较为详细的conf.ini解释
这个综合了好几个同类的文档,比我以往见到的几个conf.ini解释更详细【说明一下,下面文字中诸如的小头像不是原文中有的,是原文中的字符(组合)碰巧和论坛中小头像的代码一样,论坛自动给换上的】!!
Most of this info is from
http://www.sturmovik.de/wiki/index.php?title=Conf.ini (German) - Thanks Grille Chompa !
http://www.airwarfare.com/guides/config_guide.htm (English) - Thanks Dieg777
http://www.airwarfare.com/tech/sticks.htm (English) - Thanks Tully__
http://www.airwarfare.com (English) - Thanks EURO_Snoopy & the rest of the Airwarfare guys
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Note: conf.ini gets read on start of the game and get written on exit of the game!
so changing it while the game runs does not work! - it will get overwritten to the old values.
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* * * WARNING * * * You cannot just copy this file to your game directory and expect it to work for you !!!
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Did you find an Error? Do you have more information ? - please email it to me ! -maxmhz <at> home <dot>nl
Much appreciated !
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title=PF+FB+AEP ; This can change - Title of Window if in window-ed mode (FullScreen=0)
hotkeys=HotKey game ;
; Things to do with the screen
width=1200 ; Width in pixels
height=700 ; Height in pixels
ColourBits=32 ; Num of bits in colour
DepthBits=24 ; Num of Z-Buffer (depth buffer) bits
StencilBits=8 ; Num if bits in stencil buffer
ChangeScreenRes=0 ; Change screen resolution on game start
FullScreen=1 ; Play game fullscreen or in a window
DrawIfNotFocused=0 ; Draw the window even if it is not visible (not focused)
EnableResize=0 ; Enable resize of window
EnableClose=1 ; Enable close of window
SaveAspect=0 ; Preserve a 4:3 view aspect (0 for widescreen)
Use3Renders=0 ; Use 3 Monitors on a Matrox Parhelia - This does "widen" your view
; but the Parhelia is not a games card lousy GFX and FPS and mucho $
; Some common aspect ratio's in film:
; 4:3 1.33:1 "normal" TV screen/Monitor also called "Academy format"
; 5:4 "bigger" LCD-monitor formats (1200x960 etc)
; 16:9 1.85:1 HDTV format also called "Academy Flat"
; 2.35:1 "CinemaScope" format also called "Anamorphic Scope", "Panavision", "CinemaScope"
;
; -Example- Using a "bigger" LCD-monitor with a 1200x960 (5:4) screen resolution,
; and wanting to play in CinemaScope format:
; width=1200, height=960, ChangeScreenRes=0, FullScreen=0, SaveAspect=0
; -Example- Using an WXGA monitor (1366x768) and playing fullescreen without the "black bars"
; width=1366, height=768, FullScreen=1, SaveAspect=0
; As kindly pointed out to me by Sturmovik_Shots this does not "widen" your view though - it only clips the top
; Thanks for pointing out an error in this section to .... (reference coming)
; and bottom area of a 4:3 screen.
; Graphics drivers links
GL=Opengl32.dll ; dll used for graphics
Open GL=Opengl32.dll ; possible choise for OpenGL dll
DirectX=dx8wrap.dll ; possible choise for DirectX wrapper dll
; Network settings
speed=5000 ; connection speed - use 5000-8000 when joining
routeChannels=0 ; * UNKNOWN *
serverChannels=31 ; number of players that can join your game
localPort=21000 ; local communication port (21000)
remotePort=21000 ; remote communication port (21000)
SkinDownload=1 ; Download and display custom skins (must be 1 both
; at Host's side and Client's side.
serverName=213.xx.xxx.xxx:21000 ; ip of server (you as host)
serverDescription=Stupid's Dogfight; your server's description
remoteHost=82.xxx.x.xxx ; ip of host of last game you visited (joined)
localHost= ; local host in network
socksHost= ; * UNKNOWN *
checkServerTimeSpeed=1 ; check server's system time
checkClientTimeSpeed=1 ; check client's system time
checkTimeSpeedDifference=0.05 ; Max speed difference between system times [%]
checkTimeSpeedInterval=5 ; Measure difference every <num> seconds
; DeviceLink is a communication protocol for external programs
port=21100 ; Port used for comm withexternal program
IPS=127.0.0.1 ; Local "trusted" ip's that can receive data
host=127.0.0.1 ; Local "trusted" ip's that can send data
; delay time settings
farMaxLagTime=10.0 ; Max lag allowed at a far distance
nearMaxLagTime=2.0 ; Max lag allowed at a close distance
cheaterWarningDelay=5.0 ; Delay between "cheating detected" warnings
cheaterWarningNum=-1 ; Number of warnings before a kick (-1 = off,
; 0 is direct-kick without warning)
; Online chat
region=(dx=0.6,dy=0.2,x=0.05,y=0.01); region to display chat in (in % of screen)
; adr0 .. adr9 hold addresses (who can receive the msg) for
; messages msg0 ... msg9
adr0=ALL ; msg to all players
adr1=MY ARMY ; msg to friendly side only
adr2=TO bugger1 ; msg to player with nickname "bugger1" only
msg0=Hi all ; Quick Message0 (use arrow up/down in-chat)
msg1=<targets ; Display targets (use when running an FBDaemon hosted game)
msg2=<gunstat ; Display gunstat (use when running an FBDaemon hosted game)
msg3=<teams
msg9=<timeleft
; Or type 1 to 0 to get a message displayed directly.
; Some servers have scripts to display info. They use "<" as a trigger.
; - This is also the reason NOT to use "<" as a character in your nick-name by the way.
; Thanks to .... (reference coming) for pointing out the server formats ("<")
; game-play settings
Arcade=0 ; use arrows to denote impact &
; AI text-Balloons
HighGore=0 ; Display blood in some planes
; (doesn't work anymore since 1.21)
mapPadX=0.66 ; Position to display the map pad at (% of screen)
mapPadY=0.04
viewSet=57 ; Even number = Snap View, Uneven = Pan View
; (F9 toggle)
Intro=0 ; Play the intro movie on startup
SubTitlesLines=5 ; Number of lines to display of AI subtitles
NoSubTitles=0 ; Do not show AI subtitles
NoChatter=0 ; Do not play AI voices
NoHudLog=0 ; Don't display setting changes in HUD
; (power 80%, Fuel Mixture change etc)
NoLensFlare=0 ; Don't display a lens flare effect
iconTypes=0 ; Type of Icons to display
; 0 off
; 1 Distance
; 2 Distance + Player Name
; 3 Distance + Plane Type/ID + PLayer Name
TypeClouds=1 ; {4.00+} Use old particle clouds (0) or post patch4.00 particle clouds (1)
eventlog=eventlog.lst ; file to store the in-game events in
eventlogkeep=1 ; keep an event file (add to it)
3dgunners=0 ; {3.0+} display 3d-gunners
ClearCache=1 ; {3.03+} empty the material cache
; use 0 when using e.g. IL-2 Mat Manager/IL-2 Stab
; When using IL-2 Stab for historical markings, setting ClearCache=0 will
; keep the historical markings enabled i.e. you dont have to run an external
; program in the background anymore.
(未完)
[ 本帖最后由 ntrk 于 2008-7-29 18:34 编辑 ] ; Some key-definitions
PrintScreen=ScreenShot ; Makes Screenshot (grab000.tga etc) in main game dir
; Screenshots get overwritten each game session!
P=pause ; Pause game
Pause=pause
; ppl get this lost sometimes (handles
Escape=activate ; Esc-key leaves game into \"Refly\" menu)
timeFirstStep=5.0 ; Time it takes an airplane to reach the camera
deltaZ=10.0 ; in Fly-bye mode (F3) Start-angle of camera
MouseLeft=Len ; Mouse left button and move zooms in/out (move camera in/out)
AzimutSpeed=0.01; horizontal mouse-view change speed Works together with mouse sensitivity
TangageSpeed=0.01; vertical mouse-view change speed Works together with mouse sensitivity
; FMB 3D View works in external views in-game too
LenSpeed=0.01 ; FMB 3D View - Distance (zoom/move) change speed
MinLen=10 ; FMB 3D View - min distance to object
DefaultLen=20.0 ; FMB 3D View - default distance to object
MaxLen=1000.0 ; FMB 3D View - max distance to object
Speed=8 ; speed of view-pan (e.g. return to front view - Numpad5)
;------- Following section is for Full Mission Builder - command definitions --------
MouseLeft=objectMove; MouseLeft moves selected object
MouseRight=popupmenu; Mouse right pops up menu (depends on selected view what\'s in it)
Enter=freeView ; 3D View toggle
Shift MouseLeft=worldZoom ; Shift MouseLeft to define area to zoom into
Alt MouseLeft=select+; * UNKNOWN *
Alt MouseRight=select-; * UNKNOWN *
Alt Ctrl=unselect; Unselect the selected object
PageDown=change+; Change selected object from \"Object\" list to next object in list
; cyclic e.g. if last object is selected it goes to the first in the list
PageUp=change- ; Change selected object from \"Object\" list to previous object in list
; cyclic e.g. if first object is selected it goes to the last in the list
End=change++ ; * UNKNOWN *
Home=change-- ; * UNKNOWN *
Ctrl MouseLeft=insert+; Add another copy of the selected object
Insert=insert+ ; Add another copy of the selected object
NumPad-0=insert+; Add another copy of the selected object
F=fill ; Destroy map objects if in Destruction View
Ctrl MouseRight=delete+; Delete the selected object
NumPad.=delete+ ; Delete the selected object
Delete=delete+ ; Delete the selected object
Backspace=cursor; Show&Select the 3D cursor (You can now move the camera around)
Tab=cursor ; Show&Select the 3D cursor (You can now move the camera around)
F10=land ; Display Landscape toggle
F11=onLand ; * UNKNOWN *
NumPad-=normalLand; * UNKNOWN * / Resets angles of a rotated Ship
NumPad+=toLand ; * UNKNOWN *
NumPad-5=resetAngles; Reset angles of Object
NumPad-8=resetTangage90; Rotates an object \"nose-down\"
NumPad-7=stepAzimut-5; Rotate an onject left 5 degrees
NumPad-4=stepAzimut-15; Rotate an onject left 15 degrees
NumPad-1=stepAzimut-30; Rotate an onject left 30 degrees
NumPad-9=stepAzimut5; Rotate an object right 5 degrees
NumPad-6=stepAzimut15; Rotate an object right 5 degrees
NumPad-3=stepAzimut30; Rotate an object right 5 degrees
F1=SpeedSlow ; FMB 3D View - slow (precise) movement of object
F2=SpeedNormal ; FMB 3D View - normal movement of object
F3=SpeedFast ; FMB 3D View - fast (course) movement of object
MouseRight=XYmove; FMB 3D View - right click and hold moves object
F4 MouseRight=Zmove; FMB 3D View - F4 + righthold moves object up/down
MouseMiddle=Amove; FMB 3D View - Middle button hold rotates object around Z axis
F5 MouseRight=Amove; FMB 3D View - F4 + right button hold rotates object around Z axis
F6 MouseRight=Tmove; FMB 3D View - F6 + right button hold rotates object around Y (X?) axis
F7 MouseRight=Kmove; FMB 3D View - F7 + right button hold rotates object around X (Y?) axis
RealTime=1 ; * NOT TESTED YET *
Shift Tab=Activate ; activate console mode
; game console (Shift-Tab or \">\" in online chat)
HISTORY=1024 ; Num of lines in history to keep (up/down arrows)
HISTORYCMD=16 ; Num of lines stored in memory.
; It\'s possible to cycle through them with the up&down cursor, when in console.
; Thanks to ..... (reference coming)
LOAD=console.cmd ; initial console command file (runs on game start)
SAVE=console.cmd ; save copy of console commands in this file
LOG=1 ; make a log file
LOGTIME=1 ; log the time
LOGFILE=log.lst ; file to keep log in
LOGKEEP=1 ; append to log or overwrite it
; sound card settings - dont set \"hardware acceleration\" to full in directx
; e.g. Start - Control Panel - Sound Devices - Advanced - Hardware Acceleration
; when there is mention of Volume beware !
; ----->out of bounds can crash system<-----
SoundUse=1 ; use sound
SoundEngine=1
Speakers=0 ; type of speaker setup
Placement=0 ; placement of speakers
SoundFlags.reversestereo=0; reverse left/right channels
RadioFlags.Enabled=0 ; enable in-game radio
RadioEngine=2 ; * NOT TESTED YET *
MusicVolume=8 ; Volume of in-game music
ObjectVolume=14 ; Volume of in-game objects
MusState.takeoff=0 ; Play music on takeoff
MusState.inflight=0 ; Play music in-flight
MusState.crash=0 ; Play music after a crash
MusFlags.play=0 ; play music at-all
MasterVolume=14 ; Volume of master channel
Attenuation=7 ; * NOT TESTED YET *
SoundMode=1 ; * NOT TESTED YET *
SamplingRate=1 ; 22050 Hz or 44100 Hz Sampling rate
NumChannels=2 ; * NOT TESTED YET *
SoundExt.occlusions=0 ; EAX - use occlusions (object in the way of sound path)
SoundFlags.hardware=0 ; use hardware EAX acceleration
SoundFlags.streams=1 ; use streams
SoundFlags.duplex=1 ; use duplex mode
SoundExt.acoustics=0 ; EAX - use acoustics (room influence)
SoundExt.volumefx=0 ; EAX - use volume effects
SoundFlags.voicemgr=0 ; * NOT TESTED YET *
SoundFlags.static=1 ; * NOT TESTED YET *
VoiceVolume=14 ; Volume of AI Voices
Channels=2 ; * NOT TESTED YET *
SoundExt.extrender=0 ; Use an External renderer for EAX
SoundFlags.bugscorrect=0; * NOT TESTED YET * correct all game bug automaticly (I WISH roflmao!)
SoundSetupId=8 ; Sound card ID
ActivationLevel=0.02 ; Activation level of in-game radio
Preemphasis=0.85 ; Pre-Emphasis of microphone
RadioLatency=0.5 ; Latency in radio signal allowed
AGC=1 ; Automatic Gain Control for microphone
PTTMode=1 ; \"Push To Talk\" mode (press a key for \'radio\' chat)
SoundFlags.UseRadioChatter=0; Use in-game radio chatter
SoundFlags.AutoActivation=0; Auto activate microphone
RadioFlags.PTTMode=0 ; * NOT TESTED YET *
RadioFlags.PlayClicks=0 ; Play \"radio clicks\"
ActLevel=0 ; Activation Level of in-game radio
MicLevel=0 ; Microphone input level for in-game radio
SoundFlags.forceEAX1=0 ; Force EAX1 effects
; Hyperthreading/Multiprocessor setting
rocessAffinityMask=1 ; Argument is a bitmap bit 1 is Processor/thread 1
; 2 is Proc/Thread 2 etc etc, so
9 which is 1001 binary would use Proc/Thread 1 and 4 for the game
; 1 Use the first processor
; 2 Use the second processor
; 3 Use both processors
; Thanks to Aces High 2 and FltLt HardBall
;
mouseUse=2 ; 0=No mouse, 1 = Window\'s mouse,
; 2 = IL-2\'s mouse
joyUse=1 ; Use a joystick
trackIRUse=0 ; Use Track-Ir
DisableIME=0
locale= ; empty = english, de=German, fr=French, ru=Russian
; there may be more
SensitivityX=0.5 ; mouse sensitivity lower=slower
SensitivityY=0.5 ; mouse sensitivity lower=slower
Invert=0 ; invert the Y axis of the mouse
SensitivityZ=1.0 ; sensitivity on zooming
; Joystick axis profile values
; first number is the \"deadband\"
; (section around center where a joystick does not respond to
; input change). Then 10 numbers for the profile sliders
; joystick response will be actual pos * slider --> to game
; The last number is the \"Filter\" value this filters out
; \"twitchy\" or \"spikey\" axis.
X=0 1 4 9 16 25 36 49 64 81 100 0 ; IL-2 Sturmo Aeleron
Y=0 1 4 9 16 25 36 49 64 81 100 0 ; IL-2 Sturmo Pitch
Z=0 10 20 30 40 50 60 70 80 90 100 ; IL-2 Sturmo Throttle
RZ=0 10 20 30 40 50 60 70 80 90 100 0 ; IL-2 Sturmo Rudder
FF=0 ; Joystick uses Force Feed Back
U=0 10 20 30 40 50 60 70 80 90 100 0 ; IL-2 Sturmo Slider 1
V=0 10 20 30 40 50 60 70 80 90 100 0 ; IL-2 Sturmo Slider 2
1X=0 0 1 2 13 23 37 53 67 79 100 20 ; GAME ID #1 (x-axis) Aeleron
1Y=0 0 1 2 13 23 37 53 67 79 100 20 ; GAME ID #1 (y-axis) Pitch
1Z=0 100 100 100 100 100 100 100 100 100 100 0; GAME ID #1 (throttle)
1RZ=0 0 1 4 13 23 37 53 67 79 100 20 ; GAME ID #1 (z-axisrotation) Rudder
1X1=0 100 100 100 100 100 100 100 100 100 100 0; GAME ID #2 (x-axis)
1Y1=0 100 100 100 100 100 100 100 100 100 100 0; GAME ID #2 (y-axis)
1Z1=0 100 100 100 100 100 100 100 100 100 100 0; GAME ID #2 (throttle)
1RX1=0 100 100 100 100 100 100 100 100 100 100 0 ; GAME ID #2 (x-axis rotation)
1RZ1=0 100 100 100 100 100 100 100 100 100 100 0 ; GAME ID #2 (z-axis rotation)
1U1=0 100 100 100 100 100 100 100 100 100 100 0; GAME ID #2 Slider 1
1V1=0 100 100 100 100 100 100 100 100 100 100 0; GAME ID #2 Slider 2
(未完)
TexQual=2 ; Texture Quality
TexMipFilter=1 ; Bilinear, Trilinear, Anisotropic MipMap Filter
TexCompress=0 ; None, 16Bit, S3TC
TexFlags.UseDither=1 ; use polygon dithering
TexFlags.UseAlpha=0 ; use alpha channel
TexFlags.UseIndex=0 ; use indexed colours
TexFlags.PolygonStipple=1; stipple polygons
TexFlags.UseClampedSprites=0; use clamped sprites
TexFlags.DrawLandByTriangles=1; \"triangulate\" 3d-landscape (looks better)
TexFlags.UseVertexArrays=1; use Vertex Arrays
TexFlags.DisableAPIExtensions=0; * NOT TESTED YET *
TexFlags.ARBMultitextureExt=1; use multiple texture layers
TexFlags.TexEnvCombineExt=1; use environmental combine texture layers
TexFlags.SecondaryColorExt=1; Use secondary color extention
TexFlags.VertexArrayExt=1; Use vertex Arrays
TexFlags.ClipHintExt=0 ; Use Clip Hint extentions
TexFlags.UsePaletteExt=0; Use Palette extentions
TexFlags.TexAnisotropicExt=0; use texture anisotropic extentions
TexFlags.TexCompressARBExt=1; use compressed texture
TexFlags.TexEnvCombine4NV=0; use Environmental combine (nVidea)
TexFlags.TexEnvCombineDot3=0; Use Dot3 shader (only nVidea 6600+ and 6800+ cards at the moment)
; (Shader 3 Technology)
TexFlags.DepthClampNV=0 ; Use depth clamp (Z Buffer) for nVidea
TexFlags.SeparateSpecular=0; * NOT TESTED YET *
TexFlags.TextureShaderNV=0; Use nVidea texture shader
HardwareShaders=1 ; use hardware shaders
Shadows=1 ; no, some, all shadows
Specular=2 ; * NOT TESTED YET *
SpecularLight=2 ; * NOT TESTED YET *
DiffuseLight=2 ; * NOT TESTED YET *
DynamicalLights=1 ; * NOT TESTED YET *
MeshDetail=2 ; Detail of 3D models meshes
VisibilityDistance=3 ; Visibility of objects near/far
Sky=1 ; complexity of clouds/sky
Forest=1 ; complexity and denstity of trees on map
Water=2 ; complexity of water
Effects=1 ; complexity of effects (explosions etc)
LandShading=3 ; complexity of land shadows
LandDetails=2 ; level of Land details
LandGeom=2 ; * NOT TESTED YET *
TexLarge=1 ; use low-res / high-res textures
TexLandQual=3 ; Landscape details
TexLandLarge=1 ; use low-res / hig-res textures for land
VideoSetupId=4 ; type of graphics card
ForceShaders1x=0 ; force version 1 shaders
PolygonOffsetFactor=-0.15; If you have \"flickering\" airfields from hi-alt, change this to -0.15
PolygonOffsetUnits=-3.0 ; If you have \"flickering\" airfields from hi-alt, change this to -0.15
; see DirectX entries
TexQual=3
TexMipFilter=1
TexCompress=2
TexFlags.UseDither=0
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
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1
HardwareShaders=1
Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3
LandShading=3
LandDetails=2
LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=17
Water=2
Effects=2
Sky=2
Forest=3
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
; Dynamic Campaign settings (there are more)
GroundIntensity=Normal
CampaignAI=Normal
MissionDistance=30
CampaignDifficulty=Easy
AirIntensity=Low
Maxbomberskill=1;Settings are 0, 1, 2 and 3, ( for rookie, average, veteran and ace ) and default or not having this line in conf.ini, the AI bomber gunners will be kind of random or depend on other settings like CampaignAI=. This limits the entire bomber skill ( not just the gunners ) to a lower level if preferred, so you can attack bombers more easily if you limit it to a low setting. It affects only enemy AI for bombers, not friendly. Unfortunately, this does nothing for transport aircraft, such as LI-2, C-47 or JU-52, so be careful around those and don\'t assume they will be limited like the bombers if you set this to a low setting!!! Sometimes FW-200 Condor can also sometimes be assigned as a transport plane in some maps, so watch it!!!!
CampaignMissions=HardSettings are easy, normal or hard. Default or not having the line in conf.ini is normal. This changes the scripts ( ops files, I.E. - ops41-E.dat, where \"E\", means easy ) files in the Dgen folder used to generate missions. Affects the number of enemy planes encoutered as opposed to the number of friendly planes in your group/s. For example, set on easy, you might have a mission generated which gives you four fighters on your side with four bombers, and two enemy fighters will later show up to intercept your bombers. The very same mission on hard might give you only two fighters on your side, maybe the same number of bombers to escort, but you\'ll run into four enemy fighters to deal with!! This balances out so it does not affect frame rate much, if at all.
CampaignAI=HardSettings are easy, normal or hard. Default or not having the line in conf.ini is normal. Increases enemy and friendly AI by a factor of one. Low increases friendly AI level higher while lowering enemy AI level. High does the opposite. Normal gives you a more even match of AI strength.\"
CampaignLength=ShortVeryShort, Short, Medium, Long, VeryLong (VeryLong is default)
OperationVictory=100Pacific Fighters only. For example, if you want mission outcome to always be historical, you can set the parameters to unachievable high values, such as
OperationDefeat=-100OperationVictory=3000
WarVictory=1000OperationDefeat=-3000
WarDefeat=-1000WarVictory=30000
第一段翻译,简单的就不翻译了。
title=PF+FB+AEP ; This can change - Title of Window if in window-ed mode (FullScreen=0) 解释有误,这个不过是IL2的安装版本
hotkeys=HotKey game ; 热键
; Things to do with the screen
width=1200 ; Width in pixels
height=700 ; Height in pixels
ColourBits=32 ; Num of bits in colour
DepthBits=24 ; Num of Z-Buffer (depth buffer) bits
StencilBits=8 ; Num if bits in stencil buffer
ChangeScreenRes=0 ; Change screen resolution on game start 改变分辨率开关。
FullScreen=1 ; Play game fullscreen or in a window 全屏幕开关。
DrawIfNotFocused=0 ; Draw the window even if it is not visible (not focused) 如果显示出现问题则出现windows边框的开关。
EnableResize=0 ; Enable resize of window 允许重置windows窗口大小。
EnableClose=1 ; Enable close of window
SaveAspect=0 ; Preserve a 4:3 view aspect (0 for widescreen) 强制4:3显示,CRT,CRT
Use3Renders=0 ; Use 3 Monitors on a Matrox Parhelia - This does \"widen\" your view 使用Matrox的幻日显卡设置,谁用这个呀。
; but the Parhelia is not a games card lousy GFX and FPS and mucho $
; Some common aspect ratio\'s in film:
; 4:3 1.33:1 \"normal\" TV screen/Monitor also called \"Academy format\"
; 5:4 \"bigger\" LCD-monitor formats (1200x960 etc) LCD5:4显示
; 16:9 1.85:1 HDTV format also called \"Academy Flat\"16:9的宽屏
; 2.35:1 \"CinemaScope\" format also called \"Anamorphic Scope\", \"anavision\", \"CinemaScope\" 电影模式
;
; -Example- Using a \"bigger\" LCD-monitor with a 1200x960 (5:4) screen resolution, 例子
; and wanting to play in CinemaScope format: 设置如下:仔细看,学会自己修改一下参数
; width=1200, height=960, ChangeScreenRes=0, FullScreen=0, SaveAspect=0
; -Example- Using an WXGA monitor (1366x768) and playing fullescreen without the \"black bars\"
; width=1366, height=768,
; As kindly pointed out to me by Sturmovik_Shots this does not \"widen\" your view though - it only clips the top
; Thanks for pointing out an error in this section to .... (reference coming)
; and bottom area of a 4:3 screen.
; Graphics drivers links
GL=Opengl32.dll ; dll used for graphics
Open GL=Opengl32.dll ; possible choise for OpenGL dll
DirectX=dx8wrap.dll ; possible choise for DirectX wrapper dll
; Network settings 网络设定
speed=5000 ; connection speed - use 5000-8000 when joining 这个是服务器上设置的连接网速,低于这个会被踢出。
routeChannels=0 ; * UNKNOWN *
serverChannels=31 ; number of players that can join your game 最大玩家数目
localPort=21000 ; local communication port (21000) 本地端口
remotePort=21000 ; remote communication port (21000) 远程端口
SkinDownload=1 ; Download and display custom skins (must be 1 both允许客户端下载皮肤开关。
; at Host\'s side and Client\'s side.
serverName=213.xx.xxx.xxx:21000 ; ip of server (you as host) 服务器名字
serverDescription=Stupid\'s Dogfight; your server\'s description 服务器描述
remoteHost=82.xxx.x.xxx ; ip of host of last game you visited (joined)
localHost= ; local host in network 本地服务器名称
socksHost= ; * UNKNOWN * 本地Socks协议服务器
checkServerTimeSpeed=1 ; check server\'s system time 服务器时间检查
checkClientTimeSpeed=1 ; check client\'s system time 客户端时间检查
checkTimeSpeedDifference=0.05 ; Max speed difference between system times [%] 服务器和客户端时间差,如果大于0.05%,将会踢人。
checkTimeSpeedInterval=5 ; Measure difference every <num> seconds 按秒计算的时间差,同上。
; DeviceLink is a communication protocol for external programs
port=21100 ; Port used for comm withexternal program 外部程序接口
IPS=127.0.0.1 ; Local \"trusted\" ip\'s that can receive data 本地信任ip地址。
host=127.0.0.1 ; Local \"trusted\" ip\'s that can send data 本地信任ip地址,这两个应该是辅助服务器设置。
; delay time settings 延迟
farMaxLagTime=10.0 ; Max lag allowed at a far distance 最大允许延迟
nearMaxLagTime=2.0 ; Max lag allowed at a close distance
cheaterWarningDelay=5.0 ; Delay between \"cheating detected\" warnings 作弊警告信息间隔
cheaterWarningNum=-1 ; Number of warnings before a kick (-1 = off, 作弊警告到踢出作弊玩家的数目,如果3,为显示3次警告后踢人,如果0,则不警告直接踢人。
; 0 is direct-kick without warning)
; Online chat 线上聊天
region=(dx=0.6,dy=0.2,x=0.05,y=0.01); region to display chat in (in % of screen) 聊天消息框位置大小。
; adr0 .. adr9 hold addresses (who can receive the msg) for
; messages msg0 ... msg9
adr0=ALL ; msg to all players 允许所有玩家写消息。
adr1=MY ARMY ; msg to friendly side only 只对友机显示消息。
adr2=TO bugger1 ; msg to player with nickname \"bugger1\" only
msg0=Hi all ; Quick Message0 (use arrow up/down in-chat) 预置快速消息,用上下箭头选发。
msg1=<targets ; Display targets (use when running an FBDaemon hosted game)
msg2=<gunstat ; Display gunstat (use when running an FBDaemon hosted game)
msg3=<teams
msg9=<timeleft
; Or type 1 to 0 to get a message displayed directly.
; Some servers have scripts to display info. They use \"<\" as a trigger.
; - This is also the reason NOT to use \"<\" as a character in your nick-name by the way.
; Thanks to .... (reference coming) for pointing out the server formats (\"<\")
; game-play settings 游戏设置
Arcade=0 ; use arrows to denote impact &真实度,就是AI飞机的上标,箭头或者什么东西之类的。
; AI text-Balloons
HighGore=0 ; Display blood in some planes 显示飞机损伤情况。
; (doesn\'t work anymore since 1.21)
mapPadX=0.66 ; Position to display the map pad at (% of screen) 小地图位置。
mapPadY=0.04
viewSet=57 ; Even number = Snap View, Uneven = Pan View
; (F9 toggle)
Intro=0 ; Play the intro movie on startup 片头动画开关。
SubTitlesLines=5 ; Number of lines to display of AI subtitles AI的消息显示多少。
NoSubTitles=0 ; Do not show AI subtitles 不显示AI的消息
NoChatter=0 ; Do not play AI voices 不发出AI的声音。
NoHudLog=0 ; Don\'t display setting changes in HUDHUD中不显示操作飞机的机械变化。
; (power 80%, Fuel Mixture change etc)
NoLensFlare=0 ; Don\'t display a lens flare effect 取消Lens flare效果。
iconTypes=0 ; Type of Icons to display 飞机上标的类型
; 0 off
; 1 Distance 距离
; 2 Distance + Player Name 距离和玩家姓名
; 3 Distance + Plane Type/ID + PLayer Name 名字,距离,飞行型号。
TypeClouds=1 ; {4.00+} Use old particle clouds (0) or post patch4.00 particle clouds (1)
eventlog=eventlog.lst ; file to store the in-game events in 时间记录-服务器用。
eventlogkeep=1 ; keep an event file (add to it) 是否保存记录
3dgunners=0 ; {3.0+} display 3d-gunners
ClearCache=1 ; {3.03+} empty the material cache 清空其他记录
; use 0 when using e.g. IL-2 Mat Manager/IL-2 Stab
; When using IL-2 Stab for historical markings, setting ClearCache=0 will
; keep the historical markings enabled i.e. you dont have to run an external
; program in the background anymore.; As kindly pointed out to me by Sturmovik_Shots this does not \"widen\" your view though - it only clips the top
; Thanks for pointing out an error in this section to .... (reference coming)
如果你想看IL2在你的机器上运行的情况,是否有错误等,需要把Eventlogkeep变成1,然后设置Clearcache=0,这样会保持历史运行记录,你并不需要额外的程序来监测它。
第二部分翻译,有些没有翻译,自己看。
; Some key-definitions 快捷键定义PrintScreen=ScreenShot ; Makes Screenshot (grab000.tga etc) in main game dir 抓图
; Screenshots get overwritten each game session!
P=pause ; Pause game 暂停
Pause=pause 同上
; ppl get this lost sometimes (handles
Escape=activate ; Esc-key leaves game into \"Refly\" menu)
飞行观察设定
timeFirstStep=5.0 ; Time it takes an airplane to reach the camera 飞机飞过摄像机的时间。
deltaZ=10.0 ; in Fly-bye mode (F3) Start-angle of camera在飞跃视角中飞机和Camera的夹角。
MouseLeft=Len ; Mouse left button and move zooms in/out (move camera in/out) mouse左键以及放大缩小。
AzimutSpeed=0.01; horizontal mouse-view change speed Works together with mouse sensitivity 水平方向移动mouse改变的速度,就是mouse灵敏度设定。
TangageSpeed=0.01; vertical mouse-view change speed Works together with mouse sensitivity 垂直方向mouse灵敏度设定
; FMB 3D View works in external views in-game too
LenSpeed=0.01 ; FMB 3D View - Distance (zoom/move) change speed 任务编辑中放大缩小的速度
MinLen=10 ; FMB 3D View - min distance to object 任务编辑中物体最小距离
DefaultLen=20.0 ; FMB 3D View - default distance to object 任务编辑中默认物体距离
MaxLen=1000.0 ; FMB 3D View - max distance to object
Speed=8 ; speed of view-pan (e.g. return to front view - Numpad5) 回到中央视野的速度。
;------- Following section is for Full Mission Builder - command definitions --------
任务编辑快捷键
MouseLeft=objectMove; MouseLeft moves selected object mouse左键选择
MouseRight=popupmenu; Mouse right pops up menu (depends on selected view what\'s in it) 右键弹出框
Enter=freeView ; 3D View toggle 3D视野切换。
Shift MouseLeft=worldZoom ; Shift MouseLeft to define area to zoom into Shift加左键来放大一块区域
Alt MouseLeft=select+; * UNKNOWN *
Alt MouseRight=select-; * UNKNOWN *
Alt Ctrl=unselect; Unselect the selected object 取消选择
PageDown=change+; Change selected object from \"Object\" list to next object in list 增加选择,比如你选了一个物体,用这个可以增加选择。
; cyclic e.g. if last object is selected it goes to the first in the list
PageUp=change- ; Change selected object from \"Object\" list to previous object in list减少选择。
; cyclic e.g. if first object is selected it goes to the last in the list
End=change++ ; * UNKNOWN *
Home=change-- ; * UNKNOWN *
Ctrl MouseLeft=insert+; Add another copy of the selected object插入
Insert=insert+ ; Add another copy of the selected object 插入
NumPad-0=insert+; Add another copy of the selected object插入与已选物体同样的物体。
F=fill ; Destroy map objects if in Destruction View 在毁坏视图中填充。
Ctrl MouseRight=delete+; Delete the selected object 删除选中物体。
NumPad.=delete+ ; Delete the selected object
Delete=delete+ ; Delete the selected object
Backspace=cursor; Show&Select the 3D cursor (You can now move the camera around)显示3D光标,用来移动Camera
Tab=cursor ; Show&Select the 3D cursor (You can now move the camera around)
F10=land ; Display Landscape toggle 锁住landscape显示,landscape是地景。
F11=onLand ; * UNKNOWN *
NumPad-=normalLand; * UNKNOWN * / Resets angles of a rotated Ship
NumPad+=toLand ; * UNKNOWN *
NumPad-5=resetAngles; Reset angles of Object 重置物体角度。
NumPad-8=resetTangage90; Rotates an object \"nose-down\"以下为物体旋转。
NumPad-7=stepAzimut-5; Rotate an onject left 5 degrees
NumPad-4=stepAzimut-15; Rotate an onject left 15 degrees
NumPad-1=stepAzimut-30; Rotate an onject left 30 degrees
NumPad-9=stepAzimut5; Rotate an object right 5 degrees
NumPad-6=stepAzimut15; Rotate an object right 5 degrees
NumPad-3=stepAzimut30; Rotate an object right 5 degrees
F1=SpeedSlow ; FMB 3D View - slow (precise) movement of object 这些都是在任务编辑中关于物体移动微调的。
F2=SpeedNormal ; FMB 3D View - normal movement of object
F3=SpeedFast ; FMB 3D View - fast (course) movement of object
MouseRight=XYmove; FMB 3D View - right click and hold moves object
F4 MouseRight=Zmove; FMB 3D View - F4 + righthold moves object up/down
MouseMiddle=Amove; FMB 3D View - Middle button hold rotates object around Z axis
F5 MouseRight=Amove; FMB 3D View - F4 + right button hold rotates object around Z axis
F6 MouseRight=Tmove; FMB 3D View - F6 + right button hold rotates object around Y (X?) axis
F7 MouseRight=Kmove; FMB 3D View - F7 + right button hold rotates object around X (Y?) axis
RealTime=1 ; * NOT TESTED YET *
控制台热键
Shift Tab=Activate ; activate console mode 激活控制台。
; game console (Shift-Tab or \">\" in online chat)
HISTORY=1024 ; Num of lines in history to keep (up/down arrows)保留历史消息
HISTORYCMD=16 ; Num of lines stored in memory.
; It\'s possible to cycle through them with the up&down cursor, when in console.
; Thanks to ..... (reference coming)
LOAD=console.cmd ; initial console command file (runs on game start) 控制台命令初始化
SAVE=console.cmd ; save copy of console commands in this file 保存控制台命令。
LOG=1 ; make a log file 做记录。
LOGTIME=1 ; log the time
LOGFILE=log.lst ; file to keep log in 记录文件位置。
LOGKEEP=1 ; append to log or overwrite it
; sound card settings - dont set \"hardware acceleration\" to full in directx声卡设置
; e.g. Start - Control Panel - Sound Devices - Advanced - Hardware Acceleration
; when there is mention of Volume beware !
; ----->out of bounds can crash system<-----
SoundUse=1 ; use sound
SoundEngine=1
Speakers=0 ; type of speaker setup
Placement=0 ; placement of speakers
SoundFlags.reversestereo=0; reverse left/right channels
RadioFlags.Enabled=0 ; enable in-game radio 是否开启无线电通讯
RadioEngine=2 ; * NOT TESTED YET *
MusicVolume=8 ; Volume of in-game music 音乐音量
ObjectVolume=14 ; Volume of in-game objects 噪声音量
MusState.takeoff=0 ; Play music on takeoff 起飞音乐
MusState.inflight=0 ; Play music in-flight
MusState.crash=0 ; Play music after a crash
MusFlags.play=0 ; play music at-all
MasterVolume=14 ; Volume of master channel
Attenuation=7 ; * NOT TESTED YET *
SoundMode=1 ; * NOT TESTED YET *
SamplingRate=1 ; 22050 Hz or 44100 Hz Sampling rate 声音采样
NumChannels=2 ; * NOT TESTED YET *
SoundExt.occlusions=0 ; EAX - use occlusions (object in the way of sound path)EAX音效-障碍音效
SoundFlags.hardware=0 ; use hardware EAX acceleration 是否使用EAX
SoundFlags.streams=1 ; use streams
SoundFlags.duplex=1 ; use duplex mode
SoundExt.acoustics=0 ; EAX - use acoustics (room influence) EAX室内效果
SoundExt.volumefx=0 ; EAX - use volume effects
SoundFlags.voicemgr=0 ; * NOT TESTED YET *
SoundFlags.static=1 ; * NOT TESTED YET *
VoiceVolume=14 ; Volume of AI Voices
Channels=2 ; * NOT TESTED YET *
SoundExt.extrender=0 ; Use an External renderer for EAX 使用EAX内置效果。
SoundFlags.bugscorrect=0; * NOT TESTED YET * correct all game bug automaticly (I WISH roflmao!)
SoundSetupId=8 ; Sound card ID
ActivationLevel=0.02 ; Activation level of in-game radio
Preemphasis=0.85 ; Pre-Emphasis of microphone
RadioLatency=0.5 ; Latency in radio signal allowed
AGC=1 ; Automatic Gain Control for microphone
PTTMode=1 ; \"ush To Talk\" mode (press a key for \'radio\' chat)
SoundFlags.UseRadioChatter=0; Use in-game radio chatter
SoundFlags.AutoActivation=0; Auto activate microphone
RadioFlags.PTTMode=0 ; * NOT TESTED YET *
RadioFlags.PlayClicks=0 ; Play \"radio clicks\"
ActLevel=0 ; Activation Level of in-game radio
MicLevel=0 ; Microphone input level for in-game radio
SoundFlags.forceEAX1=0 ; Force EAX1 effects 强制EAX1效果,以上不翻译了,请自己看,声卡设置很烦,容易出问题,除非你使用最新的Creative,可以试试,要不就SB live或者自定义好了。
; Hyperthreading/Multiprocessor setting 多处理器设置。
rocessAffinityMask=1 ; Argument is a bitmap bit 1 is Processor/thread 1 1个处理器1个用1个Thread
; 2 is Proc/Thread 2 etc etc, so 1个处理器用2个Thread,比如奔腾4.
9 which is 1001 binary would use Proc/Thread 1 and 4 for the game
; 1 Use the first processor
; 2 Use the second processor
; 3 Use both processors
; Thanks to Aces High 2 and FltLt HardBall
;
mouseUse=2 ; 0=No mouse, 1 = Window\'s mouse,mouse指针选择。
; 2 = IL-2\'s mouse
joyUse=1 ; Use a joystick 使用摇杆。
trackIRUse=0 ; Use Track-Ir 使用Track ir-高端设备,口水呀。
DisableIME=0
locale= ; empty = english, de=German, fr=French, ru=Russian
; there may be more
SensitivityX=0.5 ; mouse sensitivity lower=slower
SensitivityY=0.5 ; mouse sensitivity lower=slower
Invert=0 ; invert the Y axis of the mouse
SensitivityZ=1.0 ; sensitivity on zooming
; Joystick axis profile values以下是摇杆设置。
; first number is the \"deadband\"
; (section around center where a joystick does not respond to
; input change). Then 10 numbers for the profile sliders
; joystick response will be actual pos * slider --> to game
; The last number is the \"Filter\" value this filters out
; \"twitchy\" or \"spikey\" axis.
图像设置,很多专业设置,用不到,也不懂。
Directx相关TexQual=2 ; Texture Quality 贴图质量
TexMipFilter=1 ; Bilinear, Trilinear, Anisotropic MipMap Filter 线性,3线性,多重采样等。
TexCompress=0 ; None, 16Bit, S3TC 16位压缩贴图,最快,效果最差。
TexFlags.UseDither=1 ; use polygon dithering 多边形抖动,效果好。
TexFlags.UseAlpha=0 ; use alpha channel 透明通道,效果好。
TexFlags.UseIndex=0 ; use indexed colours 索引色云彩,效果差。
TexFlags.PolygonStipple=1; stipple polygons 多边形描画,效果好。
TexFlags.UseClampedSprites=0; use clamped sprites
TexFlags.DrawLandByTriangles=1; \"triangulate\" 3d-landscape (looks better) 三角形地景绘画,好。
TexFlags.UseVertexArrays=1; use Vertex Arrays 使用顶点排列,好。
TexFlags.DisableAPIExtensions=0; * NOT TESTED YET *
TexFlags.ARBMultitextureExt=1; use multiple texture layers 使用多层贴图,好。
TexFlags.TexEnvCombineExt=1; use environmental combine texture layers 环境联合贴图,好。
TexFlags.SecondaryColorExt=1; Use secondary color extention 使用第二种调色板,好。
TexFlags.VertexArrayExt=1; Use vertex Arrays 使用顶点阵列,好。
TexFlags.ClipHintExt=0 ; Use Clip Hint extentions
TexFlags.UsePaletteExt=0; Use Palette extentions 扩展调色板,好。
TexFlags.TexAnisotropicExt=0; use texture anisotropic extentions 各异像贴图,好。
TexFlags.TexCompressARBExt=1; use compressed texture 使用压缩材质,不好,快。
TexFlags.TexEnvCombine4NV=0; use Environmental combine (nVidea) nvidia选项。
TexFlags.TexEnvCombineDot3=0; Use Dot3 shader (only nVidea 6600+ and 6800+ cards at the moment) nvidia选项。
; (Shader 3 Technology)
TexFlags.DepthClampNV=0 ; Use depth clamp (Z Buffer) for nVidea
TexFlags.SeparateSpecular=0; * NOT TESTED YET *
TexFlags.TextureShaderNV=0; Use nVidea texture shader以上选项和nvidia相关,请自己斟酌。
HardwareShaders=1 ; use hardware shaders 应用硬件Shaders。
Shadows=1 ; no, some, all shadows 阴影等级。
Specular=2 ; * NOT TESTED YET *
SpecularLight=2 ; * NOT TESTED YET *
DiffuseLight=2 ; * NOT TESTED YET *
DynamicalLights=1 ; * NOT TESTED YET *
MeshDetail=2 ; Detail of 3D models meshes 模型细致程度。
VisibilityDistance=3 ; Visibility of objects near/far 视距。
Sky=1 ; complexity of clouds/sky 天空,云的复杂程度。
Forest=1 ; complexity and denstity of trees on map 树木密度和复杂度。
Water=2 ; complexity of water 水的复杂度。
Effects=1 ; complexity of effects (explosions etc) 效果复杂度。
LandShading=3 ; complexity of land shadows 陆地和阴影的复杂度。
LandDetails=2 ; level of Land details 地景分级。
LandGeom=2 ; * NOT TESTED YET *
TexLarge=1 ; use low-res / high-res textures使用低、高解析度贴图。
TexLandQual=3 ; Landscape details地景细节
TexLandLarge=1 ; use low-res / hig-res textures for land地景贴图高,低解析度。
VideoSetupId=4 ; type of graphics card 显卡。
ForceShaders1x=0 ; force version 1 shaders 强制使用Shader1版本,这个是FX5200以下使用的
PolygonOffsetFactor=-0.15; If you have \"flickering\" airfields from hi-alt, change this to -0.15
PolygonOffsetUnits=-3.0 ; If you have \"flickering\" airfields from hi-alt, change this to -0.15
; see DirectX entries
TexQual=3
TexMipFilter=1
TexCompress=2
TexFlags.UseDither=0
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
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1
HardwareShaders=1
Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3
LandShading=3
LandDetails=2
LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=17
Water=2
Effects=2
Sky=2
Forest=3
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
; Dynamic Campaign settings (there are more)
GroundIntensity=Normal
CampaignAI=Normal
MissionDistance=30
CampaignDifficulty=Easy
AirIntensity=Low
最后一段我以前翻译过,请自己查找。
很多设置都没有什么用,我觉得服务器设置最好用,呵呵,不过我的电脑现在完蛋了,惨呀。 偶然查到这个帖子,要顶起来啊 - -||| 你果然是沉帖打捞委员会的会长。。。。。这么沉的贴都捞上来了。。。 说明一下,文字中诸如的小头像不是原文中有的,是原文中的字符(组合)碰巧和论坛中小头像的代码一样,论坛自动给换上的!!我当时发帖时无法加附件。现在把原文档加上,大家可方便下载。:)
修改帖子时附件发重了,两个一样,呵呵
[ 本帖最后由 ntrk 于 2008-7-29 18:35 编辑 ]
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