IL2: Guía avanzada de configuración

Imagen de Rockeye

Buenas, encontré esta guía avanzada de configuración. Donde explica cada una de las opciones del archivo de configuración. Muchas de ellas no disponibles desde la interfaz del juego. La fuente original está en ruso y no encontré nada parecido en inglés ni en español. Así que, lo dejo enlazado con el traductor de Google.

Saludos.

Imagen de Rockeye

Los que tengáis un monitor LCD de 4:3, veréis que el juego no permite configurar la resolución de 1280x1024 y os obliga 1280x960. Esta no es una resolución estandar de 4:3 y el juego tiene que escalar la imagen. Pues, poned 1280x1024 desde el archivo de configuración y jejeje... No hay comparación.

Saludos.

Imagen de Rockeye

Una guía explicada del conf.ini

Saludos.

[IL2]

title = IL2-Sturmovik Forgotten Battles
Game title - Display Name of il2fb.exe
hotkeys = HotKey game Reference to the HotKeys

[Window]

width = 1024 Window / screen width in pixels
height = 768 Window / screen height in pixels
ColourBits = 32 Color depth in bits (16/32)
Recommendation: 32
DepthBits = 24 Accuracy of depth information (ZBuffer) (16/24)
Recommendation: 24
StencilBits = 8 Size of the stencil buffer in bits (0 /
Recommendation: 8
ChangeScreenRes = 1 change screen resolution permit (other than desktop resolution) (0 / 1)
Recommended: 1
Full Screen = 1 Full screen or window mode (0 / 1)
Recommended: 1
DrawIfNotFocused = 0 Refresh the image, even if the window in the background (0 / 1)
Recommended: 0
EnableResize = 0 Change window size to allow (0 / 1)
Recommended: 0
EnableClose = 1 "Close" button in the window display mode (0 / 1)
Recommended: 1
SaveAspect = 1 Aspect Ratio 4:3 force (0 / 1)
Recommended: 0
Use3Renders = 0 Use of three screens (Multi-Display)
eg for Parhelia Graphics (0 / 1)
Recommended: 0

[GLPROVIDER]

GL = Opengl32.dll
Current Renderer, OpenGL or DirectX
(Opengl32.dll/dx8wrap.dll)
Recommendation: Opengl32.dll

[GLPROVIDERS]

Open GL = Opengl32.dll Possible renderer, OpenGL
(Not changed)
DirectX = dx8wrap.dll Possible renderer, DirectX
(Not changed)

[NET]

Settings for network transmission.
speed = 5000 Network transmission speed
Defaults are:
9.6K - 900
14.4k - 1500
28.8k - 3000
56k - 5000
ISDN - 10000
DSL - 25000
LAN - 100000
route Channels = 0
server = 31 Channels Maximum number of possible client connections = number of players
local port = 21000 Local network port through which communicates the simulation
remote port = 21000 Remote network port on the manufactures Il-2, the connection
SkinDownload = 1 Enable transfer of the camouflage pattern
serverName = No Name Name of your server
server Description = Own server description
remoteHost = Address of the computer that is connected to the
localhost = Local IP address on the links to be taken forward.
Recommendation: No entry if only one NIC is installed
socksHost =
check server Time Speed = 1 Anti Cheat measure compares clock from server to client.
check client Time Speed = 1 see above
checkTimeSpeedDifferense = 0.05 Maximum allowed difference of the clock (5%)
checkTimeSpeedInterval = 5 Period in which the difference is allowed (5 seconds)
checkRuntime = To define the test parameters on the client side you need to edit the "conf.ini" file before you start the game.
Open the file with a text editor, find the [NET], fill in the line "checkRuntime line =" a 0, 1 or 2 and then save the file.
0 = off
1 = full
2 = fast
Recommended: 1

***Note to checkRuntime = 2 : Sometime different versions of Windows OS can cause a problem to CheckRunTime = 2 as is the case when the server runs XP and the client is running Vista.

[MaxLag]

farMaxLagTime = 5.0 Defines the maximum delay (in seconds) between two received packets from a particular client. A delay that lasts longer than this time, is considered a "warp"
nearMaxLagTime = 2.0 Defines the maximum allowable time lag for an aircraft in a vulnerable position, or if it is regarded as a risk for a hostile aircraft.
cheaterWarningDelay = 5.0 Time, similar to the warning message ("It is gescheatet") appears in seconds
cheaterWarningNum =- 1 Defines the number of warnings before the player is ejected from the game ("kicked") will be. The car-Kicking is disabled if the value is set to -1.
Recommended: 1

[Chat]

region = (dx = 0.83, dy = 0.12, x = 0.07, y = 0.0) Position and size of the chat window
msg0 = Need support Content of the message "0"
Understood msg1 =! Content of the message "1"
msg2 = enemy to 12 Clock Content of the message "2"
adr0 = ALL First entry of the recipient list (All)
adr1 = MY ARMY Second entry of the recipient list (My page)
ADR2 = TO Hansi Third entry of the recipient list, only "Hansi" receives message
Ensure that the correct upper / lower case spelling of the callsign!
autoLogDetail = 3 Entered manually if not present.
Detail in the white chat server generated messages such as "a player shoots from Player2"
0 - disabled.
1 - only player-vs.-player shooting down reports.
2 - player vs. player and AI-vs-player kill messages.
3 - Lots of messages.
Recommendation: 3

[Game]

Arcade = 0 Arcade mode off / on
Displays results and white arrows hit points, and KI-balloons (0 / 1)
Recommended: 0
HighGore = 0 Blood effects in cockpit (0 / 1)
Recommended: User preference.
mapPadX = 0.6689453 Position of the map (x and y coordinate)
The card can be moved in the air while pressing both mouse buttons.
mapPadY =- 0.046875
viewSet = 35 View snap (even number) / Pan View (odd number)
Intro = 0 Intro video play after starting the game off / on (0 / 1)
Recommended: 0
NoSubTitles = 0 "Subtitle" to the AI voice on / off (0 / 1)
Recommended: User preference.
SubTitlesLines = 3 Entered manually if not present.
Number of lines for subtitles, also limits of resolution
Recommendation: 3
NoChatter = 0 AI speech on / off (0 / 1)
Recommended: User preference.
NoHudLog = 0 Text display of control functions (throttle, damage condition, etc) (0 / 1)
Recommended: User preference.
NoLensFlare = 0 Sun Glare, 1 = off, 0 = On (0 / 1)
Recommended: 1
iconTypes = 1 Type of HUD-icons 0 = off 1 = 2 distance = distance + Player Name 3 = distance + Aircraft + Player Name (0/1/2/3)
Recommendation: 0 (Full Real) or 3 (unless server has activated icons)
eventlog = eventlog.lst Name of the log files of mission data
eventlogkeep = 0 Logfile expand with new messages (1) or always override (0) (0 / 1)
Recommended: 1
3dgunners = 1 Entered manually if not present.
Ship and Flak gunner avatars visible. (0 / 1)
Recommended: 1
Clear Cache = 0 Entered manually if not present.
Graphics cache when exiting the game empty. Important when using the IL-2 Mat manager. (0 / 1)
Recommended: 0
TypeClouds = 1 Entered manually if not present.
Enables new types of clouds from version 4.0. (0 / 1)
Recommended: 1

[Device Link]

Settings for data export. Section must be added manually. For more information in the file DeviceLink.txt
port = 21100 Port number for exporting data
Recommendation: User preference.
IPS = 127.0.0.1 Access to specific IP addresses limit.
Recommendation: Separate IP/127.0.0.1
host = 127.0.0.1 Choose a network adapter to use.

[HotKey game]

PrintScreen = ScreenShot creates a screenshot in. tga
P = pause offset by pressing the P key the game in pause mode
Pause = pause added the game by pressing the Pause button in pause mode

[HotKey gui]

Escape = activate Menu button. The entry must be present to leave on missions using "ESC".

[HookViewFly Config]

HookView means the camera when activated external views
timeFirstStep = 2.0 Time until the aircraft expected to be the camera (F3) happened
Recommendation: 4.0
deltaZ = 10.0 Angle of the flyby camera (F3) to the plane (0 = It flies on one, whichever is greater, it flies by Smile

[HookView]

MouseLeft = Len Pivoting with the left mouse button

[HookView Config]

Yaw Speed = 0.1
TangageSpeed = 0.1
LenSpeed = 1.0
Minlen = 1.0 Minimum distance to the object
DefaultLen = 20.0 Standard distance to the object
MaxLen = 3000.0 Maximum distance from the camera to the object (in exterior views)
Speed = 6 Speed of the view pans
Recommendation: 12 or higher

[HotKey builder]

Includes the extended mission editor used keyboard combinations.
MouseLeft = objectMove Left mouse button and hold to move the selected object
Mouse Right = popupmenu Opens the context menu of the object
Enter = FreeView In 3D mode, so at that location allows a free pivoting point of view. Useful if you want to look at the placement of objects
Shift MouseLeft = worldZoom Free zoom function for a selected area
Alt MouseLeft select = + no function
Mouse Right = select-Alt no function
Alt Ctrl = unselect no function
PageDown = change + Next object
PageUp = change- Previous object
End = change + + no function
Home = change - no function
Ctrl + = insert MouseLeft Insert new object instance.
Insert = insert +
NumPad-0 = insert +
F = fill Press the "F" is used in the "destruction" mode area to highlight the chosen degree of destruction
Ctrl + Mouse Right = delete Two of the three entries delete "+" can be removed to avoid accidental deletions.
NumPad .= delete +
Delete = delete +
Backspace = cursor
Tab = cursor
F10 = land hides the landscape, visible only means airports and clouds
F11 = onland No effect
NumPad-= normalLand
NumPad + = Toland
NumPad-5 = reset Angles Block number 5 is the default orientation of an object to the east again.
NumPad-8 = resetTangage90
NumPad-7 = stepAzimut-5 With the keys on the numeric keypad to selected objects are rotated around its own axis.
NumPad-4 = stepAzimut-15
NumPad-1 = stepAzimut-30
NumPad-9 = stepAzimut5
NumPad-6 = stepAzimut15
NumPad-3 = stepAzimut30

[MouseXYZ]

F1 = SpeedSlow Slow speed of moving objects. Suitable for fine positioning.
F2 = SpeedNormal Normal speed.
F3 = SpeedFast High speed of moving objects over large distances.
Mouse Right = XYmove Object in X-and Y-axis move, so move on the 'ground'.
Mouse Right = F4 Zmove Selected object in the Z-axis (height shift). Only works with smoke and light objects.
Mouse Middle = AMOV Closer to the object up or further away.
Mouse Right = F5 AMOV Selected object in pitch (rotate without function).
F6 = Right Mouse TMOV
F7 = Right Mouse Kmove Selected object around the longitudinal axis turning (without function).

[MouseXYZ Config]

RealTime = 1

[HotKey Console]

Shift Tab = Activate Enables the system console

[Console]

HISTORY = 1024 Number of lines in console course
HISTORYCMD = 1024 Number of lines in the course of the command input in the console
LOAD = console.cmd Loading the console progression from this file
SAVE = console.cmd Speicherungsort course of the console
LOG = 0 Create log file
LOGTIME = 0 Timestamp register (0 | 1)
Recommended: 1
LOGFILE = log.lst Log file name
LOGKEEP = 0 Log expand (1) or always override (0) (0 | 1)
Recommended: 1

[Sound]

SoundUse = 1
0 = no sound use (maybe for pure graphics benchmark)
1 = sound use
Sound Engine = 1
Speakers = 0
Placement = 0 Lautspecherpositionierung
SoundFlags.reversestereo = 0 Stereo channel swap
RadioFlags.Enabled = 0
Radio Engine = 2 Volume of the radio messages
Music Volume = 8 Volume of the music
Object volume = 14 Volume of objects
MusState.takeoff = 1 Start playing the music
MusState.inflight = 1 Playing music during the flight
MusState.crash = 1 Playing music after crash
MusFlags.play = 0 Play music
Master Volume = 14 Master volume
Attenuation = 7
Sound Mode = 1 3D mode (0/1/2/3)
0 = Standard
1 = minimal
2 = balanced
3 = full
Sampling Rate = 0 Quality of the samples (0/1/2)
0 = Standard
1 = 22 050 Hz
2 = 44100 Hz
NumChannels = 2
SoundExt.occlusions = 0 EAX -specific setting
Cockpit cushions external sound design
SoundFlags.hardware = 1 Hardware (enableEAX 1.0/2.0/3.0 etc.)
SoundFlags.streams = 1
SoundFlags.duplex = 1
SoundExt.acoustics = 0 EAX -specific setting,
Reverberation effects
SoundExt.volumefx = 0 EAX -specific setting
SoundFlags.voicemgr = 0
SoundFlags.static = 1
Voice Volume = 12
Channels = 2
SoundExt.extrender = 0
SoundFlags.bugscorrect = 0
SoundSetupId = 8
ActivationLevel = 0.02
Preemphasis = 0.85
RadioLatency = 0.5
AGC = 1
PTTMode = 1
SoundFlags.UseRadioChatter = 0
SoundFlags.AutoActivation = 0
RadioFlags.PTTMode = 0
RadioFlags.PlayClicks = 0
ActLevel = 11
MicLevel = 12
SoundFlags.forceEAX1 = 0 1 =EAX 1.0 force if problems occur with hardware-accelerated effects and considerably less performance than there is no hardware acceleration.

[Rts]

; ProcessAffinityMask = 1
ProcessAffinityMask = 1
Allows for the user to assign 1 or more processors for use by IL-2.

***See my article on Processor Affinity Settings***

Processor Affinity Explained by me
viewtopic.php?f=30&t=29178

mouseUse = 2
0 = no mouse use
1 = Windows cursor
2 = IL2-pointer
Value 1 is recommended for remote desktop, control mouse is the only way possible.
joyUse = 1 Joystick use (0 / 1)
Recommended: 1
trackIRUse = 1 Track IR use (0 / 1)
DisableIME = 0
locale = en Language version (de = German | French fr = | s, other values or no entry = English)
See also:Change language

[Rts_mouse]

SensitivityX = 1.0 Sensitivity of the mouse control in X-direction. The higher the value, the more sensitive the controller. (> 0)
SensitivityY = 1.0 Sensitivity of the mouse control in the Y direction. The higher the value, the more sensitive the controller. (> 0)
Invert = 0 Reverses the sense of direction of the mouse Y-axis. Affects the control of the sniper, but not on the user interface. (0 / 1)

[Rts_joystick]

X = 0 1 4 9 16 25 36 49 64 81 100 0
Y = 0 1 4 9 16 25 36 49 64 81 100 0
Z = 0 10 20 30 40 50 60 70 80 90 100
RZ = 0 10 20 30 40 50 60 70 80 90 100 0
FF = 0
U = 0 10 20 30 40 50 60 70 80 90 100 0
V = 0 10 20 30 40 50 60 70 80 90 100 0
Adjustment of the joystick axes.
For each axis there are 12 values, the first describes the size of the zero zone (values 0-50), the last of the strength of the filtering (0-100).
The 10 represent values in between the linearity of the stick movement in 10% values. (Each 0-100) all these values are 100, then the stick movement 100% linear. If the first on "10," IL2 response in 10% Stickauslenkung with 10% from 10% Ruderauslenkung.
The line FF = 0 is the force feedback switch. (0 = disabled, 1 = active)
1X = 0 10 20 30 40 50 60 70 80 90 100 0
1Y = 0 10 20 30 40 50 60 70 80 90 100 0
1Z = 0 10 20 30 40 50 60 70 80 90 100 0
1RZ = 0 10 20 30 40 50 60 70 80 90 100 0
1U = 0 10 20 30 40 50 60 70 80 90 100 0
1V = 0 10 20 30 40 50 60 70 80 90 100 0
1RX = 0 10 20 30 40 50 60 70 80 90 100 0
1RY = 0 10 20 30 40 50 60 70 80 90 100 0
1X1 = 0 0 10 20 30 40 50 60 70 80 90 100 0
1Y1 = 0 0 10 20 30 40 50 60 70 80 90 100 0
1RX1 = 0 10 20 30 40 50 60 70 80 90 100 0
1RZ1 = 0 10 20 30 40 50 60 70 80 90 100 0
1U1 = 0 10 20 30 40 50 60 70 80 90 100 0
1V1 = 0 10 20 30 40 50 60 70 80 90 100 0
1X2 = 0 10 20 30 40 50 60 70 80 90 100 0
1Y2 = 0 10 20 30 40 50 60 70 80 90 100 0
Only the values of the axes of the first controller in the Windows Game Controller menu can be changed with the hardware setup. You start with a prominent first
The lines starting with 1X1, 1Y1, 1RX1, 1RZ1 etc., stand for the axes of the input device with ID 2
Are still connected to other game controllers, there are the rows 1X2, 1Y2, 1RX2, 1RZ2 etc., for the Windows ID3 and ongoing. However, these are modifiable only through the conf.ini.

[Render_DirectX]

This graphic settings are only effective if the DirectX mode is selected.
TexQual = 3 3 = Normal Textures
2 = To a factor of 2 smaller textures
1 = To a factor of 4 smaller textures
0 = To factor 8 smaller textures
At low texture memory of graphics card (16MB or less) should get what Geschwindigkeitsmässig
Option 1 or 0 is used in today's graphics cards unlikely.
TexMipFilter = 2 Type of Mipmapfilterung
(1/2/3)
1 = bilinear (fast)
2 = trilinear (better quality, no speed penalty
3 = anisotropic (best quality, slow)
TexCompress = 2 Type of texture compression
(0/1/2)
0 = no compression (best quality)
1 = 16bit conversion (unsuitable)
2 = S3TC compression, best performance at slightly lower texture quality.
TexFlags.UseDither = 1 Smooth the color transitions in 16-bit color depth
TexFlags.UseAlpha = 0
TexFlags.UseIndex = 0
TexFlags.PolygonStipple = 1
TexFlags.UseClampedSprites = 0
TexFlags.DrawLandByTriangles = 1
TexFlags.UseVertexArrays = 1
TexFlags.DisableAPIExtensions = 0
TexFlags.ARBMultitextureExt = 1
TexFlags.TexEnvCombineExt = 1
TexFlags.SecondaryColorExt = 1 Main effect disappears in the game: At 0, the upper two-dimensional layer of clouds
TexFlags.VertexArrayExt = 1
TexFlags.ClipHintExt = 0
TexFlags.UsePaletteExt = 0
TexFlags.TexAnisotropicExt = 1 Specifies if mipmaps are filtered specifically
0 = filter mipmaps faster but with lower quality
1 = best quality
Impact of this option is closely linked to TexMipFilter
TexFlags.TexCompressARBExt = 1 Must be enabled if compression is used S3TC

TexFlags.TexEnvCombine4NV = 1 ATI Cards = 0 Nvidia Cards = 1
TexFlags.TexEnvCombineDot3 = 1
TexFlags.DepthClampNV = 1 ATI Cards = 0 Nvidia Cards = 1
TexFlags.SeparateSpecular = 1
TexFlags.TextureShaderNV = 1 ATI Cards = 0 Nvidia Cards = 1

Hardware Shaders = 0 Enable "perfect" mode (0 = disabled | 1)
Activation leads to water with higher pixel shader Appearance and Visibility of the landscape and new trees

Shadows = 1 Shadow quality (0 = disabled | 1 | 2)
Specular = 2
SpecularLight = 2
DiffuseLight = 2
DynamicalLights = 1 Dynamic lighting
MeshDetail = 2 Level of Detail objects in play (0 = Lego (TM) | 1 = log | 2 = normal)
VisibilityDistance = 3 Visibility

Sky = 1 Representation of clouds
0 = no clouds (only available offline)
1 = less clouds
2 = normal clouds
Forest = 1 Quality of the forest representation (0 = disabled | 1 | 2)
If hardware shader is set = 1, it is also the option 3
The different textures of layered forests are again increased, and trees in the city are replaced (on newer cards usually faster).
LandShading = 1 Level of detail of the landscape lighting (0 = disabled | 1 | 2)
From 3 are building shadow
Special case occurs with hardware shaders = 1, there seems no difference 0-2 to give (except FB / ACE cloud shadows)
Country Details = 2 (0 | 1 | 2)
Soil textures in detail Tieflug be diverse.

LandGeom = 3 Sets the Horizon view and distance. 1=low quality with sharp edge with pop-up horizon, 3=High quality, far distance with gradual fog fade. (1|2|3)
Recommended: User preference, but limited by GPU.
TexLarge = 1 High-resolution textures plane off / on (0 / 1)
0 = low resolution, less memory, faster
1 = high-resolution textures, better quality, more memory footprint, slow
TexLandQual = 3 General level of detail of land textures (0 | 1 | 2 | 3)
TexLandLarge = 0 High-resolution landscape textures from / to (0 / 1)
0 = low resolution, less memory, faster
1 = high-resolution textures, better quality, more memory footprint, slow

VideoSetupId = 17 specifies the default graphics card in IL2setup, 17 = Customize

ForceShaders1x = 0 Shader version 1.x of force / to (0 / 1)
Option for low-Shader2 graphics cards (eg GeForce FX series)
Polygon Offset =- Factor 00:15
Polygon Offset =- 3.0 Units Change, the aerodrome from a height no more flicker
Water = 0 Water quality representation in Perfect Mode
(0/1/2/3)
0 = No reflections except clouds
1 = Simple + wave reflection shadow
2 = 1 + wave reflections realistic shadows + Weather-waves
3 = as 2 + 3 animated water Shader
from Patch 4.03:
0 or 1 - No changes in version 4.03
2 = in this mode corresponds Water = 3 runs, but also on ATI graphics cards with the chipsets 9800, X800, X1800 and later models
3 = faster render mode with Vertex Shader 3.0 (NVIDIA 6600 and later models)
4 = improved display quality with Vertex Shader 3.0 (NVIDIA 6800 and later models)

Effects = 0
0 = (explosion) without shadow effects
1 = (explosion) effects with shadows
2 = (explosion) effects for future hardware

[Render_OpenGL]

This graphic settings are only effective if the OpenGL mode is selected.
TexQual = 3 3 = Normal Textures
2 = To a factor of 2 smaller textures
1 = To a factor of 4 smaller textures
0 = To factor 8 smaller textures
At low texture memory of graphics card (16MB or less) should get an improvement. Use of option 1 or 0 in today's newer graphics cards is unlikely.
TexMipFilter = 2 Type of Mipmapfilterung
(1/2/3)
1 = bilinear (fast)
2 = trilinear (better quality, no speed penalty
3 = anisotropic (best quality, slow)
TexCompress = 2 Type of texture compression
(0/1/2)
0 = no compression (best quality)
1 = 16bit conversion (unsuitable)
2 = S3TC compression, best performance at slightly lower texture quality.
TexFlags.UseDither = 1 Smooth the color transitions in 16-bit color depth
TexFlags.UseAlpha = 0
TexFlags.UseIndex = 0
TexFlags.PolygonStipple = 1 1 = emulated shadow transparency in stencil buffer disabled (disabled if StencilBits = 0 under [window]), recommendation = 0
TexFlags.UseClampedSprites = 0 1 = limiting polygon count, Sprite objects and effects that recommendation = 0
TexFlags.DrawLandByTriangles = 1 1 = representation of the landscape surface in simple triangle geometry, recommendation = 0
TexFlags.UseVertexArrays = 1 1 = geometry calculation of the objects on Vertex Arrays | For ATI cards from the 3000 series recommended setting = 0 (Fixed graphic error)
TexFlags.DisableAPIExtensions = 0 1 = disable extensions of the video driver, recommendation = 0
TexFlags.ARBMultitextureExt = 1
TexFlags.TexEnvCombineExt = 1
TexFlags.SecondaryColorExt = 1 Main effect disappears in the game: At 0, the upper two-dimensional layer of clouds
TexFlags.VertexArrayExt = 1 On ATI cards from the 3000 series recommended setting = 0 (Fixed graphic error)
TexFlags.ClipHintExt = 0
TexFlags.UsePaletteExt = 0
TexFlags.TexAnisotropicExt = 1 Specifies if mipmaps are filtered specifically
0 = filter mipmaps faster but with lower quality
1 = best quality
Impact of this option is closely linked to TexMipFilter
TexFlags.TexCompressARBExt = 1 Must be enabled if compression is used S3TC

TexFlags.TexEnvCombine4NV = 1 ATI Cards = 0 Nvidia Cards = 1
TexFlags.TexEnvCombineDot3 = 1
TexFlags.DepthClampNV = 1 ATI Cards = 0 Nvidia Cards = 1
TexFlags.SeparateSpecular = 1
TexFlags.TextureShaderNV = 1 ATI Cards = 0 Nvidia Cards = 1

Hardware Shaders = 0 Enable "perfect" mode (0 = disabled | 1)
Activation leads to water with higher pixel shader Appearance and Visibility of the landscape and new trees

Shadows = 1 Shadow quality (0 = disabled | 1 | 2)
Specular = 2
SpecularLight = 2
DiffuseLight = 2
DynamicalLights = 1 Dynamic lighting
MeshDetail = 2 Level of Detail objects in play (0 = Lego (TM) | 1 = log | 2 = normal)
VisibilityDistance = 3 Visibility

Sky = 1 Representation of clouds
0 = no clouds (only available offline)
1 = less clouds
2 = normal clouds
Forest = 1 Quality of the forest representation (0 = disabled | 1 | 2 |3 )
If hardware shader is set = 1, option 3 is also available.
The different textures of layered forests are again increased, and trees in the city are replaced (on newer cards usually faster).
LandShading = 1 Level of detail of the landscape lighting (0 = disabled | 1 | 2)
From 3 are building shadow
Special case occurs with hardware shaders = 1, there seems no difference 0-2 to give (except FB / ACE cloud shadows)
Country Details = 2 (0 | 1 | 2)
Soil textures of ground are more diverse.

LandGeom =3 | LandGeom = 3 Two normal Visibility
3 Improved Visibility
Patch from 4.09m Visibility is the 36km to 72km in fine and clear weather increased from.
Note: This mode is not performance optimized: (on low-end PCs can Freezes and low frame rate) may occur. This new feature works only in graphics mode "perfect". There is also the possibility of display problems with clouds and cloud shadows at a greater distance (restriction of the basic engine).

TexLarge = 1 High-resolution plane textures off / on
(0 / 1)
0 = low resolution, less memory, faster
1 = high-resolution textures, better quality, more memory footprint, slow
TexLandQual = 3 General level of detail of land textures (0 | 1 | 2 | 3)
TexLandLarge = 0 High-resolution landscape textures from / to
(0 / 1)
0 = low resolution, less memory, faster
1 = high-resolution textures, better quality, more memory footprint, slow

VideoSetupId = 17 specifies the default graphics card in IL2setup, 17 = Customize

ForceShaders1x = 0 Shader version 1.x of force / to (0 / 1)
Option for low-Shader2 graphics cards (eg GeForce FX series)
Polygon Offset =- Factor 00:15
Polygon Offset =- 3.0 Units Change, the aerodrome from a height no more flicker
Water = 0 Water quality of representation in Perfect Mode
(0/1/2/3)
0 = No reflections except clouds
1 = Simple + wave reflection shadow
2 = 1 + wave reflections realistic shadows + Weather-waves
3 = as 2 + 3 animated water Shader
from Patch 4.03:
= 0 or 1 - No changes in version 4.03
2 = in this mode corresponds Water = 3 runs, but also on ATI graphics cards with the chipsets 9800, X800, X1800 and later models
3 = faster render mode with Vertex Shader 3.0 (NVIDIA 6600 and later models)
4 = improved display quality with Vertex Shader 3.0 (NVIDIA 6800 and later models)

Effects = 0
0 = (explosion) without shadow effects
1 = (explosion) effects with shadows
2 = (explosion) effects for future hardware

[ DGEN ]
This entry is not present by default . You can add it to influence the creation of the generated campaigns.

GroundIntensity = High / Low ( medium = default) Number of moving ground objects
CampaignAI = Normal Can the AI
MissionDistance = nn Length of the routes nn ( expressed in kilometers)
CampaignDifficulty = Easy To change the difficulty level of the campaign.
AirIntensity = Low / High ( Default = medium ) To set a number of aircraft and aircraft associations
Flights Random = 5 max. Number of not participating in the actual mission, additional schools
MaxFLAK = 10 000-100 ; number of generated flak from the launch site and target
UseParkedPlanes = 1 = 1 means that places will be equipped with parked aircraft
HistoricalRanks = 1 = 1 means historic ranks
MaxBomberSkill = 2
NoAirfieldHighlight = 1 = 0 means that more seats be equipped with Flak
NoBadWeather = 0 = 1 means that you do not fly in bad weather
CampaignLength = VeryLong = Long , Medium , Short, VeryShort ; Specifies the length in campaign missions.

Imagen de CHARLY

Buenas Gente..!
Aqui os traigo el IL2 stab 6.3. Un programa para configurar algo mas vuestro IL2.

http://www.megaupload.com/?d=KA6SA223

Estoy buscando un tutorial para poder configurarlo mejor pues esta en ingles y de ingles ni jota jejjej
No es dificil pero mejor con tuto.
un saludo

Si quieres paz, ¡prepárate para la guerra!

Imagen de Rockeye

Muy interesante. Lo estoy bajando...

Buen aporte!

Imagen de CHARLY

Buenas a todos.
Aqui os dejo una pagina donde explican mas o menos la comfiguracion del IL2 Stab
http://www.24flotilla.com/foro/viewtopic.php?f=9&t=20373
Un Saludo

Si quieres paz, ¡prepárate para la guerra!