Jump to content

Game version 5.002 discussion: Churchill IV, Tactical Codes, New Propellers, DVD for everything.


Recommended Posts

Posted
37 minutes ago, CrazyhorseB34 said:

Ouvrez un livre.

 we would just like to understand... from what we find (site, photo, etc...) we find nothing that contradicts the version presented by the devs...

  • 1CGS
Posted
1 час назад, CrazyhorseB34 сказал:

Stug III G Collector vehicle silhouette has post Kursk cupola...

You don't need to make such assumptions by the sheer silhouette, there was some screenshots of the model in the Developer Diariy #323.

  • Like 1
  • Thanks 1
CrazyhorseB34
Posted

Those pics are rather incomplete. But no matter which one I am still going too buy it! ?

Posted (edited)

Just a little tweak needed in that the tactical codes for RAF aircraft don't work quite right - see example here of a historical skin and then trying to replicate it with tactical codes :)

 

Code should read 1 2 (roundel) 3 on the left side, and 3 (roundel) 1 2 on the right side as pictured below. Hopefully can be fixed easily enough!

 

Otherwise cracking job that does loads for immersion!

 

image.thumb.png.67f365cc6912b5d5c8467b2072103a0e.png

 

EDIT:

 

On further research this appears better standardised by the USAAF - in fact the RAF were all over the place with even some planes in the same unit not displaying squadron codes in the same fashion ?

Edited by Talon_
  • Upvote 1
Posted

Thanks for the update! One little addition to the Luftwaffe-Fighter Tatical Codes would be really nice: Could you please add the numbers "1" and "2" as an option for the first digit? So we can have numbers higher than 9, e.g. 13 or 22. Luftwaffe Figther Wings consisted of 12 Planes (Late-War up to 16 Planes). Just shift the "1" and "2" to the right of the field, so the spacing is not as big. See attached image:

tacticalcodesLW.jpg

  • Upvote 3
  • 1CGS
Posted
26 минут назад, FS_Knipser сказал:

Could you please add the numbers "1" and "2" as an option for the first digit?

Unfortunately no, in that case it won't work correctly with the chevrons: you'll get «<1» on the one side and «1<» on the other, because they have to be mirrored. But it's not a big trouble, the maximum size of the group in the game is 9 planes.

Posted

As much as I appreciate the time and effort that the team has put in to creating these dynamic tactical codes, and that most players will enjoy and use these, I do not want to make use of them and would rather all the AI use the basic default skins. As it stands now, I can "remove" them for my own A/c but all the AI have them, and when you go back to the hanger, your own A/c has them regardless of your selection, which does look awful. Is it not possible to completely disable the DTC for ALL A/c?

  • Like 1
  • Upvote 1
  • 1CGS
Posted
2 минуты назад, Elem сказал:

and when you go back to the hanger, your own A/c has them regardless of your selection, which does look awful

That will be fixed in today's hotfix.

 

4 минуты назад, Elem сказал:

Is it not possible to completely disable the DTC for ALL A/c?

No.

RNAS10_Oliver
Posted (edited)
41 minutes ago, Talon_ said:

Just a little tweak needed in that the tactical codes for RAF (and maybe USAAF?) aircraft don't work quite right - see example here of a historical skin and then trying to replicate it with tactical codes :)

 

Code should read 1 2 (roundel) 3 on the left side, and 3 (roundel) 1 2 on the right side as pictured below. Hopefully can be fixed easily enough!

 

Otherwise cracking job that does loads for immersion!

 

image.thumb.png.67f365cc6912b5d5c8467b2072103a0e.png

 

 

 

That used to be my understanding for the RAF codes also. Though there are historical skins in game and photographs where the codes are written in order (squadron then aircraft) rather than in relation to the cockade (as you've described). So would be good if they could have the order as an option IMHO. Though to be honest also I would like that mainly so that I could continue to replicate the codes that the naval squadrons using Spitfire V's during Normandy would have been using. ?

 

image.thumb.png.807ff6408840f29497f9263819520e53.png

image.thumb.png.6713a1c9d0dbe00315604fae1a7eb359.png

File:Aircraft of the Royal Air Force, 1939-1945- Supermarine Spitfire. CH5756.jpg

 

Also would be good to have positions further forward available also (as on the Spitfire 5 skin named Navy) as the custom codes do not always play nice when your using skins with invasion stripes on.

image.thumb.png.f20b7c733e96e6bec0db414df977bb2d.png

image.thumb.png.ab4f834ca603e63e1530e94393243483.png

Edited by RNAS10_Oliver
Posted
3 minutes ago, Regingrave said:

That will be fixed in today's hotfix

Well at least that is a small improvement. Thank you.

  • Thanks 1
  • 1CGS
Posted
3 минуты назад, RNAS10_Oliver сказал:

Also would be good to have positions further forward as on the Spitfire 5 skin named "Navy" the custom codes do not always play nice when your using skins with invasion stripes on.

Tactical codes are a part of the model and cannot be moved according to each skin. For skins like that you should use darker symbols, and for the AI we're thinking of tweaking the system a bit.

  • Upvote 2
RNAS10_Oliver
Posted (edited)
25 minutes ago, Regingrave said:

Tactical codes are a part of the model and cannot be moved according to each skin. For skins like that you should use darker symbols, and for the AI we're thinking of tweaking the system a bit.

 

uh I'm not talking about moving the codes forward dependant on the skins in use, just suggesting some more "position slots" that provide the codes further forwards, as they would be useful on skins with invasion markings

 

To be honest also would have preferred that the markings system allowed you to choose the nation to be used for the markings rather than going via the nation assigned in editor or the skin chosen in setup of QMB/AQMB. As for example on Flugpark or other MP servers there are not multiple spawns per nation provided. So with aircraft such as the SPAD 7 the player taking a French skin would end up having to use British markings because the missions (on the toss of a coin) had the aircraft set to British.

Edited by RNAS10_Oliver
  • Upvote 1
Posted
38 minutes ago, Elem said:

As much as I appreciate the time and effort that the team has put in to creating these dynamic tactical codes, and that most players will enjoy and use these, I do not want to make use of them and would rather all the AI use the basic default skins. As it stands now, I can "remove" them for my own A/c but all the AI have them, and when you go back to the hanger, your own A/c has them regardless of your selection, which does look awful. Is it not possible to completely disable the DTC for ALL A/c?

 

I take it that mission makers can always blank the tactical codes for a given aircraft and use a custom skin (as is currently done). So I suppose it should be possible for custom missions (and even custom campaign engines). They'll just be there if you use the AQMB/QMB/Dynamic Campaign generator.

Posted (edited)

Great update.

 

Really like the new prop effect.

 

Have been using RCAF 410 squadrons tactical code of RAiwm-ce107.jpg.ac36d58a34a8a9561914c86649683c47.jpg

 

Feels pretty special to be flying the Mossie with those markings.

 

The squadron still exists today!

 

 

Edited by Denum
Posted

Couple of questions about Churchill.

1. Commanders view when open hatch. Looking forward there is not one, it is obscured by the hatch, I assume this is correct? (see pictures below)

2. When selecting the mortar rounds in place of some of the smoke grenades, how do you load them? In the Weapons key bindings there are options for 1 and 2 but when you set a key for 1 it updates 2 at the same time? 

Churchill4.JPG

Churchill3.JPG

Churchill2.JPG

Churchill1.JPG

  • Like 1
  • Upvote 1
Posted
9 minutes ago, DD_Friar said:

Couple of questions about Churchill.

1. Commanders view when open hatch. Looking forward there is not one, it is obscured by the hatch, I assume this is correct? (see pictures below)

2. When selecting the mortar rounds in place of some of the smoke grenades, how do you load them? In the Weapons key bindings there are options for 1 and 2 but when you set a key for 1 it updates 2 at the same time? 

Churchill4.JPG

Churchill3.JPG

Churchill2.JPG

Churchill1.JPG

I havent tried the mortar but in commander view you can change the view with default keys PgUp/PgDn

Posted

I use pwcg with custom skins for my squadron. How do I prevent the new markings from being added to those skins while they are added to all AI planes other than my squadron?

Posted

Probably something for Pat to work in for the next PWCG update I expect

 

(sorry Pat if i'm wide of the mark here)

  • 1CGS
Posted
59 минут назад, RNAS10_Oliver сказал:

uh I'm not talking about moving the codes forward dependant on the skins in use, just suggesting some more "position slots" that provide the codes further forwards, as they would be useful on skins with invasion markings

We cannot add more slots, also it would cause additional issues with the mirroring.

 

59 минут назад, RNAS10_Oliver сказал:

To be honest also would have preferred that the markings system allowed you to choose the nation to be used for the markings rather than going via the nation assigned in editor or the skin chosen in setup of QMB/AQMB. As for example on Flugpark or other MP servers there are not multiple spawns per nation provided. So with aircraft such as the SPAD 7 the player taking a French skin would end up having to use British markings because the missions (on the toss of a coin) had the aircraft set to British.

Too much effort for the ability to set the numbers on the skin that doesn't fit them anyways.
Airfields in the Multiplayer are supposedely operated by a single country, so the plane's country is defined by the airfield it's spawns on. The player cannot expect his British Plane with the British pilot and British markings flying from the British airfield to fit the French or whatever non-British skin he's selected.
If the plane don't have markings for the country that is set for it, it will have it's default country's markings, for example, British Typhoons flying from the Soviet airfield will have British markings and the pilot.

  • Thanks 1
  • Sad 1
Posted

Excellent team! Having the numerals now (even with some tibdits) adds so much inmersion in career mode and every other game mode!

Kind regards

Posted
3 hours ago, SFC_Scott said:

"As you know, in our sim you can place a photo in the cockpit of aircraft and tanks - by default it is a woman corresponding to the era and country, but the player can replace it with an image of their own loved ones or even put some notes there."

 

 

How do I accomplish adding my own photo or notes?

 

I would love to know this as well. I've love to include a photo of my wife and kids in my planes.

  • 1CGS
Posted
3 часа назад, SFC_Scott сказал:

How do I accomplish adding my own photo or notes?

4 минуты назад, Deicide сказал:

I would love to know this as well. I've love to include a photo of my wife and kids in my planes.

For every plane in \data\graphics\Planes\***\Textures\ there is a custom_photo.dds which you can edit as you wish.

  • Upvote 1
VBF-12_Stick-95
Posted

First off, thank you for the Tactical Code capability on all aircraft.  This is a welcome change.  For what it's  worth, the following is a suggestion that IMO would help streamline the process and make it more intuitive.

 

Currently the process to use the TAC Codes on a skin is as follows:

1. Select an Official Skin for the nationality you wish codes for.

2. Click Start.

3. Go to "Plane" Setup.

4. To use a Custom Skin of the same nationality you need to wait until here to select it.

5. Enter the codes

6. Click Accept.

Although it works it is somewhat awkward.  Now I know that for every layman's "simple" change to a program, there is an elusive, not so easy way to implement it by programmers.  That being said, here is what I think would be best process for more flexibility so that players could make all changes prior to clicking accept thus eliminating the need to go into "Plane" Setup each time.   My apologies if this has already been suggested.

1. In the Skin Menu select any skin including custom.

2. On the Skin Menu go to the Tactical Code tab (this would be new on the skin selection menu).

3. Select the nationality check box (also new) to the right of Tactical Code and then enter the codes for that nationality.

4. Click Accept.


This would eliminate the need to select an Official Skin to determine nationality. This would also allow for last minute changes within the "Plane" Setup menu as well without having to go back to the map to re-select an Official Skin.  Below are screenshots to visualize my idea.

 

The first is adding the Tactical Code tab in QMB, etc.

The second reflects adding the nationality air force to the Tactical Code menu to quickly change them without re-selecting an Official Skin.
 

Fuselage Lettering 2 with new tab.jpg

Fuselage Lettering with options.jpg

  • Thanks 1
  • Upvote 2
Posted

Hopefully it's not too late to remove the sneaky upper wing stripes from the mid-44 Spit IX paintjob before the hotfix!

 

image.png.686bd99afdff7421547eb6f39f876fd0.png

  • 1CGS
Posted
18 минут назад, VBF-12_Stick-95 сказал:

This would eliminate the need to select an Official Skin to determine nationality.

Thanks for your suggestion! We sure will search for more ways to improve usability, but for the time being we're satisfied with the current way of selecting the country, as the way you're propose requres serious changes in the GUI and Mission Generator algorythms and the very order in which missions are generated and objects are defined, though the sole benefit of such changes, as I mentioned before, is mostly the ability to get unproper markings on the skin more quickly.

 

18 минут назад, VBF-12_Stick-95 сказал:

This would also allow for last minute changes within the "Plane" Setup menu as well without having to go back to the map to re-select an Official Skin.

Unfortunately such last minute changes are not possible — in the hangar setup menu right before the mission start your plane's country is already determined by the mission. Similarly, it's technically impossible set a tactical code for the plane which country is not yet defined.

Posted
31 minutes ago, Deicide said:

 

I would love to know this as well. I've love to include a photo of my wife and kids in my planes.

Check the mods( I think)  forum, there was an instruction there somewhere. 

VBF-12_Stick-95
Posted
7 minutes ago, Regingrave said:

Similarly, it's technically impossible set a tactical code for the plane which country is not yet defined.

 

Understood, it was just an example of selections.

  • Thanks 1
Posted

Congratulations ¡¡

the great work of the new tank is great 

now it only remains to know the key configuration for explosive

and smoke grenades as well the smokescreen

i send you a capture of the churchill that leaves no trace.

2022_10_12__13_51_58.jpg

Posted
2 minutes ago, Alberich said:

Congratulations ¡¡

the great work of the new tank is great 

now it only remains to know the key configuration for explosive

and smoke grenades as well the smokescreen

i send you a capture of the churchill that leaves no trace.

 

Tap '1' or '2' on the keyboard for each type of mortar round. The loader will grab it from the bin and send it flying a short time later.

 

Note that the mortar isn't exactly in line with the gun (it is off to the right a bit), and also that the rounds land 400 metres away... so the HE rounds will only be effective against relatively static targets that one can get close to using the terrain.

 

That said, I wonder if any of the German heavies have less than 7mm of roof armour? The likelihood of a hit is minimal, but I think it'd be pretty amusing if someone managed to pull it off. Kind-of like using the pistol to take out an enemy pilot... very unlikely but the footage is impressive when it happens.

  • Thanks 1
Posted

Thanks for the clarification

the omly thing left is the smokescreen key,,,,,,,,

7 minutes ago, Avimimus said:

 

Tap '1' or '2' on the keyboard for each type of mortar round. The loader will grab it from the bin and send it flying a short time later.

 

Note that the mortar isn't exactly in line with the gun (it is off to the right a bit), and also that the rounds land 400 metres away... so the HE rounds will only be effective against relatively static targets that one can get close to using the terrain.

 

That said, I wonder if any of the German heavies have less than 7mm of roof armour? The likelihood of a hit is minimal, but I think it'd be pretty amusing if someone managed to pull it off. Kind-of like using the pistol to take out an enemy pilot... very unlikely but the footage is impressive when it happens.

 

Thanks for the clarification

the omly thing left is the smokescreen key,,,,,,,,

Posted
2 hours ago, Regingrave said:

Unfortunately no, in that case it won't work correctly with the chevrons: you'll get «<1» on the one side and «1<» on the other, because they have to be mirrored. But it's not a big trouble, the maximum size of the group in the game is 9 planes.

oh yes, you're right, havent though about that. but maybe this here (see image) would be a solution to get at least the numbers up to 12. would be really helpful for multiplayer squadrons.

tacticalcodesLW2.thumb.jpg.7efbcb9b3d434651ec88a9ce4b990105.jpg

  • Like 3
  • Upvote 3
Posted

And again still no C-47. We actually got the Churchill announced, developed and released within the time C-47 has been in pre-order..

Posted
2 hours ago, DD_Friar said:

2. When selecting the mortar rounds in place of some of the smoke grenades, how do you load them? In the Weapons key bindings there are options for 1 and 2 but when you set a key for 1 it updates 2 at the same time? 

Churchill4.JPG

 

47 minutes ago, Alberich said:

i send you a capture of the churchill that leaves no trace.

2022_10_12__13_51_58.jpg

 

I add this: I know that the German crews had very good training and very good equipment and accessories, but I did not know that they were equipped with optics allowing to see through the smoke bombs?

2022_10_12__10_5_3.thumb.jpg.98a4be40a5b1a7d95ea21a0f556971e9.jpg2022_10_12__10_3_56.thumb.jpg.91ca26703fa919464fd4b660d7d0ce4d.jpg2022_10_12__10_4_20.thumb.jpeg.e2fba1f3a4d964a30ee88681908e1d1e.jpeg
does the smoke generator work for anyone?

Posted

Thanks for the update.
I'm a little late, first had to try it out.
Immersion got the better of me, so therefor I'm late.
I love the update so far.

?

RNAS10_Mitchell
Posted
3 hours ago, RNAS10_Oliver said:

 

That used to be my understanding for the RAF codes also. Though there are historical skins in game and photographs where the codes are written in order (squadron then aircraft) rather than in relation to the cockade (as you've described). So would be good if they could have the order as an option IMHO. Though to be honest also I would like that mainly so that I could continue to replicate the codes that the naval squadrons using Spitfire V's during Normandy would have been using. ?

 

image.thumb.png.807ff6408840f29497f9263819520e53.png

image.thumb.png.6713a1c9d0dbe00315604fae1a7eb359.png

File:Aircraft of the Royal Air Force, 1939-1945- Supermarine Spitfire. CH5756.jpg

 

Also would be good to have positions further forward available also (as on the Spitfire 5 skin named Navy) as the custom codes do not always play nice when your using skins with invasion stripes on.

image.thumb.png.f20b7c733e96e6bec0db414df977bb2d.png

image.thumb.png.ab4f834ca603e63e1530e94393243483.png

If I understand correctly, you're suggesting adding one or two additional spots for identification numbers.  Assuming they could be left blank if not required/desired.   Great idea, and should be very easy to implement I would guess as they just recently worked on the ID numbers.

  • 1CGS
Posted
2 часа назад, DD_Friar сказал:

When selecting the mortar rounds in place of some of the smoke grenades, how do you load them? In the Weapons key bindings there are options for 1 and 2 but when you set a key for 1 it updates 2 at the same time?

1 and 2 for the driver activate first and second smoke generator, 1 and 2 for gunner or commander fires the mortar with smoke or HE mine respectively. It's all described in the Station Notes.

 

16 минут назад, moustache сказал:

I add this: I know that the German crews had very good training and very good equipment and accessories, but I did not know that they were equipped with optics allowing to see through the smoke bombs?

Currently AI doesn't interact with the smoke, it's planned to be added later.
 

2 минуты назад, RNAS10_Mitchell сказал:

If I understand correctly, you're suggesting adding one or two additional spots for identification numbers.  Assuming they could be left blank if not required/desired.   Great idea, and should be very easy to implement I would guess as they just recently worked on the ID numbers.

We would cover the entire plane with the spots, if it was so easy.

  • Thanks 1
=EXPEND=CG_Justin
Posted

Just tried the update this morning and its very nice! The propeller effect is very well done.

 

Two things I noticed playing online on Finnish server.

 

1. I was hit in a P-38 and lost engine 1. When I trimmed my rudder, the rudder tabs seemed reversed for the desired result visually.

2. Ships seem to flicker in and out through the middle LOD render range.

 

Other than that....awesome update!

Posted

Hi Guys

Just downloaded the new update

  1. All Great Battles aircraft now use user-defined tactical numbers. The tactical number format for each aircraft reasonably corresponds to historical prototypes and varies by country. The font of numbers for each country is different and was chosen as the most commonly used from a historical and technical point of view. Additional paint schemes that are compatible with customizable tactical numbers are added;

 

Can anyone tell me how to turn this OFF

I can see how to change the tactical numbers numbers on your own aircraft but there is no option for the opposition aircraft. When you select a custom skin which has the tactical numbers already applied say on a Bf 109 enemy aircraft there is no way I can find to stop the tactical numbers from being turned OFF. When I selected the P-51 I could see the option how to unselect the tactical numbers but not on the Bf 109 I was flying against and it ruins the screenshots. Was this over looked when introduced or is there a hidden way of turning the tactical numbers OFF.

I hope someone can help me on this issue.

Matthew

 

 

Leftenant_Soap
Posted
2 hours ago, Regingrave said:

We cannot add more slots, also it would cause additional issues with the mirroring.

I suggest adding an option to decouple port/starboard tac codes, that way there's no mirroring.

We're not trying to sound ungrateful but merely pointing out how this new system works great in some cases and not great in others. I hope it can get to a point where it's great in all situations, because it's a lovely feature.

  • Upvote 1
Posted

I don't follow what your trying to say here.

There is a tap how to deselect the tactical numbers on the aircraft you are flying but not on the enemy you are flying against.

Unless there is an option I haven't seen.

 

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...