A coincidental release, 4.09bm MOD Dedicated server - the first time this has happened. This version of the client side Unified Installer, matches the maps, mod objects and new slot aircraft contained within the V1.1 Dedicated server.
We are finally there. This patch adds for Dedicated server, the following new aircraft:
FW-190A3
B29_Silver_Plate (Enola Gay - w/choice of A-bomb)
BeaufighterMkX
BF-109-F1
BF-109-K14
BF-109F_Jabo
BF-109F_Kanonenboot
BF-109F_Trop
BLENHEIM-1F
ChaikaBS
ChaikaFIN
FW-190A5u14
FW-190_A-3
FW-190_D-11
FW-190_D-13
MACCHI_200_1
MACCHI_200_7_AND_7FB
MACCHI_202
ME-410_A
ME-410_B
ME-410_D
Mosquito_MkIV
Mosquito_Mk_BXVI
Nacht234 (Arado 234 night version)
SB_2M-100A
SB_2M-103
Seafire_MKII
Spitfire_MKVC
Spitfire_MKVIII
SpitMk1
Tempest5_11LBS
Tempest5_13LBS (now D13/11 have competition

)
A wind mod is included with both Dedicated Server and Client side V1.1: Read me (included with client Unified Installer v1.1)
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User-Configurable Wind Parameters mod
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This mod lets the user configure five wind parameters: velocity, direction, top, turbulence and gust.
Extract the WindConfig_v3 folder in the rar file to the MODS folder in your IL-2 1946 game folder.
This mod is not currently compatible with uf_josse's modified wind gusts mod.
To set the parameters, after you've created a mission open up the mission file (.mis) with a text editor such as Notepad, and add a [Weather] section at the end. It would look something like:
[Weather]
WindVelocity 10
WindDirection 45
WindTop 1800
WindTurbulence 4
WindGust 5
Parameter Descriptions:
WindVelocity: This is the windspeed measured in METERS PER SECOND. This parameter must be a number between 0 and 70. For reference, 1 MPS equals 1.9 knots, 2.2 mph, or 3.6 kmh. There are all sorts of converter websites you can use to convert knots, mph, or kmh to mps. Here's one I use:
http://www.srh.noaa.gov/elp/wxcalc/windconvert.shtmlWindDirection: This is measured in DEGREES and sets the direction the wind is coming FROM. Must be a number between 0 and 359.
WindTop: This is measured in METERS and is the altitude at which the wind disappears. This parameter must be a number between 500 and 10000.
WindGust: This must be a number between 0 and 6. It's not an actual measure of the speed of the gusts, rather it equates to the seven types of weather you can set in the FMB (Clear-0 through Thunder-6). For example if you set it to 5, you get the same type of wind gusts you would get in the mod-less game if the Weather was set to 'Rain/Snow'. Without the mod the best four weather conditions (Clear, Good, Hazy, and Poor) have no wind gusts, likewise with this mod, WindGust values of 0, 1, 2 and 3 have no effect. To experience some gusts you must set the value to 4, 5, or 6. (Although, having said all that, I haven't been able to tell that this setting has much effect one way or the other.)
WindTurbulence: Like the WindGust parameter, this must be a number between 0 and 6, equating to the turbulence you would get in the seven types of weather in the FMB. Without the mod the best three weather conditions (Clear, Good, and Hazy) have no turbulence, likewise with this mod, WindTurbulence values of 0, 1, and 2 have no effect. To experience some turbulence you must set the value to 3, 4, 5, or 6.
Some notes:
- In multiplayer, the wind parameters set by the server in the mission file get sent to all players who have the mod. Players without the mod will see the normal mission weather. If the server does not send the parameters, then all players will normal mission weather, even if they have the mod installed.
- Both real players and AI are affected by the wind.
- At full stop on the ground the wind has no effect on your aircraft. As you increase your speed while on the ground the wind will have more and more effect. At 40 MPS ( 144 kmh, 88 mph, 79 knots) the wind will have full effect. The reverse is true as you slow down on the ground. The wind will have full effect anytime you are airborne, regardless of your aircraft's speed. Depending on wind direction, this may cause your indicated airspeed to be not quite accurate while you're on the ground. (I did it this way, because the wind acts strangely on aircraft on the ground, making it very difficult to taxi with much wind blowing.)
- After adding a [Weather] section to a mission file, if you later edit and save the mission in the FMB, the Weather section will go away. You'll have to manually add it again with Notepad.
- If you leave out any of the five parameters, the missing parameters will default to whatever they would have been if you did not have the mod, based on the Weather setting in the FMB.
Changes in version v3
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- First non-beta release.
- No changes from version b3.
Changes in version b3
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- Modified wind effect on aircraft on the ground, so that wind gradually takes effect as the aircraft's speed increases while on the ground. This eliminates the sudden jerk that occurred in previous versions as the full wind suddenly kicked in when the aircraft's wheels left the ground.
Changes in version b2
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- Fixed problem of game locking up with a memory error when max speed is exceeded.
- Fixed problem of AI planes flipping over at mission startup when wind direction is from the rear.
- Lowered the minimum WindTop value from 800 meters to 500 meters.
- Increased the maximum WindVelocity value from 50 mps to 70 mps. (Just for those who want to have fun with it.)
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S~
Gunny