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


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Posted
10 minutes ago, Hopper64 said:

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

Are you adding them on there?

 

There's only a handful of skins that support it so to speak 

Posted
29 minutes ago, Hopper64 said:

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

Me too...

Posted (edited)
26 minutes ago, Denum said:

Are you adding them on there?

 

There's only a handful of skins that support it so to speak 

I’m just selecting my custom skin in the options in the QMB. It ends up having additional markings on the skin. This is even with 5.002b.

Edited by Hopper64
Posted
5 minutes ago, Hopper64 said:

I’m just selecting my custom skin in the options in the QMB. It ends up having additional markings on the skin. This is even with 5.002b.

 

Are you selecting the skin in the QMB menu or the pre-take-off menu/briefing screen? I believe the devs have said that you have to select them in the QMB mission before the mission starts being created, that determines the rule used and the nationality - if you change the skin in the second screen pre-takeoff screen, the game will use whatever rules existed for the skin that was originally selected.

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Posted

I added the word 'official' to the changelist because this is how it works now. We'll see what can be done with third-party ones in these modes.

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Posted

@Avimimus, what key did you use to select the HE shell? the numeric keypad keys or the "&" and "é" keys (corresponding to 1 and 2 above the "alphabetic" keyboard)?

 


the numbering brings a nice thing, but on the German tanks (I don't know for the allied side...), it often gives illogical things.
each number gives an indication: the first is the company number. the second is the section. and the last is the tank number in the section. so tank 100 can't exist (1st company, 0 platoon, number 0?)... or else it's a "befehl" command tank, but there isn't one in play, right?

http://members.fortunecity.com/panzer4/lePanzers/FrenchVersion/5-Action/Organization.htm

https://fr.wikipedia.org/wiki/Panzer#:~:text=1re compagnie ( 1er,à 235 %3B 241 à 245

VBF-12_Stick-95
Posted (edited)
1 hour ago, Hopper64 said:

I’m just selecting my custom skin in the options in the QMB. It ends up having additional markings on the skin. This is even with 5.002b.

 

Yep, unless you go into "Plane" Setup prior to spawning and remove the codes, you'll have the game assigned codes on your custom skin.  No idea about AI.  Previously the codes were blank unless YOU filled them in.  So now there is an additional step prior to spawning.  I hope this gets taken care of.

 

Here was my idea on the best way to handle it.  I am not a programmer but I worked with them closely as Beta site and laying out menus, etc.

 

Edited by VBF-12_Stick-95
RNAS10_Oliver
Posted (edited)

Noticed this evening that there was stealth change (not reported in patch notes) made for some Flying Circus content. The Camels instrument panel has now been changed to a brown colour (mimicking unpainted wood) as opposed to the previous grey colour (that appeared like metal or painted wood).

 

?

Edited by RNAS10_Oliver
Posted
1 hour ago, Avimimus said:

 

Are you selecting the skin in the QMB menu or the pre-take-off menu/briefing screen? I believe the devs have said that you have to select them in the QMB mission before the mission starts being created, that determines the rule used and the nationality - if you change the skin in the second screen pre-takeoff screen, the game will use whatever rules existed for the skin that was originally selected.

I am selecting the skin in the QMB menu well before the mission is ever generated. No different from what I have done the last few years in the QMB. Thanks for your input. Much appreciated!

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Posted

Another question/suggestion regarding TC’s when developing a mission.  Currently when building a mission you place an aircraft on the airfield and double click to bring up the planes advanced features, one of which are the tactical codes; however, there are currently only three slots for the code and only one color-black.  Is there any way to apply colors and more space for TC’s at this point? If not perhaps this could be a future modification in the game.

 

 

RNAS10_Mitchell
Posted
3 hours 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.

Ok, but the point I was trying to make is you just finished doing it.  The memory should be fresh.  The research required to determine what and where you need to do something, is or should be already done.   

 

At any rate, appreciate the efforts you make, and the time you took to answer me.  Thanks again!

Posted
46 minutes ago, RNAS10_Oliver said:

Noticed this evening that there was stealth change (not reported in patch notes) made for some Flying Circus content. The Camels instrument panel has now been changed to a brown colour (mimicking unpainted wood) as opposed to the previous grey colour (that appeared like metal or painted wood).

 

?

 

Oyster_KAI's work

 

 

Posted

I do like the new props. Much better , thank you 

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Zephyrus52246
Posted

The Typhoon pilot picture remembrance is just another way you folks go above and beyond.  Great work!

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Posted (edited)
4 hours ago, moustache said:

@Avimimus, what key did you use to select the HE shell? the numeric keypad keys or the "&" and "é" keys (corresponding to 1 and 2 above the "alphabetic" keyboard)?

 

Loaded it up to check. The keypad didn't work (it just moved my view or the turret - regardless of whether 'numlock' was on)...

 

So it only appears to be the keys in the number row (above the letter keys) which work!

 

P.S. you can see the round load and fire if you are in the turret (and not nestled up to the gunsight) so that might be a way to check if it is working for you).

Edited by Avimimus
RNAS10_Mitchell
Posted
1 hour ago, Mr.Jason_jr said:

I do like the new props. Much better , thank you 

Definite improvement.

Posted

Hi I down loaded the smaller update but the tactical numbers bug is still there.

Is this to be scheduled in another update? If so when?

When you use custom skins for your enemy aircraft it keeps adding the tactical numbers

Matthew

Posted
6 hours ago, moustache said:

@Avimimus, what key did you use to select the HE shell? the numeric keypad keys or the "&" and "é" keys (corresponding to 1 and 2 above the "alphabetic" keyboard)?

 

So, why don't you go to the Station notes you can locate in the ingame menu to verify what keys are assigned to those actions? I  think it is the best way to know what you can do and how from each tank station.

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Posted
1 hour ago, E69_Cananas said:

 

So, why don't you go to the Station notes you can locate in the ingame menu to verify what keys are assigned to those actions? I  think it is the best way to know what you can do and how from each tank station.

 

Exactly - this is the easiest way to see what commands and functions are available at each station.

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Posted

smoke lunchers work prefectly but i dont know how to activate the engine smoke generator. even with station notes. Any help?

In key bindings menu they have the same key for the smoke mortars

Posted
12 hours ago, Sneaksie said:

Hotfix 5.002b

— Tactical codes are not applied to unique official 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 apologise if my following question has been answered elsewhere (couldn't find an answer)...

 

Is there an option to stop tactical codes being applied to custom skins (which already have tactical codes)?

 

 

Posted

^ Sneaksie's post in the upper half of this page suggests there isn't, for now at least.

Posted (edited)
1 hour ago, Voidhunger said:

smoke lunchers work prefectly but i dont know how to activate the engine smoke generator. even with station notes. Any help?

In key bindings menu they have the same key for the smoke mortars

yes, it's "normal", it's programmed like that... the same key for 2 different actions: to fire smoke shells, you have to be in gunner or commander position only, to light the smoke generator , you must be in the driver's position. it is therefore impossible to give this order by ordering, too bad...

 

2 hours ago, E69_Cananas said:

So, why don't you go to the Station notes you can locate in the ingame menu to verify what keys are assigned to those actions? I  think it is the best way to know what you can do and how from each tank station.

I totally forgot the existence of this thing... in fact, it's apparently basic CtrlD+2 (apparently not modifiable...) for an HE shell, if that helps anyone else...

 

small question: it is not noted in the key list of the churchill, so it must be historical, the English had not allowed the illumination of the viewfinder?

Edited by moustache
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Posted
15 hours ago, Regingrave said:

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

I'm referring to the historical skins that are classed as unofficial the official skins are often blank but unofficial skins come with tactical numbers already applied.

They don't need this mod and I'd like to be able to turn it off. They said it was a bug and would be fixed but it hasn't been in the latest update from last night.

 

Posted

I love the update, AI are finally putting in work! The DVD and Prop effects are awesome as well. Along with the tac codes. I wanted to post this because I noticed no one has commented or said anything on my post in the bug section.

 

I don't know what happened.. I noticed off in the distance smoke in the air and was like hmm, switched to my wingman (smoking p38) and was like wtf? Then it was like a few of them came down all at once around the ship and EXPLODED again with even more. That's where I started to record was right after that explosion of landing crafts.

 

 

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Posted

Good stuff!

 

Props look delicious, delicious, and DVD makes it worth it getting shot up.

 

I'm not sure anyone has mentioned it yet, but the new skins look awesome; the 1940 ones in particular, as well as some of the late war Luftlaugh ones that I believe came with the Normandy release but I just discovered now duh. And it's a nice option to have some Western Front skins (sans yellow stripe) for German bombers and fighter bombers too.

 

Well done, you!

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Posted
56 минут назад, acred99 сказал:

I'm referring to the historical skins that are classed as unofficial the official skins are often blank but unofficial skins come with tactical numbers already applied.

They don't need this mod and I'd like to be able to turn it off. They said it was a bug and would be fixed but it hasn't been in the latest update from last night.

11 часов назад, Hopper64 сказал:

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

For custom skins we'll fix that later, in the next update.

 

26 минут назад, Deicide сказал:

I don't know what happened.. I noticed off in the distance smoke in the air and was like hmm, switched to my wingman (smoking p38) and was like wtf? Then it was like a few of them came down all at once around the ship and EXPLODED again with even more. That's where I started to record was right after that explosion of landing crafts.

Is that a career? What date and squadron is that? Do you have _gen.mission left?

Скрытый текст

S1 EP 3

 

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Posted (edited)

since this update, the AI in Quick Missions seems to have difficulty following roads, refuses and rolls sideways, and often even crashes into the background, or into nothing

2022_10_13_8_10_43.thumb.jpg.1aa97a4f947a0a7a1f2742331e56f5c3.jpg2022_10_13_7_36_56.thumb.jpg.ef59449742c4f40cae7a2d9f95fab3f9.jpg2022_10_13_7_39_32.thumb.jpg.febc313e4b0b7f7f62b2900f54015497.jpg2022_10_7_8_17_14.thumb.jpg.bc7049cfbc14a914f777111e6824a921.jpg

2022_10_10_10_33_16.thumb.jpg.b0b8be735a3ecc3ffd48ccfdde9c5e85.jpg

 

 

 

Edited by moustache
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Posted
5 минут назад, moustache сказал:

since this update, the AI in Quick Missions seems to have difficulty following roads, refuses and rolls sideways, and often even crashes into the background, or into nothing

What map is that?

Posted
Just now, Regingrave said:

What map is that?

kuban, kursk, rheinland... I haven't tried on the other cards...

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Corralandy120000
Posted

Many thanks!? This update is something I was waiting for a long time. It has taken the game to the whole new level od immersion for me ?

Posted

The ability to create tactical codes with two numbers next to each other is missing.
Chevron in the tactical symbols for Axis planes are too small.

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Posted
13 минут назад, -[HRAF]BubiHUN сказал:

Chevron in the tactical symbols for Axis planes are too small.

The size of the symbols is technically limited by the size of the texture sheet.

Two-number codes has almost no use, as currently in the game size of the group is limited by nine planes.

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Posted

 

22 hours ago, Regingrave said:
23 hours ago, Elem said:

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.

Sadly, it hasn't been.

2022_10_13__10_58_30.jpg

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Posted (edited)
2 hours ago, Regingrave said:

The size of the symbols is technically limited by the size of the texture sheet.

Two-number codes has almost no use, as currently in the game size of the group is limited by nine planes.

I just want to say thank you for the Tactical Codes. Thank you for working within the limitations that the sim engine presents and developing TCs that for the most part look and work very well. Thanks for applying this technology to all of the planes in TGBS. I especially like that TCs are applied to the rest of the planes in your flight. Good work 1C. Oh and by the way the rest of the Normandy release and latest patch are pretty good also. :PAll joking aside,Normandy is Excellent and I am having a lot of fun exploring and experiencing all of the new additions. Keep up the good work 1C. :clapping:

 

S!Blade<><

 

Edit: to the AI engineer specifically. Keep up the good work with programming the AI. The AI is getting better and better with each evolution that you produce. As a SP pretty much only, I simply want to say thank you Sir.:good:

 

Edit 2: Props to the propeller guy! Sorry, had to do it. The new prop animation looks very good. TY!:good:

Edited by BladeMeister
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Posted
23 минуты назад, Elem сказал:

Sadly, it hasn't been.

The symbols could be there from the previous mission, before the update. Did you played any mission, or just loaded the game?

Posted (edited)

I've noticed that sometimes (I can't identify a pattern with regards to maps, mission types or aircraft, it seems random) when you select a skin (at the bit where you initially choose your aircraft and squadron size, mission, etc) in QMB it only applies to the player aircraft and the rest of your squadron has the default skin. 

Edited by Snoop_Hogg
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Posted
1 минуту назад, Snoop_Hogg сказал:

I've noticed that sometimes (I can't identify a pattern with regards to maps, mission types or aircraft, it seems random) when you select a skin (at the bit where you initially choose your aircraft and squadron size, mission, etc) in QMB it only applies to the player aircraft and the rest of your squadron has the default skin. 

Perhaps you're referring to AQM? In AQM the skin you're selecting is only applied to your plane.

Posted
Just now, Regingrave said:

Perhaps you're referring to AQM? In AQM the skin you're selecting is only applied to your plane.

I've experienced it both ways (skin applies to whole squadron or just player aircraft) in both the advanced quick missions and the basic quick missions. So whichever way it's "supposed" to work isn't working consistently. It could be I just happen to choose the skin that is being classed as the default for that squadron randomly? Maybe I need to test it further but I definitely was finding yesterday that sometimes my squadron was in the skin I chose and sometimes they were in 'default' skin.

 

Will AQM change so that your squadron isn't always in the default skin? Is that a bug? Seems odd that when I play a mission on the D-Day/post D-day Normandy map the allied planes don't have invasion stripes.

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