, you
can enable or disable this feature. Read about other features and the
control settings in the Controls section of this manual.
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4. AIR COMBAT TACTICS

3. Destroying Your Target

A fighter pilot’s goal is rather simple:
Find enemy planes and destroy them before they can do any damage.

This is the most difficult part of air combat. Even the most qualified
marksmen, lying on the ground with a scoped rifle, can miss a fixed
target. Now imagine firing at a small maneuvering target hundreds
of meters away, while both you and the target are flying at 400 km
per hour.

However, once you look deeper into air combat, you will realize that it’s
not that simple. The short phrase above actually assumes four things:
1. You notice the enemy in time.
2. You can get into firing range.
3. The enemy is destroyed by your gunfire.
4. You live to tell about it.
Each one of these tasks is complicated enough in itself; all of them
together make success questionable, at best. Let’s look at each one
of them in a little more detail.

1. Finding the Enemy
This is difficult, as your eyes are your only instrument for finding the
enemy. You have to be on a constant lookout for enemy planes,
from the moment you takeoff to the moment you land.

2. Getting Close
“...we found ourselves in position behind and above the enemy. We
split the schwarm up into two groups of two and dived down to
attack. We shot through the fighters and then started to make life
unpleasant for the schlachtflieger. I attacked the plane that was flying
furthest to the left, moved in quickly and opened fire from 70 to 100
meters. I managed to score quite a few hits, but my shots just
cannoned off the IL-2. Its heavily-armored body was even able to
withstand 2 cm cannon projectiles!”
– Erich Hartmann
Quote from: Jäger, Manfred (1995), Erich Hartmann – The Most
Successful Fighter Pilot in the World, Motorbuch.
If you are up against enemy
bombers, you must trade surprise
for speed. What good is coming in
unnoticed if the enemy has time to
bomb their primary objective?
On the other hand, if you intend
to attack enemy fighters, or other
planes that present no immediate
danger to friendly forces, you can
take your time and position yourself
for attack as you please.

It’s not impossible, but it is very difficult. Many young pilots return
from their first missions with empty ammo stores, but not a single
hit. Only constant practice and unwavering confidence can help you
score your first combat kill.

4. Getting Out
Success in this task depends largely on
how well you fared in the previous three.
If you missed an enemy target in the first
stage, you risk getting shot out of the sky
by an unseen opponent. If you came in
clumsily and ended up in the midst of an
enemy formation, you’re as good as dead.
And if you missed your target when
you fired at it – you have yet another angry pilot in pursuit.

Summary
• There is no skill more important as a pilot
than destroying your target. All the aerobatic
wonder-moves in the world are of no use if
you can’t get a kill when the time comes. All
that matters in combat is being able to get in
quickly, shoot, and get out even more quickly.
If you can’t destroy your target, you’re no
good as a fighter pilot.
• Always look for the enemy! Most shot-down pilots never saw what
hit them. Whether you’re by yourself or with a hundred others, never
stop looking around!

Protect Your Mates!
Whatever you do, destruction of enemy aircraft is always secondary
to protecting friends. No enemy target is as important as the life
of your mate!

DESTROYING YOUR TARGET
There are two main parts to this task: maneuvering for the kill, and
shooting the enemy down.
Maneuvering for the kill has been the topic of many hefty books; we
cannot possibly explain it in sufficient detail within this manual.
However, the main principles remain simple:

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• You must maintain your guns on your target long enough
to destroy it.
• You should never hesitate to act on your hunch, however
unconventional it may be. All tactics were invented by pilots in the
heat of a dogfight. A fighter pilot who does everything by the book
becomes predictable, and therefore vulnerable. Fight using your
brains, and always improvise!

Aerial Gunnery
Many factors work against you when you fire.
First of all, your bullets don’t fly in a perfectly straight line. Your plane
shakes in the air, your guns recoil and twist, Earth’s gravity pulls the
bullets toward the ground, and the air slows them down. All of these
things combine to create something called bullet dispersion. A bullet
stream from one machine gun at 50 meters will fit into an area fifty
times as small as the same bullet stream at 500 meters. This makes
long-range fire extremely difficult. Keep in mind that bullets lose
power over distance. Using the same example, a bullet at 50 meters
can puncture light to medium armor, but at 500 meters it may even
bounce off human skin.
Secondly, most targets you encounter will be armored. Some planes
have armor strong enough to deflect any bullets or shells you fire;
your ammunition will bounce off your target without doing any
damage. However, no airplane has the same thick armor all over.
Even the heaviest armored airplane has some weak spots, where just
a few hits can be enough to bring it down.

Gunnery Practice Suggestions
• Set up flights of friendly bombers in the
Quick Mission Builder.
• The larger your target, the better. The
Pe-8 from the Soviet side is a great target,
and the He-111 or Ju-52 make great
German targets.
• Slow the game down with the [ key when
you’re ready to fire. This will help you learn
to aim and maneuver.
• Once you begin to hit your targets easily, set up the same large
targets as Hostile. Try shooting them down as they take defensive
action and fire back at you.
• Only after you’re sure you can destroy an enemy bomber, try to
go against fighters. It takes a great deal of skill, patience, and
determination to shoot down an enemy fighter.
• Review the track of your flight afterwards. Analyze your
performance, find mistakes, and correct them in your next mission

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Summary
• Know your enemy’s weak spots.
Learn the capabilities of all enemy planes: their blind spots, defensive
fire arcs, and performance relative to your aircraft. Only by setting
your strengths against your enemy’s weaknesses can you be effective
in combat.
• When you think you’re too close – get closer!
Bullet dispersion and power loss mean that long-range shots are
ineffective, unless you are very lucky. Press the trigger only when
you’re sure to hit your target with every bullet! Since this is only
possible from point-blank range, open fire when your target fills your
whole windscreen.
• Practice!
I wish that following these principles could guarantee you a kill every
time you press the trigger. Unfortunately, it isn’t so. Prepare to miss a lot.
Only by dedication and taking a steady, structured approach to
training can you become a true ace.
As we said above, it’s impossible to cover all aspects of aerial combat
in one book, however large it may be. We will not attempt to do
that; rather, we’ll show some common situations and try to illustrate
the most fundamental principles of fighter vs. fighter combat. We will
only cover one-on-one scenarios here. Multiple aircraft engagements
are extremely complicated, and success in them is directly based on
your ability to win one-on-one engagements.
Most critical to a pilot’s survival is his airspeed. If you’re slow, you
can’t maneuver well and you can’t escape enemy attacks. The worst
position for a fighter is low and slow, chugging along at tree-top
level. When you’re there, all you can do is cross your fingers and
hope. At all times during an engagement, climb! This should become
your strongest instinct, to gain altitude whenever you have a chance.
Stay above your opponent, and you will hold the advantage.
We will assume the most common scenario: both you and the enemy
notice each other at the same time from a distance, and are going
straight for each other’s throats.
Correctly approaching during this stage is key to your success or
failure. No amount of skill can guarantee you a kill in a pure head-on
pass, and we would not recommend leaving this to chance.
Committing to a head-on attack is like tossing a coin in the air to
determine who gets shot down.

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However, you can largely increase your odds even before the initial
pass is completed. Look at this diagram, illustrating the importance
of separation between your flight paths:
In case one, the two fighters approach
head-on, and both choose to turn left. It
will be at least two full turns before one
can possibly get his guns on his target.
In the second case, the fighters pass each
other at a diameter of exactly one turn
circle. This brings them onto each other’s
tails very rapidly.
We recommend the following approach path: fly straight towards
your enemy. When you’re about three or four firing ranges away,
quickly break away until you’re almost in range, and then turn back
on a path parallel to your enemy’s. Of course, flight path separation
does not need to be horizontal; it can be vertical as well, or both.
You can increase your odds even more by executing something called
a lead turn. Unlike in the diagram above, you turn before you pass
your opponent. If a lead turn is executed correctly, it can get you
on your opponent’s tail in as little as half a turn circle.
After the first pass, everything depends on relative skill! Know your
plane’s capabilities, and respect your adversary. If your plane turns
better than the enemy, follow him into a turn and try to catch up
with him as soon as you can. Forget everything else: chop your
throttle, drop your flaps, even your gear! If your plane is faster than
the enemy’s, climb up to where he can’t follow you, and then dive
down with your guns firing!

Summary
• Speed is life.
There is no more important principle in
combat than this one.
• Your first burst should be your only burst.
“Spray and pray” will only amuse your
opponent. Make every shot count!
• Stay alert!
Where there’s one enemy, there’s always more nearby! When you’re
lining up on that perfect pass, look behind you and check for your
target’s wingman.
Do you think you’re getting there? Great – it’s not all that
complicated, is it?
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WHAT TO DO IN CASE OF DAMAGE
“The anti-aircraft guns fired at us fiercely from all directions, and
suddenly I felt our aircraft hit. My left foot slipped down into an empty
space below me, the bottom of the cockpit had been shot away. I felt
something hot streaming down my left arm and leg – I was wounded.
Blinded by the searchlights, I could discern nothing in the cockpit.
I could feel moisture spraying inside the cockpit; the fuel tank had
been hit. I was completely disorientated; the sky and earth were
indistinguishable to my vision. But far in the distance I could see the
sparkle of our regimental runway floodlight, and it helped restore my
orientation. An air wave lifted us, and I managed to glide back over
the river to the neutral zone, where I landed the aircraft in darkness.”
– Nina Raspopova, 46th Guard Bomber Regiment
Quote from: Noggle, Anne (1994): A Dance With Death. Texas A&M
University Press.
Sooner or later, it’s bound to happen – unless, of course, you’ve
activated the invincibility option in the Difficulty settings menu. You
will be hit by enemy fire, flak, machine guns, or canons, and your
plane will be damaged. You will notice that maybe the steering isn’t
working properly, that the engine sounds strange, or maybe you’ll
even see black marks on the armor plating in front of you. There is
a high probability that that is really your oil. At any moment, your
engine could stop, burst into flames, or even explode. What can you
do? Well, that depends.
The first thing you should do is to get a clear idea of how serious
the damage actually is and who perpetrated this awful deed. It goes
without saying that this analysis has to take place quickly, as an enemy
fighter may be moving into position right behind you. If this is the
case, then you have unfortunately already made the serious mistake
of not paying attention! Try to escape your pursuer with defensive
maneuvers if the damage to your plane will let you. Perhaps you can
swerve your way out of danger or even shoot your opponent down.
Whatever action you take, you should make certain that you pay
close attention to your instruments, in particular the displays for oil
pressure, engine temperature, and coolant. What do these displays
tell you? Is the engine temperature rising? If so, the engine could
give up the ghost at any moment. Hopefully you are still flying at
an adequate height. Cut back on the throttle to take the pressure off
the engine a little and make a flat descent in order to maintain speed.
Just in case, you should keep an eye out for a suitable place to make
an emergency landing and make preparations for bailing out. Pull
out all the stops in trying to get back to base. Good luck!
If the plane can only be controlled with difficulty, you may have been
hit in the hydraulics system or the wires of your steering mechanisms

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may have been damaged. The control surfaces themselves may also
be damaged. Try setting course for your home airfield – you can
forget about combat for the time being and try to make it back to
base. Steer carefully, because if you end up stalling, you may not be
in a position to do anything about it.
“I bailed out with a parachute on two occasions, once during training,
and I made fourteen emergency landings, but not once was I hit by
an enemy fighter in battle.”
– Erich Hartmann
Quote from: Sims, Edward H.: Fighter Tactics and Strategy,
1914–1970.
If you manage to make it back in a
somewhat-battered plane, you must
make sure that your landing gear is
still working before trying to land.
Pay attention to the monitoring lights
and switch to an external view via the
F2 key if necessary. If the landing gear
cannot be lowered automatically, you
may have to do it manually. Make
sure that you are familiar with the
appropriate keys (see chapter 6). The landing flaps may also be
damaged. If this is the case you will touch down at higher speed –
be careful! And pay more attention next time, ok?

Throttle Control
Throttle control remains essentially the same as it was prior to The
Forgotten Battles. Yet, now you may push it farther than Combat
Power (100%) to force your engine into the War Emergency Power
(Emergency) mode (up to 110%). Note that there is no Power 110
keyboard shortcut, so you’ll have to use the Increase Engine Power
control key (keyboard + by default) to gain War Emergency Power
(Emergency) when controlling throttle with the keyboard.

Emergency Power
Many aircraft modeled in the game have special systems allowing
an engine to gain advanced performance over a short period of time
(as in the notorious nitrous oxide injection system). The principles of
operation vary for these systems, but for all aircraft that are equipped
this way, their systems may be engaged using the Boost (WEP)
On/Off control button:
• Special Emergency Power, such as for FW-190A-8, FW-190A-9,
FW-190F-8, FW-190D-9 1944.
• MW-50 (Water-Methanol injection), such as for FW-190D-9 1945,
Bf-109G6/AS, Bf-109G-14, Bf-109G-10, and Bf-109K-4.
• GM-1 (High-altitude nitrous oxide injection system), such as for
Bf-109E-7/Z.
• Water injection device, for cooling down the engines of the
P-47D-10 and the P-47D-27.

Supercharger Control

5. ENGINE AND CREW MANAGEMENT
CONTROLLING MULTI-ENGINE AIRCRAFT
When flying a multi-engine aircraft, you have the option of
controlling its engines separately.You may choose which engines you
wish to control using the engine selection keys found in the Controls
menu. Your current engine controls (e.g. throttle, prop and mix
positions, radiator set up, etc.) apply only to the engine(s) you have
selected. Note that if you have enabled the Separate Engine Start
key in the Difficulty settings, you will not be allowed to start all of
the engines simultaneously, and will have to select them for ignition
one by one.

Advanced Engine Controls
The engine control routines have been reworked and expanded for
The Forgotten Battles; you now have more detailed control over your
engines, with more realistic feedback. However, some tasks (like the
engine start-up procedure) remain simplified and can usually be
performed with a single keystroke.

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High-altitude engines are equipped with superchargers or
turbochargers of different design. While many of these are automatic,
others have manual controls. In aircraft with manual controls, you
have to use Supercharger Next Stage and Supercharger Previous
Stage to adjust the supercharger gear as your flight altitude changes.
Most of the chargers are 2-stage, and only require shifting up one
gear when passing altitude at around 2500 meters. Note: This
function will not work for planes that have fully automatic pitch or
superchargers with multiple stages (for Example Bf-109 or FW-190).

Mixture Control
Most of the engines allow the pilot to adjust mixture richness
manually. While the nominal position of this control (Auto Rich)
should provide normal engine operation in all flight configurations,
some input may be required at high altitude or when the engine has
taken damage in battle. It is common to use increased (Full Rich) set
up during takeoff or as a means of Emergency Power.

Radiator Control
New to The Forgotten Battles is advanced radiator control. In
Advanced Engine Controls difficulty mode, you now have 5 cowl
or radiator-flap positions to provide more accurate control. Plus, on
certain aircraft, you may put the radiator flap in automatic mode.
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Propeller Pitch Control

Extinguisher Control

Control Propeller Pitch with the same keys as before Forgotten
Battles, with the addition of the Increase Prop. Pitch and Decrease
Prop. Pitch control keys for more convenient and accurate propeller
control. The propeller governor routines have also been reworked to
achieve a more detailed and accurate model, and several governor
mechanism types were added.

A number of aircraft, mostly large airships, had build-in fire extinguishers
in the engine compartment. On aircraft equipped with extinguishers,
you may fire the extinguishers on selected engines using the Fire
Extinguisher control key. However, this isn’t guaranteed to put out the
engine fire, and the extinguisher has only a limited number of charges.

MANNING MULTI-CREW AIRCRAFT

Fixed Propeller

The Forgotten Battles includes
several types of multi-crewed
aircraft. One type is level bombers,
which the user needs to operate
with bombsights. Here is the
general information for such planes.

Some older airplanes found in the game (like TB-3) are equipped with
simple fixed-pitch wooden propellers. Those, of course, have no
automation or control, and require no pilot input.

Variable Pitch Propeller
These propellers have variable airscrew
blade incidence. In this case, Prop. Pitch
Control directly varies the airscrew blade
pitch, and needs to be adjusted constantly
as the airplane’s speed changes. Note that
setting the blade pitch too low may result in
engine over-revving.
There used to be special equipment on the Bf-109 (F, G and K series)
and FW-190 fighters providing automatic propeller control; however,
the pilot may input changes of pitch and adjust blade angles
manually whenever he finds necessary.

Constant Speed Propeller
The most advanced, yet most common propeller in WW-II-era aircraft
was the Constant Speed Propeller. With these, the pilot uses the Prop.
Control to set his desired engine RPM, while the propeller governor
attempts to maintain the set RPM.

Aeromechanical Screw
This type of airscrew balances aero-dynamical forces and propeller
inertia to maintain optimal blade incidence. It requires no input
from the pilot.

Propeller Feathering
Some propellers have an option to “feather” the blades – or turn the
blades parallel to the airflow to reduce drag. This becomes essential
when an engine fails in-flight.

Magneto Control
Piston-aviation engines use magnetos to drive the spark plugs. There
are two magnetos, left and right, and normally both operate. However,
you may set the active magneto using the Magneto Next and Magneto
Prev. control keys, or switch them off to shut down the engine.
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Single-Player
As in previous versions of IL-2, you may change positions within
your aircraft using the Pilot or Gunner Position key (C by default).
Now you can also assign up to 10 control keys (Jump to Cockpit #N)
in the Controls menu to make navigation in multi-crew aircraft
quicker: pressing a Jump to Cockpit #N button puts you directly
into that position.
When you leave a cockpit (for another one), the computer AI usually
takes control of the position you have left (i.e., it flies the plane when
you man the rear gun, and operates the rear gun while you control the
plane). You may disable this option using the Toggle Level Autopilot
button. In this case, you’ll have to toggle the computer AI controller
manually for any and every position you jump into. This gives you the
ability to control your aircraft (using your joystick) and operate a gun
turret (using your mouse) at the same time.

Multiplayer
Most of the single-player cockpit navigation and AI automation
options work in multiplayer mode. However, some restrictions apply.
In multiplayer mode, navigation and flying autopilot cannot be
engaged, leaving the responsibility of flying the aircraft on the human
players. In the co-op mode, players who have taken gunner seats in the
briefing menu may only jump to gunner positions in their aircraft.
However, the pilot of the plane has the option to move to any cockpit
of his choice (although he still is responsible for controlling the aircraft).

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USING THE BOMBSIGHTS
To operate the bombsights, you must define the bombsight control
keys in the Controls menu. These control keys are specific to certain
bombsight models, and not all of them apply to all models.

Using the Bombsight in He-111
This bomber is equipped with a
Lotfe 3D bombsight.
Prior to 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. The plane speed is entered 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).
After the bombsight is set up, the bombardier has to acquire the
target with the bombsight crosshair. Tap Toggle Gunsight (Shift-F1 by
default) to lean to the ocular. Use Increase Bombsight Distance and
Decrease Bombsight Distance to adjust the bombsight viewing angle
to the full-forward position (85 degrees) and scan the horizon for the
bomb run target. The crosshair automatically stabilizes and levels
within 30 seconds, but tilting the aircraft throws out the sight tuning
– the bombsight turns off the crosshair lightning, and you have to
level the plane and wait for the sight to recover and stabilize again;
the crosshair lightning then switches back on.
After starting the bomb run, a plane may not be banked more
than 4.5 degrees or the bombsight will lose stability. Only slight
adjustments in direction are allowed.
Use the Increase Bombsight Distance and Decrease Bombsight
Distance keys to adjust the crosshair position. When the crosshair is
on target, turn on targeting computing using the Toggle Bombsight
Automation control key. The bombsight will begin tracking the
target. Be sure that the target remains within the reticle cross, and
correct the crosshair movement with the Increase Bombsight Velocity
and Decrease Bombsight Velocity keys if necessary (you may not use
the Increase Bombsight Distance and Decrease Bombsight Distance
keys for this). The bombs drop automatically when the plane reaches
the proper position for a bomb drop.

Using the Bombsight in TB-3
This bomber is equipped with an OPB-1 optical bombsight. Prior to
making the bomb run, bombing altitude and aircraft speed must be
entered into the bombsight. The true distance from the target to the
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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).
Use the Toggle Gunsight control key (Shift-F1 by default) to lean the
bombsight lenses. The intersection of the central vertical line and the
horizontal curved line form a crosshair. The bombardier must release
the bombs manually when the target is under this intersection.

6. TRAINING
This section is intended for beginners who are getting acquainted
with flight simulators for the first time. Each training mission is built
in such a way that during the flight demonstration, a text explaining
the pilot’s actions appears on-screen.

7. BEFORE YOU START
A brief list of options appears in the main
menu. The most important of these are:
Pilot Roster – Here you can create (or choose)
your pilot for different modes of the game.
Single Mission – Single Mission mode is for
missions that do not anticipate career growth.
Pilot Career – Campaign mode. In this mode, your hero accomplishes
one task after another, keeps his battle statistics, regularly updates his
equipment, and receives ranks and awards over time. In a word, he fights.
Multiplay – Multiplay mode.
Quick Mission Builder – Quick generator of random missions. We’ll take
a closer look at the way it operates below.
Full Mission Builder – Mission editor. Just like the quick generator, it
creates missions, but here the user controls the entire process of creation.
It is a more complicated instrument, but also a more powerful one. Please
see the special section below for instructions on how to use it.
Training – Missions for beginners.

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Play Track – IL-2 enables you to create tracks. In other words,
everything that you accomplish during your task is recorded. This
menu option allows you to play back these tracks.
View Objects – Here you can take a close look at all 3D objects
modeled for the game and find detailed information on the fighting
abilities of military equipment.
Controls – Here you can reassign control buttons and create your
own configuration.
Credits – It would be very nice if you pressed this button at least
once, out of curiosity.
Hardware Set Up – Here you can adjust the settings pertaining to
your hardware. With this option, you can optimize your computer’s
performance by determining the rate of program operation versus
the detail of the 3D images.

9. CONTROLS
As mentioned above, this reassigns the
controls. The Controls menu is a rather long
menu that can be scrolled through using the
slider on the right. The left side of the menu
includes a list of actions (e.g., use Lower the
Landing Gear); the button initiating the action
is indicated on the right (in this case, it is G).
If, for some reason, you find that you are not
satisfied with the default settings, click on the field where the button is
indicated. The field will subsequently be surrounded by a gray frame
and you only have to press the hotkey (or alternatively a mouse/joystick
button) that you want to use instead.
You might decide that the previous settings were better. We have
devised a Reset to Default button for this purpose, which immediately
returns the configuration to its default status.

Difficulty – Includes various realism-related settings. The level of
realism in this flight sim can become a problem for beginners. Even
fans are divided about this – what some think quite appropriate is
deemed unfair and unrealistic by others.

To adjust HOTAS controls, perform the actions described above with
one difference: after you have clicked on the axis you want to assign
for your HOTAS, move your preferred device slightly in the
corresponding direction.

Exit – Quitting the game; sometimes, it is necessary.

If you want to quit the menu, press the Apply button. All changes
made will be activated immediately.

Now let’s consider each menu item in more detail.

Additional In-Game Joystick Settings

8. PILOT ROSTER
IL-2 can store information on several
virtual pilots simultaneously. When
you press the Create button, a new
entry appears in the list of personal
files. All you have to do is enter a
full name and call-sign by clicking
in the corresponding fields. Record
as many pilots as you like, and then
select one by clicking on it and
pressing the Select button. After
that, you will be returned to the main menu, where the chosen pilot
will appear in a special indicator. All individual control settings will
be preserved.

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Find and press the Hardware Set Up button in the game’s Main menu.
You are now in the Hardware Set Up menu. Press the Input button.
Here you can set up the following features for your joystick:
1. Dead Band is used to set a dead zone where small movements of stick
would cause almost no reaction. This feature can be helpful if you are
playing a flight simulator for the first time or have the old type of joystick.
If you are an experienced flight simmer, we strongly recommend that you
set Dead Band in the left position or very close to the left position.
2. Filtering allows you to set a digitized filter if your joystick has
problems with adequate reaction.
3. You can select basic joystick axes and change their profiles by
Fine-Tuning in the special table used to adjust the stick reaction curve.
Some joysticks need fine-tuning, but most work correctly with our default
settings. You can select the axis for fine-tuning in the left combo-box.
4. To enable or disable the Force Feedback feature, set the Force
Feedback switch to On or Off.
5. If you find that our initial settings were more appropriate before
your changes, press the Default button. All the settings will revert
to default status.
6. Press Back to quit this menu. Any changes made will be
applied automatically.
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10. VIEW OBJECTS
There are a lot of 3D objects in the game.
When you choose this menu, you immediately
access the next one where all the objects are
divided into classes.
• Aircraft – All aircraft.
• Tanks – Not tanks alone, but also
self-propelled artillery mountings or SAU.
• Ships – Ships, cutters, and surfaced submarines.
• Vehicles and Artillery – Towed vehicles and artillery. The list includes
mobile rocket launchers – our Katushas.
Having chosen any of the above-mentioned
objects, you directly access the viewing
mode. Here the list of objects falls into two
categories, divided by nationality – Soviet
and German military equipment. Make your
choice via the Select Country drop-down menu.

• Loop – Used to switch off the loop playback, which is convenient
for editing.
• Manual Time Compression – Enables/disables time compression
during track playback.
• Manual View Control – Enables/disables switching your view.
• In-Flight Messages – Determines whether the messages received
by the pilot during his mission should be displayed on-screen.
There are two buttons below these options:
• Main Menu – Returns to the Main menu.
• Play Track – Begins track playback
Once you have chosen the track and pressed the Play Track button,
the program will load it and start playback. You can interrupt the
process at any time by pressing Esc; you will subsequently be returned
to the Playback menu. The only difference will be in the buttons: the
left button will now be called Stop Playing Track, and the right one,
Continue. They will either resume playback or stop it completely.
If you press the Stop button, the buttons will revert to their original
commands – Main Menu and Play Track.

Now choose what you want on the left side of the menu. Once you
have done so, a description of the object appears in a large window.
By pressing the View button in the lower right corner, you can display
its 3D image. You can zoom in or out on this image by pressing the
left mouse button and moving the mouse forwards or backwards.
You can also rotate the image by pressing the right mouse button
and moving the mouse in any direction.
After examining the object, you can return to its text description using
the same button (the description under the button will change to Text).
To quit View Mode, press the Back button.

11. PLAY TRACK

You may then play and edit these tracks in the same manner as for
normal tracks.

Special Feature
There are two types of tracks, normal
and online.
Normal track - Tracks recorded in the course
of the mission are saved as special files with
the .trk extension in the Records directory.
The Play Track option in the
Main menu is used to play them back.

Once you have chosen this option, a menu appears controlling playback
of the tracks. At the top of the screen, there is a window in which to
choose the appropriate track. Below it, there are four toggles that switch
the options listed below on or off (on is the upper position).
24

Online track - This feature works in all modes of online gameplay as
well as in single-player play. There are two ways to begin recording:
• While playing the game, you may press Esc and then press the
Start/Stop Recording button with the mouse in the displayed menu.
• You may define a special button in the Controls menu to start or
stop recording more quickly. While playing the game, you simply
press this button, and the program will start or stop recording. Each
recording will be automatically named and saved as quick0000.ntrk.
(your next recording will be saved as quick0001.ntrk, etc.).

In online track recording, you may save just part of the normal track.
You may press Start/Stop several times during long play and record
only the most interesting parts of the battle or flight. This function is
great when you playback your online tracks and would like to cut to
the most important scene.

Important Notes
• All user skins will be stored in an online track file.
• If Voice Communication has been enabled, then all speech will
also be recorded in the online track files.

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12. SINGLE PLAYER
With IL-2 Sturmovik, you can play virtual
combats for the U.S.S.R., Germany, Finland,
Hungary, or the U.S.A.

Single Missions
You can accomplish one task of your choice in
this mission. Your performance will have no
effect on your pilot status and private account.
When you activate this mode, you access the Mission menu, which
contains the following items:
• Select Country – Here you choose the country for which you wish to fight.
• Mission Type – Dogfight or bomb run.
• Mission Files – Each mission is stored in a special file. You can load
any of the files in the list. To make things clear, we have placed a
short mission brief to the right of the list.

Pilot Career (Campaign Mode)
There are two kinds of campaigns in IL-2:
The Forgotten Battles – static branched and
dynamic. Static-branched campaigns are
standard IL-2 program campaigns. Missions
in these campaigns are created in the Full
Mission Builder and then united into a
campaign. Static campaigns, made by IL-2
fans, are available for download from the
Web. You can design a static campaign to your taste and imagination,
and take on a mission that is exactly how you want it to be.
Dynamic campaigns are a new feature of IL-2: The Forgotten Battles.
Dynamic campaigns are created automatically. You select your nation,
a squadron, and the planes that you want to fly in every operation. You
decide when you want to join the war. After that, the first mission in
the campaign is generated and offered to you. When you finish the
mission, the results will be processed, and another mission generated –
and so on, until the end of the war. Missions in dynamic campaign will
never repeat, because the conditions, targets, time of day, weather,
opposition, and almost everything else are determined randomly.
In any operation, your forces will advance or retreat. The frontline
moves historically, but you can speed it up or slow it down to a limited
degree. If you destroy an object, it will stay destroyed for whatever time
is determined by its nature. Every destroyed plane, friendly or hostile,
reduces the total number of planes of this type, making their appearance
less likely. Lost trains and transport columns will affect the supply rate.
If you kill or capture an enemy ace, he will not appear in future battles.
26

One of the most important features in dynamic Campaign Mode is your
squadron. Every pilot has a name, photo (it is possible to replace the
default photo with your own or your friends’ photos), rank, medals,
sorties, and kills. His skill level is defined by combat experience. Pilots can
be killed, captured, promoted, awarded, or transferred. Your losses are
replaced, but new pilots will likely have little or no combat experience.
Your squadron has a limited amount of combat-ready planes, and below
a certain point, you have to fly shorthanded until re-supplied.
You can choose to play any time between 1941 and 1945.
You can choose to play for Germany, Russia, Finland, or Hungary:
German Stuka Pilot (Ju-87)
German Fighter (Army Group North)
German Fighter (Army Group Center)
German Fighter (Army Group South)
German He-111 Bomber
Soviet Fighter (Leningrad)
Soviet Fighter (Other Fronts)
Soviet Sturmovik
Soviet TB-3 Bomber
Finnish Fighter
Hungarian Fighter
Every career consists of campaigns (Lvov, Smolensk, Moscow, etc.). A
typical campaign consists of approximately 30 missions and a career
includes 4–8 campaigns, or 100–250 missions.
Once you have entered Campaign Mode, choose your country and
the level of difficulty. Note that you will not be able to change the
settings later; you can only view them.
When you choose the Pilot Career option in the Main menu, you
access the campaign manager (provided that you have saved
campaigns – if these are not available, you should create a new one;
we will explain how to do this below).
For each campaign, you will immediately see the class of aircraft that will
be flown in the campaign, the national affiliation and military rank of the
main character (from junior lieutenant to colonel and correspondingly
from Oberfeldwebel to Oberst, from Kersantti to Kapteeni, and from
zászlós to ezredes; info about Finnish and Hungarian ranks and awards
may be found in the Glossary below), the number of awards and
completed missions, as well as the level of difficulty.
You can access more detailed information about the level of difficulty
by pressing the Roster button.

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The Roster button provides detailed information on how the campaign
proceeds – how many and which enemy targets were destroyed, the
awards received, and how many aircraft the player lost in fighting.
That info is available for all pilots listed in the roster (see below).
The lower panel has four buttons:
• Back – Return to Main menu.
• Delete – Delete selected campaign.
• New – Begin new campaign.
• Load – Load selected campaign.

At the end of a campaign, you’ll be shown
a summary, evaluating your squadron
activity, successes, and losses, as well as
a historical summary.

Every mission ends with debriefing, and
you’ll be able to see your route and every
event in the mission on a map.

Starting a New Campaign
If you enter a new campaign, you
should indicate:
• Country – The country for which you
will be fighting.
• Rank – Depending on your rank, you
will receive more or fewer planes under
your command. Further promotion and
demotion are possible (not to mention
the possibility of being sentenced to
death or sent to a penal battalion).
• Career – Here you choose what to become – ground assault pilot or
fighter pilot. Again, you can only choose between these two if you
are playing for the Soviet Union.
• Difficulty – The level of difficulty now and for the whole campaign.

Roster – Press this button to look at the
list of pilots. A file of every pilot that left
your squadron because of transfer, capture,
or death can be seen, along with his
whole career.

Pilot Profile – Select a pilot from the list
using your mouse and then press this button.
You’ll enter the Pilot Profile menu.

Now you type your place of birth and select the period from which
you prefer to start. You may start from any date within the war – your
career will continue until the end of the war.
Generate – Press this button to
generate the campaign.

Every campaign starts with
a historical briefing.

In the Pilot Profile menu, you may read more info about the selected pilot
and view his awards (press on the image of the current award, if present).
Note:
You may change the photo of the pilot if you
wish. The name of the file is displayed under the
picture of the pilot. You may find this file in the
folder DGen > de (or other subfolders fi, hu, ru1,
ru2, ru3. The name of the folder corresponds to
the country that you selected in the campaign).
Your own missions are recorded in your
pilot's logbook.

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During missions you can be attacked by
enemy aces. The list of aces can be modified
in the corresponding folder of the game,
and you can use custom skins. This one was
made by Christian “CsThor” Schulz.

But the ace was not lucky.

The only differences between this and dynamic campaign mode are
in a couple menu buttons and menu features:
• There are no Roster or Pilot Profile menus for each pilot.
• There are different statistics menus, and awards only go to players.
TIP:
As in dynamic campaign mode, before embarking on your Pilot
Career, please read the items Receiving the Task, Arming Your Plane,
and Using Commands to Give Orders to AI Pilots (Comms).

Receiving the Task (Mission Briefings)
Here you will get to know your route and destination, and choose the
weapons for your plane. You are advised to read the text concerning
the task right away – it is placed on the right.
TIP:
Before embarking on your Pilot Career, read the sections Receiving
the Task, Arming Your Plane, and Using Commands to Give Orders to
AI Pilots (Comms).

IL-2-Style Campaign Mode
IL-2-style Campaign mode no longer exists in The Forgotten Battles,
but we have kept the most important part of its description for those
who have never played IL-2 and who want to download or make
their own static-branched campaigns.
The first thing you do after entering Campaign mode is choose your
country and the level of difficulty. Everything here is like dynamic
campaign mode.
When you choose the Pilot Career option in the Main menu, you
access the campaign manager (provided that you have saved
campaigns – if these are not available, you should create a new one;
we will explain how to do this below).
For each campaign, you will immediately see the class of aircraft that
will be flown in the campaign, the national affiliation and military
rank of the main character, the number of awards and completed
missions, as well as the level of difficulty.
You can access more detailed information about the level of difficulty
by pressing the View Difficulty button.
The View Career Statistics button provides detailed information on
how the campaign proceeds – how many and which enemy targets
were destroyed, the awards received, and how many aircraft the
player lost in fighting.

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The Map
Your route is indicated on a map. You can scroll around the map by
pressing the left mouse button and moving the mouse in any direction.
The map has several scales. You can switch between them by pressing
the right mouse button; the scale increases up to the highest value
before scaling back down.
The route is determined by a series of waypoints. There are several types:
• Takeoff – A square with a picture of a plane taking off. It determines
the airdrome from which your aircraft will start the flight.
• Turn – A circle with a point in the middle. Here your aircraft will
have to change its course.
• Attack – A triangle with a picture of
a bomb. This point is set on target; it
is where you perform your task.
• Landing – A rectangle with a picture of
a diving plane. In reality, it does not dive,
but prepares for landing. This is where,
providing everything is fine, you will
conclude your task and land again on
the airdrome.
From here, you can adjust the following settings:
• Difficulty – Press this button to activate a menu with different realism
options. We will deal with these settings in more detail a bit later.
• Arming – Choose the guns for your combat task.
After you have read the task and gone through the corresponding
preparations, you can press either:
• Fly – To proceed directly to fulfilling the task, OR
• Back – To return to the Mission menu.

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Arming Your Plane
Or planes, to be more precise. In many
cases, you will have to command someone –
and correspondingly determine the loadout
of your subordinates.

You will find the list of weapons and their corresponding descriptions
in the Game Glossary section.
Later, if you become a commanding officer during your single mission
or Campaign, you can change your Flight loadout (the name of the
aircraft or a group of aircraft is emphasized in red) or that of the whole
Squadron. It is easy to find out whether you have the authority to do
it or not – just click on the Weapons window in each of the aircraft
groups (each Flight has a corresponding window). If you are given the
option of choosing something else, you are free to do so. However, we
offer optimal armament and loadout for this mission by default.

Aircraft Customization
(Arming in other menus)
This function allows you to change
several parameters, which can be defined
during armament:

Convergence – Generally speaking, gun and machine-gun shots
are not directed parallel to the axis of the shooting aircraft at all.
This convergence can be modified; everything depends on your
preferences. It should be pointed out that no matter whom you
command, this operation can only be performed on your own aircraft.

32

Aircraft – This function works only for multiplayer Dogfight mode and
Quick Mission Builder (advanced set up). You may select any of the
listed aircraft. In addition, in Quick Mission Builder, you may set the
skins for every single aircraft in every flight group without manual
edit and without using Full Mission Builder.
Country – This function works only for multiplayer Dogfight mode
and Quick Mission Builder (advanced set up). You may change the
country for which you will fly and the corresponding markings.
Regiment – This function works only for multiplayer Dogfight mode
and Quick Mission Builder (advanced set up). You may select
available regiments (emblems) for your corresponding country.
Skin – Change the skin (camouflage scheme). This works in all modes.
Pilot – Here you may change the skin of the pilot face and the skin of
your flying suit separately.
Markings – If you switch this one off, then you get no numberings
and no country markings on the skin of your plane. It only works for
all planes in the flight simultaneously. It’s a useful function if no paint
scheme is useful for you and you’d like to paint manually over your
own skins.
Note: It is easy to find out whether you can change the settings or
not – just click on the window. It’s possible that in campaigns, single
missions, and cooperative missions, you can’t change the aircraft,
country, and regiment in that window, but you can change them in
multiplayer Dogfight mode and in Quick Mission Builder. The program
is designed this way to free up more RAM; we use the same window
design for all single-player and multiplayer modes.

Using Commands to Give Orders to AI Pilots

Rocket Delay – All rockets (except armor-piercing rockets) have two
fuses – a contact and a time fuse. Here you can set the time when the
fuse will snap into action; possible delay can be up to ten seconds.

In all cases – Single Missions, Pilot Career, and Quick Mission Builder
– you can and sometimes should use the opportunity to command
from Wingman to Squadron.

Bombs Delay – Sometimes you have to bomb at very low altitude. In
this case you run the danger of being hit by the blast of your own
bombs. To prevent this, you can adjust their fuses in such a way that
they will explode with a small delay; meanwhile, you will have just
enough time to leave the zone of destruction. The delay can be set
anywhere from 0 (instantaneous explosion) to 10 seconds.

To quickly master the basic commands, you should train in the Quick
Mission Builder and create different mission variants with varying
quantities of friendly aircraft (from 2 to 16) and a small amount of
enemy aircraft. Although not all opportunities for such commands
can be tested in the Quick Mission Builder, the skills you can acquire
here will come in handy when you play Pilot Career.

Fuel Quantity – If the flight is going to be short, you can save on fuel.
It goes without saying that too much economy of this kind can lead
to sad consequences.

By default, the Tab control settings button activates communication
(comms) between player and AI-pilots. The principle is very simple:
after pressing the Tab key, a list of commands corresponding to 1–0
on the keyboard appears on the screen. Most of the orders or
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requests have additional submenus, where the list of orders or requests
corresponds to actual tasks. They, too, correspond to keys 1-0 on the
keyboard; by selecting and pressing them, you will get a response from
the AI-pilots.

Realism Settings
Bear in mind the following: if the Realism
switch is On, a red bulb lights up on its left.

Separate Engine Start – If this option is selected, you will need to start
the engines separately. (This works only for multi-engine aircraft.)
Complex Engine Management – If this option is selected, the functions
of radiators, cowl flaps, superchargers, and fuel mixture will work
according to the actual settings of the corresponding aircraft.
Engine Overheat – If this option is selected, you run the risk of
overheating your engine if you force it or fly at full speed. As in
real life, consequences can be disastrous.
Torque and Gyro Effects – Torque occurs as a result of propeller
rotation. The aircraft leans to the opposite side than its propeller is
rotating. To fly evenly, you have to compensate for this movement.

If you get no reaction, this may be a result of an incorrect order or
an incorrect time of order. For example, if the friendly planes do not
belong to your flight, group, or squadron, they will never follow your
order. Another example of an incorrect order is when you try to issue
an order for bombers to attack fighters. They may try to do it, but with
an awful result for the bombers (you will usually get such a situation
only in Quick Mission Builder or if a user designs an incorrect mission).
A third example of an incorrect order is if you try to give an order to
rejoin, when some of the planes are very busy with the enemy. Their
reaction to your order may cost them their lives.
So, train yourself thoroughly on orders for AI-pilots and their groups!
Good training will bring you great success in Pilot Career.

Special Feature
To eliminate game subtitles appearing on-screen for pilots’ voices:
1. Using the Windows notepad, open the conf.ini file.
2. Find the string [game] in the conf.ini file.
3. Find the NoSubTitles line and change the 0 to 1:
NoSubTitles=1 (No subtitles for pilots' voices.)
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Gyro Effect – When the engine is operating, you have a rather heavy
mass on one side of the aircraft rotating at high speed, resembling a
gyroscope rotor. As a result, when you try to turn the gyroscope axis
in space, you’ll experience additional torque perpendicular to your
effort. In short, when you do a turn to the right, the nose dives, and
vice versa.
Flutter Effect – Flutter is a complicated aerodynamic phenomenon.
Because planes experience increased vibration at high speed, you
have to quickly bring the plane out of the flight mode in which the
flutter started to prevent the aircraft from disintegrating.
Stalls and Spins – These situations are extremely dangerous; an
inexperienced pilot might not cope with them.
Blackouts and Redouts – With high positive overloads, blood rushes
away from your head and everything goes dark before your eyes. This
is called blackout effect. If you do not use an anti-overload suit
(which is not very likely to be honest), this effect starts at
approximately +5G. Blackouts can considerably reduce your field of
vision or wipe it out altogether.
Redouts occur with negative overloads (starting at approximately 2G). In this case, blood rushes to the head and a red screen appears
before your eyes. It should be pointed out that both man and aircraft
have a harder time with negative overload than positive overload.
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This option enables you to switch off these
unpleasant physiological reactions, though
if you do so, the level of realism lowers
considerably.

to perceive its virtual analogue in terms of resolution and the field
of vision, even if all other conditions are similar. However, in real life,
there are no icons on targets, and you can deselect the option if you
feel like it.
Realistic Gunnery – Deselecting this option produces two effects. First,
gun and machine-gun bullets travel in a straight line. Second, the
explosive effect of bullets and shells triples.

Wind and Turbulence – Selecting this option disrupts the conditions
you would face while flying your plane. Normally, side wind influences
takeoff and landing, and turbulence prevents smooth flying.
No Instant Success – If this option is enabled, you have to complete
each mission before continuing to the next. If this option is disabled,
then you may begin the next mission even if you didn’t complete
your current mission.
Realistic Landings – If this option is selected, you might break the
landing gear on rough landings.
Takeoff and Landing – These are two of the most difficult elements
of flying, especially landing. With this option, you can eliminate the
necessity of bothering with it. You will start and finish your task in the air.
Cockpit Always On – When this option is selected, you cannot make
your cockpit invisible. Flying with an invisible cockpit is nice and easy
because your field of vision is clear. In real life, this is practically
impossible. This option is designed for those who enjoy full realism.
External Views – Some people think that taking a detached view at
oneself is cheating because a real pilot has no such opportunity. This
opinion is not universal, however. In IL-2, we offer you the possibility
of deselecting this option, which naturally adds realism.
No Padlock – Padlock is a mode of vision in which the direction of
your glance follows the chosen target. There have been a lot of
discussions about the realism of such an approach; you can switch it
off here if you want to.
Head Shake – Aircraft often experience intense shake, which means
that the head of the pilot also shakes, hindering your field of vision. If
you deselect this option, you can eliminate this phenomenon.
No Icons – If this option is deselected, each object in the air bears a
special icon. Icons make an object much more noticeable and
indicate the nationality of the object by color. In addition, a special
inscription on the icon gives the type of aircraft and the distance it
is away. Strictly speaking, one cannot call it entirely unrealistic. Our
ability to perceive our actual environment far surpasses our ability
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Limited Ammo – If you deselect this option, you will have an
unlimited supply of ammo.
Limited Fuel – If you deselect this option, you will have an unlimited
supply of fuel.
Vulnerability – Invulnerability could not be a more standard option. If
this option is deselected, you become invulnerable. Congratulations!
The invulnerability option only works if enemy shells or shots hit your
aircraft. If you hit the ground, your aircraft will still self-destruct.
No Map Icons – If this option is enabled, the icons on the map
do not appear.
No Minimap Path – If this option is enabled, your path does not
appear on the flight map.
No Speed Bar – If this option is enabled, the speed bar in the bottomleft corner of the screen disappears.

13. QUICK MISSION BUILDER
This is not an editor, but a generator to be exact. You feed in the
necessary parameters and a mission is output for you, which you
carry out immediately. This mode can be extremely useful for
preparing for online combat, since losing to a computer is less
embarrassing. This section explains how this part of the game works.
When you choose the Quick Mission Builder
option from the Main menu, you access a
new menu with the following items:

Select – This option allows you to choose the country for which you
will be playing. Click the button to switch over from red star to black
cross – these symbols should speak for themselves.
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Your Flight – Indicate the number and characteristics of your wingmen.
Friendly – Enter information on the other flights that will be fighting
on your side.
Hostile – Enter information on the flights that will be fighting against you.
You can also set the following parameters for each flight:
Num – The number of aircraft in the flight, ranging from 0–3, with your
own flight as the only exception. Fighting without being close at hand
is rather difficult. Your own flight should have at least one unit – you.
Skill – Select the class of pilots.

Special Features
Advanced Set Up Window – In this window
you may set additional parameters for your
flight or enemy. The main feature of this
window is that you may change the skins
for each aircraft, including AI. This set up
works in the same manner as Arming Your
Plane (see the Arming Your Plane section of
this manual).
Aircraft – Here you may select any of the
listed aircraft. This will not return you to the
main QMB screen. This window defines
how many aircraft will be in the flight.

Aircraft – Determine the planes constituting the flight.
Loadout – Select the battle armament for mission.
Map – Determine where the action will take place.
Altitude – Decide the altitude at which the action will start.
Weather – Enter your desired weather.
Time – Enter the time of day. These last two factors – weather and
time of day – can exert considerable influence on the development
of your operation.
Situation – Indicate which of the parties will have a tactical edge
over the other:
• Disadvantage – You start at a lower altitude than the enemy.
• Advantage – You start at a higher altitude than the enemy.
• None – You and your enemy begin at the same altitude.
Target – Select the type of ground target (or leave it out if you want to).
Defense – Here, you can either include ground anti-aircraft defense or
leave it out.
Once you have selected your settings, you can save them and load
them later using the Save and Load buttons respectively. Then, press
the Fly button – and start your flight.
If your intentions change, you can always hit the Back button and
return to the Main menu.

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14. MULTIPLAYER
IL-2 offers two main options for working on
live targets: via the Internet, or through a
LAN. The choice is made in the Multiplayer
Mode settings menu (accessed via the
Hardware Set Up item in the Main menu).

Hitting live targets is not necessary, though.
IL-2 offers two multiplayer types:
• Dogfight – A fight between live opponents.
• Cooperative – Cooperative fulfillment of a
mission, where the part of opponent or ally
can also be played by AI (computercontrolled aircraft or vehicles and other
ground objects).
Having chosen the Multiplayer item in the Main menu, you access
a new menu with the following options:
• Join Server – Log on to the existing server.
• Create New Server – Create a new server.
• Main Menu – Return to the Main menu.
Logging on to the Existing Server
After choosing the Join Server option, you have two options:
1. Enter the server address in the Server Address field.

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2. Search for all servers available using the Search for Local Servers
command (for more information, read the IL-2 README file in Windows:
Start Menu > Programs > Ubi Soft > IL-2 Sturmovik > Read Me 1st).
The result of the search will be a list of
servers with the following parameters:
• Address – Server address.
• Name – Server name (if it was set on
the server).
• Ping – Indicator of each server's connection
speed. The lower the value, the higher the
speed (and this is exactly what you need).
• Users – The number of players logged on to the server.
• Type – Type of game (Dogfight or Cooperative).
You should choose a server from the list and press the Join button.
You can also interrupt the process and return to the Main menu with
the help of the Back button.
Note: You can only join an existing Cooperative server BEFORE the game
begins. However, you can connect to a Dogfight server at any time.

Max. Players – The maximum number of players on a server, which
ranges from 2 to 32 in a Dogfight or up to 16 in Cooperative.
Naturally, a larger number of players makes more serious demands on
your hardware.
Password – Use this item if you want to create a game only for the
people you know. Multiplayer sessions can be locked with a password
to keep stray gamers away. You can set a password; those who want
to log on to your server must know it. To change your password,
press the Change button.
Once you have set the above parameters, click the Create button and
your server will be created. The next step is choosing your mission. You
can load any standard mission or a mission you created with the built-in
mission editor. In either case, all mission data will be sent to the clients.
After the mission has loaded, you can change the Difficulty settings.
This can only be done on the server. Clients get these settings from
the server, and so they all have the same Difficulty settings.You then
have to decide the home base and equipment for the host and clients.
Press the Fly button to begin play.

Creating a Server
At minimum, you need a 28.8K modem connection to your Internet
Service Provider for acceptable Internet play performance.
Before launching the server, you need to detect your server IP. Do this
by running the command IPCONFIG.
• Win98 > run Programs > Dos prompt > type IPCONFIG and read
the IP ADDRESS.
• Win2000 > run Programs > Accessories > Command Prompt > type
IPCONFIG and read the IP ADDRESS.
Send this IP ADDRESS to your friends.
For network play, launch the IL-2 integrated server. You must choose
the Multiplayer item in the Main menu, and then Create New Server.
After that, you can proceed to the following items:

After Connecting
Dogfight – Before you press the Fly button, you should choose the
aircraft you wish to fly (press Arming), and set the Convergence,
Delay, and Fuel Quantity, as described in the Single-Player section. The
difference lies in the fact that here you can take a look at everything,
change the aircraft's camouflage (if other skin variants are available),
the face of the pilot, nationality, regiment, number of your plane, etc.
(See additional features in the IL-2 README file In Windows: Start
Menu > Programs > Ubi Soft > IL-2 Sturmovik > Read Me.)
When you are through with these
operations, go back to the previous menu
and choose your home base on the map,
from which you prefer to start playing
(whether you start from home base or in
the air above it depends on the server's
Difficulty settings).

Name – Enter the name of your server.
Description – Here you can list the map, time, weather, and other
conditions and settings you wish to use. Clients will see this string
before the connection and decide which server to choose.
Game Type – As mentioned previously, a Dogfight is air combat between
live enemies. Cooperative stands for cooperative mission fulfillment.

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Cooperative – Here you are taken to the “waiting hall,” where everyone
gathers and waits for the mission. The mission is then chosen (this is
done from the server) and all agreements between the players are set.
For these purposes, you can use a built-in chat or voice chat.
You should choose an aircraft or gunner seat (if available) that has
been previously agreed upon with other players. The gunner/pilot
seat you have chosen will be shown to you and the other players
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before the start of the mission. You will also see all free or occupied
aircraft at this time.
When everything is settled and chosen, press the Fly button. The
mission starts from this point for all players connected to your server.
Note: All the Difficulty settings can only be set on the server. Other
players can read them by pressing the Difficulty button, but cannot
change them. Thus, the same level of difficulty is set for all players.

Chat in Multiplayer
Chat works all the time and in all the Multiplayer menus, except
when you are just beginning to set up the server or to connect.
After connection in any multiplayer menu, you can activate chat by
pressing the button that you defined in Controls. In flight, press this
button or press the M key (which displays the map by default), and
click the mouse button on the chat window.
In chat, you can type messages:
• To all players.
• To your army. (Your army is defined by airfield color and icons, if
icons are selected in the Difficulty settings.)
• To any online player.
To send a message to all players, type the message, and then press
Enter. The program subsequently prompts you to select a recipient of
the message. Select ALL and press Enter.
To send a message to your army, type the
message and then press Enter. Then, as
above, the program prompts you to select
the recipient of the message. Select
MY_ARMY and press Enter.

You can also send messages to any player. To do so, you need to
know the player's correct nickname. Type the message, select the free
text line, and type the player's correct nickname (call sign) before
pressing Enter.
To find out the nicknames of all of the players,
type the following in the message line:
>user
…then press Enter. You will see the nicknames
of all players currently playing the game.
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Other Chat Features
Preset Messages – Another important feature of chat is that you can
preset certain messages that you may use often. This really saves time,
since you no longer have to repeatedly type the same messages.
To do this, activate the chat window, select the line below the chat
line using the cursor keys, and type your message, for example, Break
Left, Break Right, etc. To use this message without having to type it
out again, activate chat, select the message using the cursor keys,
and press Enter. Then select the recipient (see above). If you need to
make corrections or replace the old preset message with a new one,
use the Delete and Backspace buttons.
Resize or Move Window – You can resize the chat window or move it
using the mouse.

Special Features
Notes on the Speed Bar Command
The server hosting an online game now has the ability to disable the
so-called Speed Bar – the digital information displayed in the bottomleft corner of the screen. The command syntax is:
speedbar [SHOW|HIDE]
If you don’t want players connected to your server to use these
digital instruments, enter speedbar HIDE.
You can type in speedbar SHOW to restore the default settings and
allow players to use the Speed Bar.

Notes on Event-Logging
Any user participating in an online Cooperative game or playing in
Single-Player mode may now have events logged into a text file. To
enable this option, add an eventlog key under the [game] section in
the conf.ini file. E.g.:
[game]
eventlog=coop.lst
In this case, all major activity will be logged into the “coop.lst” file,
and may be reviewed later (i.e. with the help of the Notepad).
In addition to this, when playing a Cooperative mission, the current
status of every player in the game is automatically logged into this file
at the end of the mission (with score, kills, and dead/alive state),
including players that left before the mission ended.
The AI unit names are their “mission” names and are basically
intended for log-parsing software.

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The number in brackets after an aircraft name (i.e., r01011(0) )
represents an individual crew member of the given aircraft (with
0 being the pilot, 1 the co-pilot or rear gunner, and so on).

Online Stat Messages
The server hosting an online game may set the level of detail of the
server auto-generated stat messages. The level is set in the conf.ini file
in the IL-2 folder, in section [chat], in the autoLogDetail key. E.g.:
[chat]
autoLogDetail = 3
You can set the keys to the following options:
0 – Disables all stat messages.
1 – Only player-vs.-player kill messages
are displayed.
2 – Player-vs.-player and AI-vs.-player kill
messages are displayed.
3 – A lot of chit-chatting.

Icons in Online Games
The server hosting an online game now has the ability to set the
distance at which plane icons will become visible. The command
syntax is:
mp_dotrange [FRIENDLY|FOE] [DEFAULT] [COLOR <km>] [DOT
<km>] [RANGE <km>] [TYPE <km>] [ID <km>] [NAME <km>]
FRIENDLY or FOE keywords define what party the following
parameters apply to – the aircraft of the viewer’s army, or the aircraft
of the hostile armies.
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 gray.
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).
mp_dotrange DEFAULT restores the IL-2 predefined icon set up.
mp_dotrange run without parameters prints the current icon set-up
ranges (which may be issued by both client and server).

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Timeout Limits and Auto-Kicking
There is a new [MaxLag] section in the conf.ini file. E.g.:
[MaxLag]
farMaxLagTime = 10.0
nearMaxLagTime = 2.0
cheaterWarningDelay = 5.0
cheaterWarningNum = -1
farMaxLagTime – Defines the maximum delay (in seconds) between
packets received from a given client. A delay greater than this time is
considered a warp.
nearMaxLagTime – Defines the maximum lag time allowed for an
aircraft in an endangered position, or when it is considered to be
jeopardizing a hostile aircraft. Giving lower values is meant to address
warping on purpose.
cheaterWarningDelay – Defines the time in which the system will
refrain from taking action against a player acting out of bounds. This
can be used to avoid issuing multiple warnings on one glitch.
cheaterWarningNum – Defines the number of warnings issued before
kicking the player off. Setting a value of -1 disables auto-kicking.

Online Time of Day Commands
The online host can change the time of day in the mission at any time
while it is running. The command must be run from the command
console. To view the command console, press the ~ key to bring up
the chat window, and then the > key to enter the console mode.
The syntax of the Time of Day command is as follows:
tod [hour.minute]
Hours should be written in military format, i.e., 17 hours for 5 pm, 23
hours for 11 pm, etc. For example, to set the time of day at 6:30 am,
run the following command:
tod 06.30
To set time of day to 10:15 pm, run:
tod 22.15

Online Score
In addition to the “>user” command you
may press the Online Rating button (S by
default) to view scores during a
multiplayer session.

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Integrated FPS Meter

Edit Menu

This feature is activated and deactivated via a console command.
To view the command console, press the ~ key to bring up the
chat window, and then the > key to enter the console mode. The
command syntax is:
fps [START|STOP] [SHOW|HIDE] [LOG <sec>]

As suggested by the title, this menu is designed
for editing various mission parameters.

The START or STOP keys are used to make the meter start or stop
running. Upon stopping, it prints the FPS statistics accumulated
at that moment.
SHOW or HIDE indicates whether the FPS stats are shown in the
upper part of the game screen.
LOG sets the interval (in seconds) at which the FPS stat would be
printed to your console. LOG 0 disables printing. E.g.: To start
accumulating stats silently, use fps START HIDE LOG 0. You may
now use fps STOP to view your average FPS.

Conditions – This option activates a dialog box where overall
conditions for the mission are set. These include the time of the day,
weather conditions, and clouds.
Description – This activates a dialog box where
all information related to the mission is edited,
including its brief and full description and the
text corresponding to the combat task.

15. FULL MISSION BUILDER
It is high time we talk about the mission editor. This editor provides
for the completely manual creation of missions, with thorough
control over all the possible details. Its interface differs considerably
from the game's general interface, and operates predominantly with
pull-down menus.
Remember that the editor can work both in 2D and 3D modes. 3D
mode can be very useful for determining the exact position of ground
objects. For instance, it allows the defense’s tanks to use natural
shelters effectively.

Delete All – This command deletes all the objects you have created. It
is very convenient when you have just finished creating a mission and
want to start creating another one. If you use this option, it saves you
the necessity of reloading the same map.

View Menu
This menu is intended for manipulating
objects. It contains the following
menu items:

PULL DOWN MENUS
File Menu
Used for loading necessary data, testing the
results of your work, and saving. It contains
the following options:

Load Map – Loads the map where the mission will unfold.
Load – Loads a previously saved mission.
Save As – Saves a created mission.
Play – Launches a created mission for testing. The mission must
be saved on your disk beforehand.
Exit – Quits the editor.

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Landscape – This allows you to change the lighting on the landscape.
Having set the optimal level, you can create a sharper contrast
between all mission-related signs and the landscape. You can also
choose to display or hide the landscape.
Destruction – This sets the initial level of building destruction
in towns, cities, and settlements.
Brightness – Here you can adjust color brightness in the area
of operation.
Brush Size – This adjusts the thickness of the “brush” determining the
zone of destruction.
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Destruction Level – This sets the level of destruction. The left position
(bright green) represents no destruction; the right position represents
maximum destruction (red). By simultaneously using the mouse cursor
and pressing the F key, you can color destruction zones on the map. In
Destruction mode, you can also use the mouse to destroy any bridge in
a given area. Just click the left or right mouse button on the bridge to
destroy or recover that bridge. (This function only works only in 2D
mode when you zoom into the object and center it on the screen.
Display Filter – This menu item enables or disables the display of
different types of objects. This is required to prevent a complicated
picture from becoming overloaded with unnecessary icons.
Icon Size – This determines the size of
conventional icons. It can be modified to
reach an optimal correlation between icon
readability and overall picture readability
at different resolutions.

the left button. The cursor itself can be moved using the mouse with
the right button pressed (here the cursor does not change its position,
but the landscape under it starts moving).

Changing the Scale
If the scale is at 0.3 of the minimum, the map mode switches off and
the editor turns to 3D relief representation mode.
Here two means are used:
1. The scale can be changed using the vertical scrollbar on the left of
the screen. To scale up, drag the scrollbar down.
2. When you move the mouse with the left button pressed and press
SHIFT at the same time, a small frame appears on the screen. As soon
as the button and the key are released, the editor will fit the field into
the frame.

Working with Objects on the Map/Landscape
Setting the Chosen Object
First, select the object. Then move the cursor to a point on the
landscape and press the left button and CTRL at the same time
(or just press Ins). The object will appear in the designated place.

Hover Camera – This sets a fixed camera height in 3D mode, which
aids your ability to see shifting objects.
Show Grid – This option shows or hides the reference grid.
Smooth Transitions – If this option is switched on, the transition from
2D to 3D is performed more smoothly.

OPERATIONS IN THE EDITOR
Working with the Map and 3D Landscape
Switching between 2D and 3D Modes
Press Enter. This works when the zoom level is fully zoomed in.

Scrolling the Map in 2D Mode
Map scrolling can be done in two ways.
1. Using the vertical and horizontal scrollbars – the same way as any
other scrolling in the Windows interface.
2. Using the cursor of the mouse with the left button pressed.

Landscape Navigation in 3D Mode
The cursor is the center of all movement; it remains in the center of
the screen. Changing the direction of your glance against the cursor
can be performed with the help of the mouse. Approaching/moving
away is done by moving the mouse up and down without releasing
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Editing the Route of an Object
Once you have set the object, you can choose a route for it using
turning points.
• A new turning point can be set in the same way as an object
(see above).
• To choose a turning point, click on it; the turning point will
become yellow.
• To set an interim turning point, you should choose one of the ready
points on the route and press Ins, or, while holding down the CTRL
key, press the left button of the mouse. The new point will appear on
the route in the middle of the segment between the chosen point
and the one after it.
• To cancel a choice, press the right button of the mouse. A menu
will appear right under the cursor. Choose Unselect; the yellow marks
subsequently disappear and all points of the route become red.
• You can delete a chosen turning point by pressing the right button
of the mouse and choosing Delete in the menu. The chosen point
will be deleted. Deleting point number 0 annihilates the object.

Object Parameter Settings Window
The parameters are divided into four main groups according to the
category of the available object. All objects are divided into
categories. A more detailed account of this division is provided below.
After you set the object category, you can choose it from the list and,
if necessary, see its 3D picture (for this press the View button). You
can revolve it by clicking on it with left mouse button.
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When the picture appears on the screen,
the View button changes to Hide. If you
press it again, the 3D image will be deleted
Here you can set the parameters related
to each object. These depend directly
on its category:

1. Aircraft or Air Object Category
Army – Here you set the side for which the selected object will fight.
There are two variants: Red (the Soviet Union) and Blue (Germany).
The choice is not bound to any specific type of object; you can make
“Messerschmitt” carry red stars in your mission if you want to and
vice versa.
Regiment – Here you choose the regiment, squadron, and flight. Each
squadron can have up to four flights. Your choice influences the
corresponding markings on the aircraft. Moreover, the same
subdivision cannot be employed twice as two different objects.
Weapons – The list of possible weapons an
aircraft can carry depends on its type. The
Default variant means that only guns and
machine-guns are included. The None variant
means that all weapons have been removed.

Fuel – Amount of fuel carried by each aircraft at the onset of
the mission (as percentage).
Planes – The number of planes in a flight (ranges from 1–4).
Skill – Skill level of the flight pilots (ranges from 0-beginner and 3-ace).
AI Only – This check box allows you to set
the whole flight as AI only, even if you have
selected a plane that can be controlled by a
player. The AI-Only feature is useful for the
creation of Cooperative missions by limiting
the number of players.
CAUTION:
To prevent situations involving the incorrect behavior of
AI-led aircraft, always comply with one rule – the aircraft controlled
by the player should always be in the first flight. It is also important
to stay away from tasks that cannot be fulfilled (for example,
assigning bombers with fighter tasks).
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TIP:
You can create a mission in which you are not going to participate directly
at all. In other words, you don’t select the Player option. In this case, you
will find yourself in observer position at the beginning of the mission, and
you will be able to switch between views of different objects. To do this,
press P right after the start of the mission to pause the game, and then
find the appropriate position for viewing the action by switching between
the different views (using the mouse with a combination of buttons: Next
Enemy Chase View, Next Friend Chase View, Chase View, External View on
Ground Target, External Padlock to Closest Ground Target, External
Padlock on Air Target, External Padlock to Closest Air Target, Fly-by View,
Next Enemy View, Next Friendly View, Wide View, Normal View, and Zoom
View). You can also switch between views over and over again, choosing
the most interesting moments of fighting both in the air and on the
ground. After that, you can also record a track file and edit it later.

2. Armor, Vehicles, Trains, Ships, and Artillery Categories
These carry no functional meaning in mission structure and serve
only for explanation.

3. Waypoints
Here you set the parameters for a selected waypoint. As in the Chief Actor
section, these depend to a large extent on the category of the object.
To make the choice of waypoints more convenient, we have placed Prev.
and Next buttons on the Waypoints panel. If pressed, they activate the
previous or next waypoint on the route. On their right, there is a sign
that looks like A(B), where A is the number of the current point and B is
the overall number of waypoints. Waypoint numbering starts from 0.

Waypoint Parameters for the Air Category
Height – Waypoint height above the
earth, in meters.
Speed – The speed at which the flight of
planes should pass the point.
Time – The time at which the flight should arrive
at the point. Changing the Time parameter
affects the Speed parameter along the whole route and vice versa.
Type (of Activity) – What the aircraft will be doing at the designated
point. There are four options:
• NORMFLY – This is the default and indicates normal flight.
• TAKEOFF – The waypoint will be moved to the nearest airdrome.
• LANDING – In this case, the waypoint will also be moved to the
nearest airdrome. If you place it manually at some point in the field,
the aircraft will land there.
• GATTACK – This signifies ground attack.
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Target – You can select the target in this mode. If you press the Set
button, the cursor will switch into selection mode (you can cancel
this by pressing the right mouse button). When the flight reaches the
waypoint, it will try to attack the target. If you choose Ground Target,
the type of activity will change into GATTACK.
Note:
1. For dive bombers, fighters with bombs, and IL-2s, you have to set
target objects for the GATTACK point. Otherwise, they will attack the
nearest enemy object to the waypoint, if they can find it.
2. For transports with bombs and level bombers, set the waypoint
directly over the object that you would like to destroy, and then set
GATTACK for that waypoint. Planes will drop the bombs in that area
(you must set the GATTACK waypoint WITHOUT a target object!).
Do the same if you use planes with paratroopers as loadout.
3. For dive bombers and fighter-bombers (IAR-81, some of FW-190s)
with bombs, the altitude has to be more than 1300m for dive
bombing. Otherwise, they drop bombs as level bombers.
4. If you want any of selected groups of planes with bombs to do
level bombing, see item 2 above.
5. Don't set an altitude that is too low in bomb target areas for level
bombers. They may be destroyed by their own bomb explosion.
6. Don’t set the previous waypoint too close to the point of GATTACK.
Planes won’t have time to rejoin the right formation for the attack.
Usually it is enough to set 7–10 km between these waypoints.
TIP:
If you have difficulty setting GATTACK on a bridge or other
objects/units, you need to center them on the map and use the zoom.

4. Plane1, Plane2, Plane3, Plane4
Here you set the following parameters and
features for each of the aircraft in a flight.

Skin – You may change the skin (camouflage scheme) for each aircraft
in a flight, including AI-only aircraft. The selected skin file will be
shown in a window below its corresponding aircraft.
Pilot – As in multiplayer, you may change the skin of the pilot for
each aircraft of the flight.
Markings – If the box is checked, then the game will use the standard
system of markings for the aircraft, country, and numbering. If the
box isn’t checked, the planes will have no markings over the standard
or user-made paint scheme (skin).

Special Feature
How to Make Air Trains of He-111z and
Glider Me-321, or Li-2 and Glider G-11
1. Set all waypoints for the flight of He-111z (or Li-2).
2. Set only ONE waypoint for glider Me-321 (or G-11) and locate the
waypoint close to the FIRST waypoint of He-111z (or Li-2).
3. Set the target object of that Me-321 (G-11) first waypoint at the
first He-111z (Li-2) waypoint.
4. Don’t set any waypoints other than the first for the glider (Me-321
or G-11). The glider will follow the plane automatically.
5. You can set these first waypoints for both planes and gliders in the
air or on the ground (Takeoff).
Note:
These trains can’t land. If you set the landing waypoint for the plane,
the glider will disconnect and try to find an area for landing. When you
carry out such missions, you should remember that only in the test
flights can you get the right result and the glider will make the right
landing (not in a forest or a city, for example). The glider does not use
the engine and will merely glide to the closest free area, if there is one.

Waypoint Parameters for Armor, Vehicles, and Ships
Time – Here everything is much the same as in the AIR category with
just one exception – you cannot vary the object's speed. The object
will do its best to arrive on time, but in the end, everything will
depend on its maximum speed and the type of landscape.

Player – Select this if you are going to lead the flight yourself. Make
sure that the planes in the flight are in the flyable list, i.e., can be
piloted by the player.
In Single Missions where ranks are not envisaged, you are automatically
appointed commanding officer. If the mission is created for Campaign
mode, your rank and your career determine which plane in the flight
you will fly.
Skill – Set the individual AI level for every aircraft in the flight.
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Timeout – You can make a ground or sea object stop and wait for
some time before it resumes movement.
Note:
Setting objects for Armor and Vehicles categories by roads or directly on
roads that run in the direction of your next Waypoints forces these objects
to automatically continue their movement along these roads (except the
main roads branching into smaller ones in towns and settlements, where
the correct movement of objects can only be set with a large number of
waypoints, placed on the curves and turns of the streets).
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Note:
Units in the Ships category have simplified AI. They fully interact with
the environment in modeled battles, but will never do AI-controlled
maneuvers. So, you need to set all their waypoints manually in order
to avoid collisions between ships and the beach. For example, if you
model the attack of a torpedo boat, you should create the right
trajectory of waypoints on the map to get the correct final picture of
sea battle. For this purpose, use several static cameras placed in the
battle area to watch the interaction between the ships running in the
scenario in FMB, and then correct if necessary.

Waypoint Parameters for Trains
Everything is much the same as in the previous cases, except for the
fact that the trains do not stop on the route. There is no Timeout
parameter for trains.

Stationary Armor, Stationary Objects, Stationary Aircraft,
Stationary Ships Categories
These objects are stationary. Waypoints are not set for them. All
stationary objects placed on the map and having weapons (except
planes) will also take an active part in military operations.
Note:
After you have set a Stationary Object, you should define its correct
position in relation to other objects. For example, correct the
direction of gun fire against the advancing enemy or correct the
placement of the aircraft on the airdrome. To do this, click on the
object with the maximum zoom in 2D mode and orient it in the right
direction using the Right (Gray) Num Pad buttons.

Destroy Bridge – The same as Destroy, only in this case the icon is
placed on exclusively bridge-type targets.
Destroy Ground – An area of set radius is marked around the
designated point. To fulfill the task, you must destroy at least half
of the enemy objects within that radius. The size of the zone of
destruction and the time interval are set in the Target section.
Escort – You must escort a group of planes and protect them from air
attacks. The time interval within which you should escort them is set
in the Target section.
Defense – You have to protect a ground object from being destroyed
by enemy forces.
Defense Bridge – The same as Defense, but here only a bridge can
be the focus.
Defense Ground – As with Destroy Ground, an area is marked around
the designated point. To fulfill the task, you must preserve at least
half of the ground objects in the area. The time interval within which
you must defend the area is set in the Target section.
Recon – You have to fly above the waypoint at a distance not
exceeding the set parameter and stay there for the set time period.
The size of the area and time interval are set in the Target section.

Target Section
In this section you set the parameters
of the task.

Special Feature
In the Stationary object category, you may select the objects that are
designated simply as object1, object2, etc. These objects are all
buildings, bridges, and details that are used for the building of cities
and rural places. You may use these to make your own scenarios with
new cities, factories, etc. To define which object you want to use,
simply use the Show/Hide window.

Setting Mission Purposes
This is also done using the window for setting object parameters. Choose
your Target category in the Type section. During task editing, the parameter
window consists of two sections: Type and Target. The purpose of the
mission is placed on the map (or landscape) just like any other object.

Type Section
Below is the list of possible purposes:
Destroy – The object nearest to the designated waypoint receives the
Destruction icon. The task is considered fulfilled if the marked object
has been destroyed.
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Priority
PRIMARY – The main task that you must fulfill for the overall success
of the mission.
SECONDARY – An additional task. Fulfilling it is not compulsory, but if
you do you will be rewarded later when the regular awards and
promotions come about.
HIDDEN – A “secret” task that goes unsaid, which you can discover
yourself in the course of the mission. This means that you have
another chance to excel!

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Note:
You cannot set Destroy and Defense purposes as the Target for static
and artillery units. You only can set them for Destroy Ground and
Defense Ground.

Timeout
Some tasks have to be fulfilled before a set time has gone by. If you
do not fulfill the task within the assigned period, you are considered
to have failed. The Timeout field is used to indicate the time before
which you should fulfill the task. This condition is activated when you
choose Timeout.
In certain cases, it is impossible to set the time limit. This concerns
Defense Ground, Defense Bridge, and Recon tasks.

Distance Bar
If the task involves an area, this parameter sets its radius.

Landing
This option only concerns tasks of Recon type. If placed, you have to
land in the area indicated in addition to simply flying along this point.
Note:
When you design your own missions, the following points become
very important:
1. If you create a mission where you start on an airfield and plan to
reach high altitude, you should set enough waypoints with the right
trajectory or spiral curve so that the climb corresponds to the
capabilities of the planes. It is also very important to give the right
settings for AI planes. Use climb rate data for each plane from the
View Object menu. To make sure that AI planes will achieve the given
altitude, set the correct time between each waypoint so that planes
can climb to the next altitude. We recommend that you set a realistic
data climb rate on the low altitudes and 2–3 times less at altitudes
higher than 4,000 meters. It is also very important to know that the
first waypoint (at takeoff on the airfield) shows the direction of the
takeoff – the icon on the runway border indicates the direction.
2. If the last waypoint of the aircraft flight is landing on an airfield,
make sure that the previous waypoint was set at an altitude of not
more than 200–250m and is at least 1.5 km before the final landing
point in the direction of the landing glide slope on the closest runway
border (the icon shows the side from which the plane will land). If
your flight was at high altitude, make sure you establish as many
waypoints as are needed for a smooth dive to the point of the final
approach. If you ignore this advice, we cannot ensure that your plane
or the AI plane will not be damaged when diving from high altitudes
at critical speeds. This is especially important for bombers!

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Static Camera Category
Static cameras are placed the same way as Static Objects. The difference
between the two lies in the fact that you can vary camera height, which
enables you to observe both ground and sea objects and targets. The
Static Camera option enables you to create missions that are beautiful
and interesting to observe. It is specifically recommended that you use it
in the following cases:
1. You have created an extremely interesting mission that you want
to record as a track file and show to your friends as a film, or place it
on the Internet so that other game owners can look at it.
2. A rather large-scale ground battle is taking place and you’d like to
control your mission creation. Place enough Static Cameras without
placing them over the whole battlefield. You should bear in mind that
the Static Camera is also an object that reduces the overall Frame Rate.
Note:
We recommend that you immediately place all created missions into
corresponding directories. For example, if you have created a Single
Mission, you should save it in a Single directory. The folder corresponding
to the country and type of the mission can be chosen in the same folder.
If you have created a mission for Multiplayer, save it in a corresponding
directory for Dogfight or Cooperative.

HOW TO COMBINE THE CREATED
MISSIONS INTO A CAMPAIGN
All missions created for Campaign mode are combined by name
or number in a special file. You can do this in one of two ways:
1. Linear – In this case you will proceed linearly through all the
missions in a list.
2. Random – In this case, the scenario for the mission will be
randomly built, i.e., a randomly branched scenario.
Example of a file for a linear scenario:
[Main]
Class il2.game.campaign.CampaignBlue
awards Class il2.game.campaign.AwardsDEfighter
[list]
BF109_1_1.mis
BF109_2_1.mis
BF109_3_1.mis
BF109_4_1.mis
BF109_5_1.mis
Example of a file for a randomly branched scenario:
[Main]
Class il2.game.campaign.CampaignBlue
awards Class il2.game.campaign.AwardsRUbomber
[list]
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IL-2M_1_1.mis IL-2M_1_2.mis IL-2M_1_3.mis
IL-2M_2_1.mis IL-2M_2_2.mis
IL-2M_3_1.mis IL-2M_3_2.mis IL-2M_3_3.mis
IL-2M_4_1.mis IL-2M_4_2.mis IL-2M_4_3.mis IL-2M_5_3.mis
IL-2M_5_1.mis IL-2M_5_2.mis IL-2M_5_3.mis

Special Feature: B/W Intermission Tracks

Note:
1. For randomly branched scenarios, you can set as many single
scenarios as you want. It may be 1 or 100. In the last case,
the program will randomly select one of 100.

Example:
[list]
* Intros/Intro.ntrk
recon20.mis
* Intros/EndIL2.ntrk
recon21.mis
* Intros/End109.ntrk
recon22.mis

2. Do not forget that for each scenario that you would like to start
randomly, you should use only one map for all scenarios starting at that
point. This is necessary to track all your successful destruction of ground
objects, such as buildings and bridges, for the next mission scenario.
Otherwise, the program will automatically skip these changes of landscape.
The file is created using the Windows Notepad and is saved in the
same directory as the missions. For example, folder Campaign > RU
(or DE) > Fighter. (If the folder Fighter was created earlier, you should
manually create a new folder in the same directory and in good time,
so as not to delete a previously-created campaign. Use, for instance,
“Fighter2,” “Bomber2,” “Fighter-Bomber,” etc. Use Windows
Explorer for this purpose. All single missions or campaign missions
and all subdirectories should be stored in the Missions directory of
the game root directory.) The file should be named campaign.ini and
should not take any other name; otherwise, it will be useless. In
addition, using the Windows Notepad, in the folder RU (or DE), you
need to create or edit the all.ini file where you create or add the
name of the new folder with missions for your own campaign.
Example of file all.ini
[list]
Fighter
Bomber
Fighter-Bomber

To make a pre-recorded track file play as a B/W movie between
missions in a given campaign, insert a link to it, preceded by a *
symbol, into the [list] section of the campaign.ini found in the given
campaign folder.

Note:
The code supports both types of tracks, but we recommend using
only the online type of track (*.ntrk type).

How to Create Multiplayer Missions
1. Dogfight
For this Multiplayer mode, you should create spawn points and
choose a corresponding color for them. Spawn points should only
be located on airdromes. The chosen color will later be visible on
the icon, indicating that it belongs to a certain army or airdrome.
CAUTION:
You can only set stationary anti-aircraft and place them only on the
ground, not on the water. Stationary ships must be placed on the water.
If you ignore our recommendations and set something else, these will
be automatically withdrawn from the scenario. We also advise you to
steer clear of this to prevent the program from locking-up or crashing.

2. Cooperative
Once everything has been done correctly,
you can start playing the new campaign you
have created; all actions are performed in
the standard way. Simply choose the
country for which you have created your
pilot's career and for whom you have
created a new career in the Pilot Career
menu. You will find the campaign you have
just created in the Career window.

Here everything conforms to Single Mission requirements: all AIobjects available for Single Play can be used in Cooperative mode as
well. Nevertheless, you must bear in mind the restrictions imposed by
data transfer speeds via the Internet:
• The number of players in planes, including gunner seats, should not
exceed 32.
• Do not overload your mission with a large number of AI-objects.
The communication channel may not be able to cope with it, causing
the game to periodically hang up and prevent you and your friends
from enjoying the fun.
We do not want to restrict you to a set number of AI-objects, but the
fewer you use, the better. A huge number of objects can be set at your
own discretion and risk. You yourself should determine the possibilities

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of your communication channel and those of your friends for gaming
in Cooperative mode via the Internet. We highly recommend that you
familiarize yourself with similar missions shipped together with the
game. For this purpose, load our missions in the Full Mission Builder
and see how they are done.
Note:
We do not recommend using the maps with a large amount of
buildings in the cities (for example, Berlin, where over 500,000 houses
are displayed on the map.) The status of each house is regularly
checked by the program and sent via Internet to other players. This can
lead to noticeable online game freezes. Recommended maps include
special maps for online play as well as Prokhorovka, which was initially
modeled for not only Single Play, but for Cooperative Play, as well.

Special Feature: Cooperative or Dogfight Briefings
When you need to make restrictions for armies in briefings (especially
important for cooperative missions), use some simple keywords that
will help you program your briefing.
Begin by writing the common things, like conditions of weather,
dates, etc. – any info that is the same for both sides. This part of the
briefing will be displayed for all players (in both dogfight and
cooperative missions) before the keyword line <ARMY NONE>
Below <ARMY NONE> are restrictions for armies.
<ARMY NONE>
Below <ARMY NONE> you may place a short brief for all armies that
is displayed before you select your aircraft. It is possible to write
nothing or to notify others to select their aircraft (in dogfight and
cooperative, both.) Before you select your aircraft, all the briefs
below are not shown. Once aircraft or the position of multicrew
aircraft are selected, one of the briefs below will be displayed,
depending on which side the aircraft was selected to play for. At the
same time, the text that was there <ARMY NONE> will disappear.
</ARMY>
<ARMY RED>

Note:
Keyword lines are not displayed in the Briefing menu. Armies in
keyword lines may be any color described in Full Mission Builder, so it is
possible to use it not only for two armies, but for all 16 (in a dogfight).
Here is a sample brief for a Cooperative mission:
Time 12:00
Clouds: 1,000 m
Map: Hungary
<ARMY NONE>
Select the aircraft or position of the multi-crewed aircraft/
</ARMY>
<ARMY RED>
Attack Me-210s near the city of…
</ARMY>
<ARMY BLUE>
Cover Me-210s ……
</ARMY>

Home Base Features in the Full Mission Builder
The Home Base object has the Aircraft tab in its properties. You may
need to resize the Object window to see it in its entirety.
The aircraft listed in the Available pane will be available on that Home
Base when online. You may add planes to the Available list or remove
them to In Reserve individually, or by category, such as Country of
Origin, Year of Service, or Aircraft Type. Note that you can only
operate on currently flyable aircraft.
By default, or when running a mission with Home Bases of a previous
version, all flyable aircraft are Available.

Below <ARMY RED> you can write the briefing for the Red side.
</ARMY>
<ARMY BLUE>
Below <ARMY BLUE> you can write the briefing for Blue side.
</ARMY>

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16. CREDITS
1C: Maddox Games
Oleg Maddox - Head of 1C: Maddox Games, Lead Designer,
Head of Game Development Department of 1C Company
Yuri Miroshnikov - Head of Game Division of 1C Company
Igor Egorov - Lead Programmer
Yuri Antonov - Aircraft FM and AI Programmer
Dmitri Soldatenkov - Aircraft FM and AI Programmer
Sergei Sokov - Ground AI and 3D Programmer
Roman Deniskin - Lead 3D Designer, Cockpits and
All Aircraft Features Programmer
Yuri Kryachko - Visual Effects and 3D Graphics Programmer
Rudolf Heiter - Programmer and Sound Engineer
Sergey Shaykin - Programmer
Kirill Ivanov - Programmer
Kuzma Lykov - 3D Modeler, Aircraft Cockpits Modeler, Mission Designer
Vladimir Kuznetsov - 3D Modeler
Vladimir Veruygin - 3D Modeler, Missions Designer
Mikhael Starchenko - Artist, Skin Maker
Oleg Rozhentsov - Map Designer, 3D Modeler, Mission Designer
Alexander Porozov - 3D Modeler
Yuriy Shoubin - 3D Modeler
Vadim Kolosov - Dynamic Campaign Programmer
Ilya Shevchenko - Simply Very Cool Guy, Designer of Training Missions
Ian Boys - Missions, Briefs, Skins

Staff Who Worked on the Initial or Other Stages
of the IL-2 Sturmovik Project
Ilya Mikhalkov - Programmer
Oleg Rogentsov - 3D Modeler
Dmitry Azadov - 3D Modeler
Ronald Engelhardt - 3D Modeler
Ilya Fofanov - 3D Artist, 3D Animator
Maxim Evgrafov - 3D Artist, 3D Animator
Eugene Inozemtcev - 3D Artist

Third-Party Artists
David Zurawski - PZL. P11
Ilya Shevchenko - BI-1, TB-3, I-16 Cockpits, Training Missions
Jan Niukkanen - Ju-87 Cockpits
Michel Vibert - Me-262 Cockpit Models
Loic Derrien - Me-262 Cockpit Texture
Kevin Miller - PBY-6 Catalina
Walter Pedrão - P-47s
Santiago Moreno - He-111s Cockpits, He-111s Reworking
Michel Waglowski - B-239
Radek Jakubiak - P-40s
Steve Beardall - Su-2
Terrence Daniels - Ar-196
Daniel Roger - Aces skins
Brian Koga - Aces skins
Christian Schulz - Skins for Aces

17. SPECIAL THANKS
We wish to acknowledge the Ilyushin Aviation Complex for letting us
use the IL-2 and IL-2 Sturmovik trademarks.
For their help, testing and great support:
Carl Norman, Aaron Watson, Mark Degan, Viktor Kabanov,
Thomas Hertzler, Jennifer Mitchell, Olivier Lefebvre, Jukka Kauppinen,
Christopher Starr, Ilya Shevchenko, Andreas Preuße, Dietger Pohl,
Ulrich Kenter, Sami Kukkonen, Ville Pitkänen, Sergey Archakov,
Radek Jakubiak, Jörgen Torgersson, Sean Trestrail, Jerry Boucher,
Debbie McDowell, Csaba Becze, Federico Aloisi, Martin Naß,
Steffen Trombke, Philippe Willaume, Moharos Csaba, Bernt Stolle,
Guillaume Lelevé, Bennie Broughton, Vadim Kolosov, David Wheeler,
Dan Crenshaw, Christophe Donnet, Daniel Martinez-Normand,
Johannes Ritter, Waldemar Lindemann, Gian Vitzthum, Theo Braat,
Ferdinando D'Amico, Juraj Vanovcan, Baráti Kristóf, Scott Gentile,
Max Mikhalevsky, Michel Vibert, Nuno Resende, Dalibor Jovanovic,
Jan Niukkanen, Marc Winter, Pavel Tupitsin, Andrey Poddoubnyi,
Pedro Alvim, Tom Cofield, Werner Kremer, Bill Johnson, Youry A. Puzynia,
Stefan Overgaard Kristensen, Jari V_nttinen, James Vincent Jones,
Pierre Berger, Laurent Bertin, Patrick Bravin, Dominique Lebreton,
Jean-Vincent Prost, Santiago Moreno, Joerg Wiedemann, Martin Ilg,
Demian Souza, Attilio Guzzeloni, John Keener, Oleg Kirillov,
Christer Bergström, Andrey Mikhailov, Vadim Alexeenko, Julio Martins,
Yakov Filatoff, Victoria Avalon, Robert Murphy, Greg Leon Guerrero,
Volker Alperstädt, Peter Robbins, Millei Adam, Thomas Spann,
Peter Webber, Martin Ilg, Demian Souza, Frank Moellenhof,
Franck Le Roux, Kaj Laaksonen, Douglas and Gail Helmer,
Christoph Lemke, David Carmeli, James Ulrich, David Zurawski,
Richard D. Goldblatt, David Wheeler, Philippe Gensou, Nick Schreger,
Brian Yeates, Christian Richter, James R. Campisi, Manuela Raudasch,
Len Hjalmarson, Bernhard Kast, Ronald Engelhardt, Andrej Tscheprassow,
Hans Schmid, The RAF museum Hendon (UK), and Monino
(Russia) museum.
Great thanks to MeatWater(TM) – Nick Schreger and co-producer
Detlef Piepke definitely deserve the reputation of flight simulators
and sound specialists!
© 2003 Developed by 1C: Maddox Games. All Rights Reserved.
© 2003 Ubi Soft Entertainment. All Rights Reserved. Ubi Soft and
the Ubi Soft logo are trademarks of Ubi Soft Entertainment in the
U.S. and/or other countries.

Ubi Soft U.S.
Matt Wagner - Producer
Karen Conroe, Tena Lawry - Marketing

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IL-2 STURMOVIK™
Forgotten Battles
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