View Full Version : PF question and request thread.

10-24-2004, 10:54 AM
This thread is for those who have not gotten PF yet.

Post questions or requests of something you want to see and we who have the game will try to satisfy your curiosity http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

10-24-2004, 10:54 AM
This thread is for those who have not gotten PF yet.

Post questions or requests of something you want to see and we who have the game will try to satisfy your curiosity http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

10-24-2004, 11:29 AM
Thats a good idea http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

10-24-2004, 11:39 AM
I would like to request the entire Readme and thanks for thinking of those patiently waiting for their countrys release.

10-24-2004, 11:44 AM
Complete Readme from PF:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>
Pacific Fighters
Version 3.0

Installing Pacific Fighters (PF)

If your computer has two or more CD or DVD drives, do not attempt to install the sim from both at the same time. Installation can only be performed by inserting both disks into the same disk drive one after another.

Installing PF is easy, as long as you pay attention to there being two different install types. Please make sure to select the correct one, and then follow the on-screen instructions. The two options you have are as follows:

1. Install PF as a stand-alone product
2. Install PF into IL-2 Sturmovik: Forgotten Battles (FB) with the Ace Expansion Pack (AEP).

The first option will give you the set of aircraft, ships, maps, campaigns and all other game components that only belong in the Pacific theater of operations.

The second option will only work if you already own Il-2 Sturmovik: Forgotten Battles(FB) and the Ace Expansion Pack (AEP), which include a large set of Russian and European front content. This option will join the complete series of IL-2 Sturmovik line of flight simulators into one product, where you'll be able to access to both IL-2 and PF content, and allow such things as Soviet and Luftwaffe planes over the Pacific, or Japanese bombers over Europe.

The second install option also includes several additions and fixes to FB and AEP.

You will also be able to play on the Internet with the large set of aircraft and maps that are included with our sims.

Finally, using our Full Mission Builder, you will be able to create online and offline single missions, and offline campaigns for the historical ETO using Allied planes new in Pacific Fighters, which had not been previously available in FB and AEP.

NOTE: PF standalone and PF+FB+AEP are NOT compatible online! Users of stand-alone Pacific Fighters do not have any European Front content installed on their machines, and thus cannot participate in online games started by PF+FB+AEP users as it may contain aircraft and other features that doesn't exist on their machines. Vice versa, PF+FB+AEP users will not be able to join games started by PF standalone users.

WARNING: With the combined install option, some previous content may be overwritten, such as interface backgrounds, music, speech, missions and campaigns, etc. If you are using any custom-made content such as music, paintschemes, pilots and others, and back them up somewhere else on your hard drive. Then after installing Pacific Fighters check if any of your custom content was overwritten by standard PF content, and replace any features that you wish to have back.

Finally, there's a third install option available. If you own FB and AEP, you may install TWO separate versions of Pacific Fighters - first a stand-alone, and the second an upgrade of FB+AEP. This way you'll be able to join both PF-only and PF+FB+AEP multiplayer games.

In order to run the game via Autorun, you will need the following CDs:

PF Standalone - insert Pacific Fighters CD2 into your CD ROM drive
PF + FB + AEP - insert Pacific Fighters CD2 into your CD ROM drive

When the CD is already in the drive you can always run the game via the Start menu, or he desktop shortcut

- Once again, any network play between installs of option 1 and option 2 is impossible.
- Any tracks recorded in option 2 using any objects or maps from FB+AEP will not be compatible with option 1. Attempting to load such track will fail with a "missing object" error message
- Also, any missions created in install option 2 with any objects not included with option 1 will not work in install option 1, and return and error message.
- In the merged install we keep the FB-style debriefing icons based on the
Russians and Germans. In the PS stand-alone install the kill markings in debriefings are given new icons for Allies and Japan.

If you uninstall a stand-alone PF installation, only PF will be removed. However if you uninstall PF from a merged install, the uninstall process will not only remove PF, but FB and AEP will also be deleted.

Minimum and recommended system specs

Supported OS: Windows 98 / Me / XP / 2000
Minimum: Pentium III or AMD Athlon " 1 GHz
Recommended: P4 3 Ghz or above
Minimum: 512 Mb
Recommended: 1 Gb or more
Video Card:
Minimum: DirectX 9 compatible, 64 Mb
Recommended: 128 Mb or more
Sound Card:
Minimum: DirectX 9 compatible
Recommended: Audigy series
Free HD space after install: 1.1+ GB
Network Play: high speed internet connection with minimum delay is highly recommended

Video Driver Compatibility

NOTE: This only applies to users utilizing our highest graphic settings.

Please note that we use absolute latest bleeding edge technology for some of our features, and some of the features in Pacific Fighters are built using technology not yet used in any other currently available product. At the moment of Pacific Fighters going gold some new graphic features may not work correctly with certain versions of video drivers due to video card manufacturer bugs. You may encounter graphic glitches with these drivers.

Driver versions 4.3 - 4.7 are not recommended. Flickering polygons may appear, and the game may occasionally lock up.
For x800 series cards with Catalyst 4.8. The following problems may occur:
- Dark color of animated water in Perfect regime, with conf.ini setting of Water=0 or Water=1
Solution: use conf.ini setting of Water=2. Water color will be normal, but the game may run slower.
- Glass reflection may disappear when glass in near the edge of your screen
- Some delays may appear during the game

Latest official driver version 61.77 is unstable and does not support 3D animated water.

Recommended drivers versions as of September, 2004:


9600, 9800 cards = Catalyst 4.1


Geforce 3/4/FX - WinXP-56.72_WHQL
6600/6800 - 61.11, 65.73WHQL (unofficial)

NOTE: we obviously cannot at this time comment on compatibility with future driver versions which may be released in the future. Please check the forums on our websites at www.il2sturmovik.com (http://www.il2sturmovik.com) and www.pacific-fighters.com (http://www.pacific-fighters.com) for latest compatibility information.

Additional Features
(Things that didn't quite make it to the manual)

Open / Close Canopy: This feature is mainly designed for carrier ops. It will decrease your airspeed somewhat and is not recommended for combat.
It is ONLY available in some of the new planes that shipped with Pacific Fighters. It is NOT available on older planes that were built for Forgotten Battles, Ace Expansion Pack or our older games.

Wing Fold: This key will toggle your carrier-borne aircraft's wings between the up and down position. Not all aircraft are so equipped. None of the land-based aircraft have this feature, and many carrier-borne planes, such as the SBD Dauntless or the F4F-3 were also not historically equipped with folding wings.
We do not recommend using this feature while airborne.
That doesn't mean you shouldn't try it once. Or twice.

Change seat position: this key toggles the pilot's seat height between two presets: high and low. This feature is intended for use during take-offs and landing to help look over the aircraft's nose. High position should not be used in combat as it prevents you from using your gunsight. You must open your canopy first before raising your seat.
This function ONLY works on the A6M Zero, F4U Corsairs and F4F/FM Wildcat series of planes. All other planes did not have seat systems that could be controlled by pilot in-flight.

Arrestor Hook: toggles your aircraft arresting hook between the up and down positions. Used to land on an aircraft carrier.
NOTE: not all planes are equipped with the arrestor hook.

Chocks: These are used to fix your aircraft on the carrier deck, and to reach full throttle before beginning to move. Otherwise a heavy aircraft, especially carrying extra fuel or ordnance, may not be able to reach sufficient speed if it begins moving before reaching max RPM. This is especially true for slow moving or stationary carriers, as their speed is added to your plane's speed during take-off. In other words, an aircraft carrier moving at 20 miles per hour adds 20 mph to your airspeed even when you remain stationary with your engine off. If the carrier however is not moving, it means you need to reach an even higher speed before you run out of deck.
You're not required to use chocks, and can release them at any time and simply use wheel brakes, however chocks provide much better control over your aircraft's speed when you increase RPM.
After landing, if you wish to watch other AI or human-controlled planes land, move to the front of the ship and engage chocks. Otherwise the motion of the ocean may cause your plane to slide and fall overboard.

Speedbar Units: You can use the Toggle Speedbar key (definable in the Controls section) to toggle the speedbar between metric units, and imperial units with speed in knots or miles per hour. The speedbar will toggle through measurement units in this order: Metric -&gt; Imperial / Knots -&gt; Imperial / Miles.

Craters: When bombs and artillery shells hit the ground, the crater they create will actually affect any objects running over it. This most importantly affects craters placed on runway surfaces. If an aircraft runs over the crater its gear may be damaged and it may crash. These craters however are not permanent, and will disappear over time. The lifespan of the crater will depend on the size of the bomb or shell that created it, and may vary from 1 minute 20 seconds to 10 minutes.

Time Skip: This feature allows players to quickly transfer between mission waypoints in cases when flying normally would take too long. When using this feature the 3D render is completely turned off, and only the in-game clock is shown in the bottom left corner of your screen. During time skip the game does fully model all normal AI aspects, such as fuel consumption, pathfinding, etc. In other words, all game processes run as usual, only in accelerated time.
Please note that this feature heavily relies on your machine's processing power, and its general speed will depend on your hardware specs and the number of AI aircraft and other objects in the mission.
No key is assigned to this feature by default. You will need to bind one in the Controls section of the game.

3d models of humans

PF includes 3d models of human gunners manning most of our guns on ground and sea objects, such as ship and land-based flak and artillery guns, drivers and other troops inside trucks and amphibious assault vehicles, etc. However these objects cause a decrease in game's frames per second when shown, especially when related to large ships such as aircraft carrier which can have a hundred or more of these gunners in close proximity.

Therefore we've made this feature turned off by default.

If you wish to turn it on, you'll need to open the conf.ini file inside your game's root directory with notepad, locate the
section, and insert the following line there:
If the line already exists and you wish to turn the feature off, replace the 1 with a 0, i.e

Icon Color

Please note that in Pacific Fighters Axis units are given blue color icons on maps, and Allied are given red. While the opposite was true historically for the Pacific Theater, we kept these colors since we needed to keep PF compatible with Forgotten Battles and AEP, and that color combination is correct for the Russian front. Changing the icon color would of course affect all areas modeled in the game, and as different colors were used in different theaters, it would invariably end up being wrong for some of the areas.
Thus we simply decided to keep the icon color unchanged.

Radio Calls and Measurement Units
Please note that all radio calls in Pacific Fighters use one common system, regardless of nation or specific language. Due to compatibility requirements all voice instructions from your flight leader will always be in the metric system. However speech subtitles will give you both metric units and their approximate imperial equivalents where appropriate.
For example, voice command of "Altitude 05. Vector 0-3-0" will have a subtitle of "Height 05 (1,500). Vector 030". This means your intended altitude is 500 meters, which is approximately 1,500 feet; and your flight heading is zero-three-zero degrees.

How to land on an aircraft carrier

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

Specific plane features

NOTE: These features are only available at high realism setting.

Switch supercharger speeds at 2,200 meters (7,200 feet)
Maximum traverse speed for the electric top turret is 60 deg / sec

Switch supercharger speeds at 2,700 meters (8,850 feet)
Maximum traverse speed for the electric top turret is 60 deg / sec

F4F, FM-2 Wildcat Variants
Switch supercharger speeds at 2,500 meters (8,200 feet) and 4,800 meters (15,750 feet)
Flaps are automatically retracted at 250 km/h (155 mph)
Gear can only be operated manually; you have to manually assign keys for it in the Controls section.

F4U Variants
Switch supercharger speeds at 2,600 meters (8,500 feet) and 8,200 meters (26,900 feet)
The aircraft are also equipped with speed brakes that utilize a part of the gear mechanism. Please do not use this function during take-offs and landing, as in this way the gear isn't supported by additional hydraulic pump and may very well break off under the stress.

F6F Variants
Switch supercharger speeds at 2,500 meters (8,200 feet) and 8,100 meters (26,570 feet)

A6M3-A6M7 and intermediate variants:
Switch supercharger speeds at 3,300 meters (10,800 feet)
Note: A6M5c is modeled with the Sakae 31a engine with methanol injection, instead of the Sakae 21. The cockpit has a gauge showing the quantity of the methanol mix. Unfortunately we were not able to find any detailed photos showing this gauge, and it is based on a diagram that may not adequately represent the historical gauge.
A6M7 model 62 also uses the Sakae 31a, however A6M7 model 63 reverts to Sakae 21 because of historical shortage of newer engines.

Switch supercharger speeds at 3,000 meters (9,840 feet)

Switch supercharger speeds at 2,500 meters (8,200 feet)

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

We simply ran out of space on our 2 CDs and had to remove some cockpits for
several flyable aircraft. Free add-on containing these aircraft will be made
available at www.pacific-fighters.com (http://www.pacific-fighters.com) for a free download.

Influencing the War in Dynamic Campaign

In Pacific Fighters dynamic campaigns the player's actions influence the outcome of individual operations as well as the whole war. The system works by assigning a static number of points to each target destroyed, and calculating a total number of points for each side. If your side destroys enemy targets, points are added to your side's tally. If your side's targets are destroyed by the enemy, the points are subtracted from your side's tally.

The following point values are used:
Carrier = 100 points
Other ship = 20 points
Plane = 5 points
Tank = 3 points
All other targets = 1 point

The tallies are recalculated after each mission, and they're checked at the end of each operation. Each side is assigned a predetermined number of points which in each operation means a historical outcome (victory or defeat). If the operation's tally does not match the historical outcome, an alternative briefing is triggered which may mean a defeat for the side that historically won, or vice versa.

The grand total tally of multiple campaigns can also lead to an alternate outcome of the whole war.

Default value for an operation outcome is 100 points (added if it's a victory, subtracted if it's a defeat). War outcome's value is 1,000 points.

You can change these values by adding and modifying the following lines in the conf.ini file located in your root game folder:


These are default values. You can change the numbers to your liking. For example, if you want mission outcome to always be historical, you can set the parameters to unachievable high values, such as


By reducing the numbers you can make your contributions matter much more in the overall war effort.
Starting on Aircraft Carrier in Co-op and Online Campaigns

In order to maintain better online synchronization we had to turn off client-side collision for parked planes that are using chocks. In all other cases collision works as usual.

Full Mission Builder

Once again we'd like to remind the users that some rules need to be followed when building missions in order to get the Artificial Intellect controlled planes to act correctly.

1. Set a minimum of 3 waypoints each before the target attack waypoint, and before the landing waypoint.
2. In order to give the plane kamikaze orders, the attack waypoint should be its absolute last. If there are any additional waypoints, the plane will attack the target using conventional tactics
3. When setting up the waypoints around hilly or mountainous terrain, try to set waypoint altitude comfortably above the terrain to avoid AI flying into it. This is especially true if you with to set the aircraft flying at low level between the hills / mountains. If you specifically want this, you may have to experiment with waypoint placement. Remember, even humans often fly into terrain on accident. Don't make it too hard for AI.
4. AI carrier landing, as described in the manual, is set by putting a Waypoint of Landing type on the carrier, as well as using the Set button with the carrier as target. If the waypoint snaps to a nearby land strip, just drag it back to the carrier. Also, please make sure you set AI waypoints to come in from the carrier's stern. Note: AI may not land properly on a static carrier.
5. For AI carrier take-offs, same logic applies as above, only with the very first Waypoint in the aircraft path.
Note that you may set as many planes as you like to start on the carrier. However different carriers of course can only fit so many planes on the deck, which also depends on a plane type. You can fit many more smaller planes such as F4F Wildcats on an Essex carrier, than larger planes such as the TBF on a small carrier like the Casablanca.
So, the planes that do not fit on the deck will begin the mission airborne above the carrier deck, flying towards their next waypoint. If wingmen of one flight start in the air but their leader starts on the deck and there are no enemies nearby they will wait for their leader and then form up on him. If the whole flight starts in the air, they will simply follow their waypoints.
6. Try not to set too many waypoints at tree-top altitude. This is especially true for the very first waypoint in the aircraft's path. Setting it to too low an altitude may very well cause them to fly into the ground. Minimum recommended altitude above flat terrain is 70 meters (230 feet)
7. Hold Fire function for AAA: please note that setting that value to 0 (default value) the gun will fire at all targets within its effective range without any delays. Any other numbers will limit the initial range at which the fire is openeed.

Controlling the pilot speech subtitles on your screen

If you wish to change the max number of speech subtitle lines displayed on the screen at any given time, open the conf.ini file with an editor, and locate the SubTitlesLines setting under the [game] section. Then set the setting to the desired number of lines. For example, to set it to a maximum of two lines at any time, you should have this:

Note that the lines will also be automatically limited by your screen resolution

Dear sim pilot,

Our series of flight simulators that started with IL-2 Sturmovik has finally reached the Pacific Theater of World War II. In a very short period of time we've done an incredible amount of work which added revolutionary changes to our game engine enabling many technological solutions that brought features into the sim we've never intended for it to have many years ago when we began working on Il-2. Carrier ops, kamikaze, complex damage modeling on ships, new weapon types, and much more. As the result, the original IL-2 has become a truly global WWII simulator with over 200 planes, dozens of historical maps, incredible amount of ships, armor and vehicles from dozens of different countries, pilot speech in many languages, and so much more. All of this is available to customers who install Pacific Fighters into Forgotten Battles with the Ace Expansion Pack.

However please remember that we are still only a computer simulation, with capabilities limited by current computer hardware and many other factors, last but not least us being only human. In the initial release of Pacific Fighters we do not pretend to have complete historical accuracy in every aspect of the sim, as improving existing code and gameplay quality sometimes caused conflicts and caused us to look for compromise.

As always, we take pride in our work with the community, and we thank everyone who's helped us make our series of flight sims what it is today. Now, with the release of Pacific Fighters we'd certainly like to continue working with you. You after all are the whole reason we're doing this, and staying in direct contact with players is very important to us. Therefore if you have information which can help us improve existing or create better future models, such as flight test data, high resolution blueprints, cockpit photos and diagrams, pilot operating handbooks for flyable and AI aircraft, as well as other aspects of our sim, please send them to PF@1C.ru. As always we will try our best to respond to every one of you, even if we already have the information you're offering.

Thank you very much for buying Pacific Fighters!

Oleg Maddox
Head of Games Development
1C: Maddox Games

2004 1C:Maddox Games. All Rights Reserved.
2004 Ubisoft. All Rights Reserved

S~ MaX

10-24-2004, 12:00 PM
Sticky this thread?

There are a lotta lurkers out there and it seems to take em a bit longer to work up the courage to ask by then this may have drifted downward a little.

Couple of links on server set up using ubi/HL

creating nose art / regiments ect

all the usual things that crop up with a new release

maybe even lucky boys guide

Bearcats essentials

that kinda thing ?

Just a thought

Snuffy Smith
10-24-2004, 12:51 PM
Oops: misread the thread. Thanks Yellownet for your note below.


10-24-2004, 01:05 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Snuffy Smith:
Well you tempted me, so here are my wishes:

1. P38 in PF itself with it used in a dynamic campaign. It is too important not to be directly in the game. This is a serious request. I fear many who buy just PF, and many will, will be dissappointed by its absense.
2. A flyable B-29. This is a personal wish and a hope: I do not really expect it, I know how hard it is to do, but I'd love it.
3. The addition of Leyte Gulf and Burma area maps. <HR></BLOCKQUOTE>
Uhmm... it's supposed to be request that we "pilots" can carry out... like screenies and stuff http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

10-24-2004, 01:52 PM
Ok, things I`ve noticed that Oleg`s NOT put in the Readme...

1. Planes seem to hang around at airfields once parked- they don`t vanish after 10secs. Not tried this on the standard Russian campaigns yet.

2.Smoke is different, more swirly - lol!

3.On carrier, if you are wingman to the leader and are the first two to takeoff, you can `Request Clearance` and takeoff BEFORE your leader. He`ll wait...

4.Dynamic campaign links one mission directly after previous sometimes eg: You miss the enemy recon plane you`ll get attacked next mission, then for the mission after that be tasked to find the carrier that attacked you - With words detailing last and present mission in Brief.

more as I get it...

10-24-2004, 02:13 PM
I'd like an honest unbiased answer to how the planes compare to each other.

10-24-2004, 04:05 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by BuzzU:
I'd like an honest unbiased answer to how the planes compare to each other. <HR></BLOCKQUOTE>
Hmm... that's gonna take some time...
What I can say is that the corsair feels quite a lot like the P-51 in hadling, maybe a little more agile. But over all it has that balanced feel of the Mustang. IMHO of course http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

10-24-2004, 04:07 PM
I`m staying away from FM performances - too subjective (and a potential hot sack of potatoes !). I`ll let you guys work that out when you get PF!

10-24-2004, 04:14 PM
yp80 taking off from the Lexington
320x240 AVI no sound

use playback rate 2x to get a 1:1 http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

10-24-2004, 04:15 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by SeaFireLIV:
I`m staying away from FM performances - too subjective (and a potential hot sack of potatoes !). I`ll let you guys work that out when you get PF! <HR></BLOCKQUOTE>

Just add this neat little line to every statement you make and you're ok: "IMHO of course." http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Yeah you're right... it's a potential fire hazard.. just posting the "feel" of the plane.. although that's something that is very different from individual to individual.

10-25-2004, 03:48 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by BuzzU:
I'd like an honest unbiased answer to how the planes compare to each other. <HR></BLOCKQUOTE>


Unbiased yeah that I would like to see.

BTW your supposed to yell 'FIRE IN THE HOLE' after you toss one of those time delayed spam grenades into an uncleared thread.

IMHO of course http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif


10-25-2004, 05:28 AM
Ok, I've just done a reformat and reinstall of Windows in preparation for PF, I have FB + AEP (not installed them yet post rebuild), question is :

Do I have to patch AEP up to 2.04 before applying PF to get all the content, or does the PF combined install contain this stuff already? The readme doesn't seem to mention that.

Cheers, Spinner

10-25-2004, 06:07 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>

Do I have to patch AEP up to 2.04 before applying PF to get all the content, or does the PF combined install contain this stuff already? The readme doesn't seem to mention that.

Cheers, Spinner <HR></BLOCKQUOTE>

No, you don`t. I did a complete reinstall of FB/AEP + PF, didn`t even think about the patch at the time. You get a new version number 3.0. It`s all in there. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

10-25-2004, 06:18 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by SeaFireLIV:
Ok, things I`ve noticed that Oleg`s NOT put in the Readme...

1. Planes seem to hang around at airfields once parked- they don`t vanish after 10secs. Not tried this on the standard Russian campaigns yet.
... <HR></BLOCKQUOTE>Thanks for this: this was something I was hoping that would be fixed from FB/AEP! (Now off to order PF... http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif )

10-25-2004, 06:20 AM
Thanks SeaFireLIV, now all I need is my copy of Pacific Fighters.... today or tomorrow, today or tomorrow, c'mon Mr. Postman.

Cheers, Spinner

10-25-2004, 06:29 AM

I was wondering now that those deck guns are actually 'manned' so to speak is there any noticable difference in thier accuracey?

How much of a loss in frame rate do they cause ?

Screen shots ?

10-25-2004, 07:09 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by BuzzU:
I'd like an honest unbiased answer to how the planes compare to each other. <HR></BLOCKQUOTE>

First off all i have writen wrong acounts against aircraft in pf for a few days ago,and having been able to play it now for 4 days both online and offline,hers my new verdict,otherpeople may experiance something else.

Corsair series: they are good boom/zoom,the thing that they dont drop off energy in turn in a dogfight is BS,The C model with 4 20mm canons are cool,The british models with clipped wings seams to be a little harder to control.

The Hellcat series:same here good boom/zoom can without a problem turn dogfight with japanes planes if it keeps the speed up,and dont let it fall off,Also same here with energy bleed if you keep the turn long and controlled no energy will bleed off, but if you try to dogfight with your muscles it will bleed off in an instant.

Wildcat series:They are fast,have good turnrates for the early models with 4 guns,the later model is faster and have 6 guns,making it less manouverble than its predecesors,in a fight with zeros try too keep speed up above 340 km/h and you have no problem too turn with the zero.Against the ki-43 its another story that bird is a killer,and you should stick too boom/zoom.

P40 b/c+tomahawk 1+2 and hawk 81 series: they dont seams too reach their higher speed which make their speed stay around 340-370km/h all the time,and that makes them feel a little too slow,otherwise good turners if you can keep up the speed above 340 against the zeroes,against the ki-43 same answer as before.Just run you dont whant that plane or your 6.

P-39 c/d and p-400:they are underpowerd and less manouverble against the later Q series.
The firepower is still awsome if you can hit something with the 37 http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
The p-400 model with a 20mm is more easier too shoot with,but it seams too stall more easily than the c/d.In a dogfight against a zero or a ki-43 your dead,unless you dont boom and zoom.

Seafires+Spitfire 8: The dreamplanes having no problem fighting against late japanese aircraft,in type of turn and climb,early japanese planes as ki43 and the a6m2-21 can outturn the spitfire at speeds below 300km/h the only drawbacks is the ammo for the 20mm´s which seams a little too short,the destructivness of the 4 303 machineguns are good.

zeroe series:the a6m2-21 has a negative g effect and it makes it less manouverble in certain manouvers,otherwise an excellent aircraft if flown at its right speeds,The a6m3 Hamp with its clipped wings are a excellent roller at higher speeds than other zeromodels and it seams too not stiff up soo much in dives.
A6m5-A6m7 models are more engined up with MW systems,and have more armor+more weapons,making them faster but less manouverble.Against hellcats and Corsairs+seafire/spitfire they stand no chance unless they stick too boom and zoom.

Ki-43 series:they are killers if They get in a dogfight,they can fight with later alliedplanes and win if the get into dogfight.The weapons and its sight is something you can both laugh at and dont if used right the shift f1 gunview is extreamly accurate.The early models have just 2 7,62 machineguns,making it hard too shoot something down, later models gets 13mm guns which makes them more hard hitting.
The plane is also a rocket in acceleration from 250-430 in an instant.

Ki-61 series:A daimler benz equiped plane suited for boom/zoom.The early models can take on p40`s,p39´s and wildcats with ease if they stick too boom/zoom.The late 1944 models fairs less against later allied fighters.But with it´s destructive firepower and a good boom/zoom it can hold of any attacker.

Other planes in game ki-84,mustang etc we know what they can do since il2-fb and i whont take them up.

Other planes too mention are the j2m1-2 raiden and j1k2 shiden kai/george which is ai,is too be avoided if they make it as flyable,with no historical engine problems,and excellent armor/firepower makes them too be feared for.

Sorry for bad english.

10-25-2004, 07:14 AM
Well, I haven`t personally gone up against an enemy carrier, but they do not appear to be deadly accurate. It perhaps depends on few things, but had a mission where we were attacked by Kamikazes...

Carrier and battleship were shooting.

A Kamikaze AI is surrounded in Flak. (Frame seemed very smooth to me).

He actually gets close. Myself in background. lol - I was scared to attack with so much flak flying near the zero.


And he went straight in. Didn`t sink the ship though... What this doesn`t show is that the Zero opened fire with his MGS JUST before he hit !

There were about 20 enemy planes. Don`t know how many were Kamikaze, maybe 6? Anyway, only one got through I think. So gunners are not super accurate, but it still isn`t a walk in the park.

From footage I`ve seen it looked pretty realistic.

Frame rate was VERY good with everything on except PERFECT. Perfect really causes slowdown unfortunately. 20+ enemy planes versus around 15 friendly I think with several battleships and Carriers shooting. LOTS of flak. I also think the flak shooting lines are changed, instead of that`swirly effect` you just see the tracer or a very thin straight line....

10-25-2004, 07:43 AM
Kewl thanks

Next question can dissable the guns if you kill gunners ?

10-25-2004, 07:50 AM
good question... not tried that or seen it yet....

10-25-2004, 10:17 AM
I suspect not as they are probably just eye candy but it would be a good feature.

always thought it would be nice to have a 'small arms' object for mission builder. something that would emulate infantry rifle exchanges and such. You could place them along trenches and stuff to represent the troops on the ground they wouldnt have to do any damage just create a sense of some kind of conflict on the ground taking place.

Sorry OT lol

10-25-2004, 11:00 AM
Nice pics seafire, one thing, that plane is a Val, not a Zero.

10-25-2004, 12:40 PM
I know scootertgm, but I call `em zeros anyway!

Decided to try the Beaufighter Australian Campaign. Whew! Buggy and not tested. http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif ALL the beaufighters keep crashing into the hills. They`ve been set to fly too low I think. In 4 missions every beaufighter including mine were destroyed by flying into hillsides. Also there are many hillsides along the way! It`s a VERY LONG trip to the target so flying manually will take at least an hour, maybe more... and that`s just to the target!

I`m going to send Oleg a bug report.

10-25-2004, 01:41 PM
Think this got mentioned a while back ?

Thought I heard they dont crash if you are flight leader but I don't know if you can select flight leader ?

guess I am gona have to walk to shop now and by it as my dam car is outta town http://forums.ubi.com/images/smilies/1072.gif

10-25-2004, 01:52 PM
Has anyone with PF tested if the Ju-88 Mistel does something useful to ships now? Ship hunting with the Mistel in FB is potentially insanely fun, but a bit hampered by the fact that the blow will take out everything (including the harbour) but doesn€t even dent the ship...

10-25-2004, 02:47 PM
One really nice thing to read in the ReadMe:

The start of "configurable victory conditions". It would be nice if we could not only change the threshhold levels for victory, but to have different victory conditions PER SIDE (ie., weighting), and also to have the ability to assign point values to destruction of various items, per plane (a great way to balance what are otherwised unbalanced planesets), and also EVENTS (like landing safely, or photographing and object, etc.)

10-25-2004, 03:12 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by tHeBaLrOgRoCkS:
Kewl thanks

Next question can dissable the guns if you kill gunners ? <HR></BLOCKQUOTE>
You should be able to do so... havn't succeeded yet though...

10-25-2004, 03:13 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Friendly_flyer:
Has anyone with PF tested if the Ju-88 Mistel does something useful to ships now? Ship hunting with the Mistel in FB is potentially insanely fun, but a bit hampered by the fact that the blow will take out everything (including the harbour) but doesn€t even dent the ship... <HR></BLOCKQUOTE>
Will try that out right now http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

10-25-2004, 04:08 PM
hi al i have one request

can some body post a screenshot from the game of the carier schokaku and zuikaku please ?

wanna now how they look like http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif


10-25-2004, 04:18 PM
Well... it seems as you can't actually disable the guns by killing the crew http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif
You can destroy the guns though.. then the crew dies..
It's really hard though, a regular machinegunner without almost any protection won't die even though a 1000 pound explodes just next to him http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

10-25-2004, 04:46 PM

10-25-2004, 07:34 PM
Got a screenie of the A-20 in action? When I manage to get PF it'll probably be my main ride until the B-25 with the big 75mm. Nice screenies BTW, may have to jack up my motherboard/processor after all to something faster. The processor may be too close to minimum to run all the nice details.

10-26-2004, 02:59 AM

10-26-2004, 05:26 AM
From the read me:

'The second install option also includes several additions and fixes to FB and AEP.'

Has any one had a chance (or maybe just the motivation http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif) to determine exactly what that means?

Intriguing - 'additions and fixes'.

10-26-2004, 06:58 AM
A20 fun 6MByte AVI

10-26-2004, 09:49 AM
Well I wasn`t sure about planes hanging around longer, but it`s official (Seafire official!)

I had a quick run on the Berlin map against several He111`s , 109s with a PE2 and LA7s. I just bailed and waited... At end of mission all 109s and HE111s returned to base without colliding and parked. I timed it... after 10 minutes I was still waiting... I gave up. They never vanished.

Planes definitely hang around on airfields now, possibly until you escape out. Also, the aircraft seem a little more careful about taxxing. I saw an HE111 taxi between a couple of 109s to park safely- I was sure he would hit them.
This was on the big Berlin airfield.

A note about craters. If you manage to drop a bomb in front of AI planes taking off, you`ll likely destroy every plane as they all appear to run over the crater! This has happened at least once...

10-26-2004, 12:46 PM
wow nice pics thx for the screenshot of the shokaku but why is the deck in pink and white is this the normal colours?

10-26-2004, 03:36 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by S.taibanzai:
wow nice pics thx for the screenshot of the shokaku but why is the deck in pink and white is this the normal colours? <HR></BLOCKQUOTE>
In the game it is... not sure about the real thing.

10-26-2004, 04:15 PM
What PF maps are in the quick mission builder? And did I read it correctly that the bomb crater damage effect will work on the FB+AEP maps too?

10-26-2004, 04:33 PM
Maps in QMB:

Coral Sea
Pacific Islands

(last three only in FB+AEP+PF)

10-26-2004, 06:52 PM
Thanks for the A20 screenies. Now I REALLY got to get my hands on PF.

10-30-2004, 03:01 AM
So, stil no head up on whether the Mistel will work against ships in PF yet?

10-30-2004, 03:52 AM
Mistel doesn't do anything in DF mode...
Only a cloud http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

10-30-2004, 04:02 AM
Just like in FB then. Too bad...

Thanks for the head up, Max!