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


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  • 1CGS
Posted
8 минут назад, acred99 сказал:

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.

Tactical numbers over the custom skins is a bug, it will be fixed in today's update.

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Posted

Okay thank you. I thought it was odd.

 

Posted (edited)
42 minutes ago, =EXPEND=CG_Justin said:

When I trimmed my rudder, the rudder tabs seemed reversed for the desired result visually.


Do you know how trim tabs work? They actually cause the entire control surface to deflect in the opposite direction to the trim tab in order to have the desired effect. I've not checked the P-38 in game so just verifying if your observations are simply the true to life mechanics of trim tabs or indeed, they are inverted compared to what I have described.

 

EDIT: example diagram - green is the direction of the lift vector.

 

image.png.17a2fb59e7cb27240d7cb09c7f5b7966.png

Edited by Talon_
Posted

Hotfix now out

 

Posted (edited)

Any idea what the hotfix fixes? Just "Tactical numbers over the custom skins"?

Edited by paulferris1964
RNAS10_Oliver
Posted (edited)
3 minutes ago, paulferris1964 said:

Any idea what the hotfix fixes?


One of the devs will post that here in a bit and sticky it to the top of the thread.

Edited by RNAS10_Oliver
Posted (edited)
Il y a 8 heures, Avimimus a dit :

Appuyez sur '1' ou '2' sur le clavier pour chaque type d'obus de mortier. Le chargeur le saisira du bac et l'enverra voler peu de temps après.

peu importe la force avec laquelle j'appuie le plus fort possible sur les touches 1 et 2, rien ne se passe... m^me fini toutes les munitions fumigènes ne tirent pas HE... arf...

 

petit problème avec les fumées au sol

2022_10_12__16_5_42.thumb.jpg.3fa05b686baf00541cfbe97b6d0949ec.jpg

Скрытый текст

 

 

 

sympa l'obus AP qui traverse les chars et continue son chemin

2022_10_12__16_18_33.thumb.jpg.e26997dc95914e5419520bd8046e0da6.jpg

Edited by moustache
It's a common courtesy to hide the piles of screenshots under the spoiler.
Posted

Absolutely great work from the team, the squadron codes are super immersive, have perhaps spotted a bit of a bug, in career mode a couple of times now I've been given top cover by Spit IXs and they either have no code at all or just a single yellow number (often repeated on more than one aircraft) pic attached showing what I mean.

20221012_182253.jpg

Roland_HUNter
Posted

For german planes I cannot place double numbers.
Like for some historical skin:
Example number 16 before the german markings.

  • Upvote 1
Posted
1 hour ago, Talon_ said:


Do you know how trim tabs work? They actually cause the entire control surface to deflect in the opposite direction to the trim tab in order to have the desired effect. I've not checked the P-38 in game so just verifying if your observations are simply the true to life mechanics of trim tabs or indeed, they are inverted compared to what I have described.

 

EDIT: example diagram - green is the direction of the lift vector.

 

image.png.17a2fb59e7cb27240d7cb09c7f5b7966.png

 Lmao this is beautiful

  • 1CGS
Posted
18 минут назад, moustache сказал:

nice the AP shell which crosses the tanks and continues its path

You shouldn't expect much damage from the solid AP shell against thin armor, unless you hit something vital.

 

21 минуту назад, moustache сказал:

no matter how hard I hit the 1 and 2 key as hard as possible, nothing happens...

For me it's perfectly working.

Did you select a weaponmod for the HE mortar rounds?

Mind the significant delay before the round is actually fired, as the mortar is loaded before the shot.

  • Thanks 1
Posted
33 minutes ago, Snoop_Hogg said:

Absolutely great work from the team, the squadron codes are super immersive, have perhaps spotted a bit of a bug, in career mode a couple of times now I've been given top cover by Spit IXs and they either have no code at all or just a single yellow number (often repeated on more than one aircraft) pic attached showing what I mean.

20221012_182253.jpg

Just had another mission being covered by P-47s and the same thing, just a single yellow digit. I saw a couple of friendly spitfires in another mission with correct 443sq codes so it's not universally bugged.

 

These are bombing missions in Normandy career mode fyi. I'm playing 355sq USAAF

Posted
30 minutes ago, Sneaksie said:

Hotfix 5.002b
— New ships are added to the Normandy landing missions;

I do not see new ships in the editor, except the new ones that came with BON.

Posted

Can’t wait to get home from work and get this!  Thanks guys!

Posted (edited)

in 5002b there was a liberty ship, a largecargoshipdesign1013, babyfieldship (preview missing) a new landing craft, and cargo ships were colorized ..

Edited by jollyjack
Posted

In Career mode are the squadron codes historical too - by way of example squadrons from the below list are accurately represented? If so that's insane detail.

 

 

Screenshot_20221012-194141.png

Posted
8 minutes ago, Talon_ said:

In Career mode are the squadron codes historical too - by way of example squadrons from the below list are accurately represented? If so that's insane detail.

 

 

Screenshot_20221012-194141.png

Wit the Me 410 I've been seeing the codes for the V.KG2 so some of them have to be :) 

Posted
1 hour ago, moustache said:

no matter how hard I hit the 1 and 2 key as hard as possible, nothing happens... m^me finish all smoke ammo does not fire HE... arf...

 

Hmm...

- Make sure you successfully selected HE mortar rounds in the loadout screen

- Make sure you are in the gunner position.

 

When you hit '2' there should be a techtip (if you have HUD enabled) saying the order has been given, as well as some noises. It takes a couple of seconds for the loader to grab the ammunition and drop it onto the spigot (it isn't pre-loaded like the main gun - loading is also firing, the two actions cannot be separated). Then hit F7 and watch the round fly. It is on a very high trajectory.

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BR_Lobo_LULA2022
Posted (edited)

EDIT: FPS Goes down but fresh install of new NVIDIA driver solved. Nothing to do with nem update.

Edited by BR_Lobo_LULA2022
Posted

I would like to take advantage of this topic to remind you that, despite all these fixes, you should not forget to finish (or start for some parts) to translate the game. For my part, it's French but I guess it's the case for other languages.

 

For example, during the cinematics in the campaigns, there are no subtitles, it's less immersive not to know the context, what we are asked to do etc. The technical data of the devices are not always translated (sometimes it is, sometimes it isn't, sometimes there is a part translated but the other one isn't).

  • Upvote 1
Customizer171
Posted

Thanks to the devs for the update!

The game now looks amazing to me ?

 

RNAS10_Mitchell
Posted
3 hours ago, Regingrave said:

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

Well that would be overkill. Not sure how adding 1 more spot would be any different effort than what you just accomplished.  If anything, it should be much easier the 2nd time as you already know what steps to take, and which code to change (typically the hardest part of code revisions).  ?

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Posted

Just flew my first mission after last update - a night intruder mission in a 410 careere - seeing al the squadron codes on the planes of my flight members on the way back to base gave me a little feeling of "now we're a unit"

 

Awesome

 

Thanks to the wohle team - I raise my glas?

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  • 1CGS
Posted
8 minutes ago, RNAS10_Mitchell said:

typically the hardest part of code revisions

It's not the code, it's each and every aircraft model including their LODs. The system is as close to what was practically possible as... well, practically possible.

  • Like 1
  • 1CGS
Posted
54 minutes ago, Talon_ said:

In Career mode are the squadron codes historical too - by way of example squadrons from the below list are accurately represented? If so that's insane detail.

 

 

Screenshot_20221012-194141.png

 

Yes, I collaborated with @BlackSix to create a table of all units in the game and their corresponding codes and then I implemented them in the configuration files. 

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69th_Mobile_BBQ
Posted

I see that the default (original) P-51 bare metal skin has the tac code FTA set by default.  I guess this is the "tac code" of who worked on the project. (Great work BTW!)

It does lead me to ask if there is any way to save custom tac codes to each plane/paintjob that will accept them for future single and multi player use.

  • Upvote 1
  • 1CGS
Posted
3 minutes ago, 69th_Mobile_BBQ said:

I see that the default (original) P-51 bare metal skin has the tac code FTA set by default.  I guess this is the "tac code" of who worked on the project. (Great work BTW!)

It does lead me to ask if there is any way to save custom tac codes to each plane/paintjob that will accept them for future single and multi player use.

 

FT was the code of the 353rd FS. 

  • Like 1
Posted
11 minutes ago, Regingrave said:
34 minutes ago, moustache said:

nice the AP shell which crosses the tanks and continues its path

You shouldn't expect much damage from the solid AP shell against thin armor, unless you hit something vital.

completely agree, I only very rarely used the AP before (with the churchill, I have to ...), it's a novelty of the maj?

 

13 minutes ago, Regingrave said:
36 minutes ago, moustache said:

no matter how hard I hit the 1 and 2 key as hard as possible, nothing happens...

For me it's perfectly working.

Did you select a weaponmod for the HE mortar rounds?

Mind the significant delay before the round is actually fired, as the mortar is loaded before the shot.

Mod selected, key mapping done and redone, I even try to fire all my 10 smoke shells, but nothing...

59 minutes ago, Avimimus said:

Hmm...

- Make sure you successfully selected HE mortar rounds in the loadout screen

- Make sure you are in the gunner position.

 

When you hit '2' there should be a techtip (if you have HUD enabled) saying the order has been given, as well as some noises. It takes a couple of seconds for the loader to grab the ammunition and drop it onto the spigot (it isn't pre-loaded like the main gun - loading is also firing, the two actions cannot be separated). Then hit F7 and watch the round fly. It is on a very high trajectory.

I will try only from the gunner position (but I can fire smoke from the commander position)

I have no HUD info showing up..

Leftenant_Soap
Posted
24 minutes ago, Sneaksie said:

It's not the code, it's each and every aircraft model including their LODs. The system is as close to what was practically possible as... well, practically possible.

 

312395230.jpg

  • Haha 1
Posted

Is anyone else noticing the AI having issues judging their energy and trying vertical maneuvers, stalling then spinning out and not able to recover, hadn't noticed it until this most recent update

Posted
35 minutes ago, LukeFF said:

 

Yes, I collaborated with @BlackSix to create a table of all units in the game and their corresponding codes and then I implemented them in the configuration files. 

 

Luke my dude I appreciate this more than you can know. I also realise just what an insane amount of effort that is and tip my pilot's cap to you. I mean wow.

  • Thanks 2
Posted

Just want to say thanks for the latest update - DVD is looking fantastic and has made a really big improvement to visuals as has the new props; tactical markings in QMB/career are excellent, and AI seem to be really cooking as well - seen some great dogfights.

 

And all with great performance too. Well pleased  ?

Posted
13 minutes ago, DBFlyguy said:

Is anyone else noticing the AI having issues judging their energy and trying vertical maneuvers, stalling then spinning out and not able to recover, hadn't noticed it until this most recent update

Yeah I've noticed this in a couple of missions 

  • Upvote 1
Posted
41 minutes ago, LukeFF said:

 

Yes, I collaborated with @BlackSix to create a table of all units in the game and their corresponding codes and then I implemented them in the configuration files. 

 

Highly appreciated!

  • Like 1
Posted
48 minutes ago, Sneaksie said:

It's not the code, it's each and every aircraft model including their LODs. The system is as close to what was practically possible as... well, practically possible.

 

Ah, yes. I recall that - when the feature was first announced - it was presented to us as something that had been assumed to be impossible but a work-around had been found. I think we should all be happy that some type of system like this is possible at all (especially as scripted campaigns don't need to use it).

 

36 minutes ago, moustache said:

Mod selected, key mapping done and redone, I even try to fire all my 10 smoke shells, but nothing...

I will try only from the gunner position (but I can fire smoke from the commander position)

I have no HUD info showing up..

 

Ah, I think you might have confused the smoke generators (which use the engine to produce a smoke screen) and the smoke mortar. The generators are controlled from the driver's position and the mortar is controlled from the gunner position. The same keys ('1' and '2') are re-used, but different systems are activated depending on where you are in the tank!

Posted
3 hours ago, Snoop_Hogg said:

Absolutely great work from the team, the squadron codes are super immersive, have perhaps spotted a bit of a bug, in career mode a couple of times now I've been given top cover by Spit IXs and they either have no code at all or just a single yellow number (often repeated on more than one aircraft) pic attached showing what I mean.

20221012_182253.jpg

This may be the US Navy Spitfire Mk.Vb squadron? 

https://www.thedrive.com/the-war-zone/39633/yes-the-u-s-navy-also-took-the-spitfire-into-battle-during-world-war-ii

Posted
5 minutes ago, Skycat1969 said:

Well if it is then they've used both the wrong model (it's definitely a mkix) and the wrong skin (it's an RAF skin)! ?

 

It's definitely a bug, I posted a second time saying I've seen it with P-47s as well. Seems to be whenever I have a bombing mission the squadron that's sent to escort me doesn't generate proper Tactical codes.

Posted
6 minutes ago, Avimimus said:

Ah, I think you might have confused the smoke generators (which use the engine to produce a smoke screen) and the smoke mortar. The generators are controlled from the driver's position and the mortar is controlled from the gunner position. The same keys ('1' and '2') are re-used, but different systems are activated depending on where you are in the tank!

nah, it's ok, I saw the post on this subject, no worries...

I remap the keys, made sure that the "1" and "2" keys are not used for other things, but nothing...

Posted
3 hours ago, Sneaksie said:

Hotfix 5.002b

— Tactical codes are not applied to unique skins in all game modes and in the main menu;
— A physics bug was fixed that could cause the detailed tanks to turn over when spawned on a slope;
— New ships are added to the Normandy landing missions;
— Hs 129 group leaders have correct tactical codes;
— Tactical codes shouldn't repeat for the tanks in the same group in QMB mode.

I’m still having the same issue with markings on my custom skins as I posted on page 2 of this topic. Thanks.

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