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Tactical Codes - German


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Posted (edited)

This changes the file tacticalcodes_wm.dds, to provide some different font (Default and DIN 1451) and outline variations to the Tactical Codes applied to German vehicles. When activated, these new tactical codes can be player selected for their vehicle, or assigned by the mission builder to any user playable vehicle (number assignments in the mission builder, unfortunately do not work for the AI vehicles).

 

Solid - Black, White, Red, Yellow

Outline - Black Over White, Red Over White, Yellow Over White, Black Over Red, Red Over Red, Yellow Over Red, Black Over Yellow, Red Over Yellow, Yellow Over Yellow

 

*** The caution with this file is that the Number / Letter Mapping does not exactly match the default sequence of the file provided in the GTP. In most cases the game selected codes should be fine. Any custom assignments that the mission builder may have selected assuming the default sequence could be altered from what was intended. Deactivating this mod simply reverts the assigned values back to the default behavior ***

 

The file structure is compatible with JSGME. This assumes you have the JSGME Mods folder installed inside your 1C Game Studios directory next to the IL-2 Sturmovik Great Battles folder. If JSGME is installed somewhere else then you will have to change the folder structure to match.

 

Tactical Codes - German

 

User Selected Black Over Red Outline

image.thumb.jpeg.0c9cda76d3d98dee2c240e113a16f2c8.jpeg

 

If you build a mission referencing these Tactical Code Variations, you should provide a copy of this file to insure compatibility. If the player is using the default the numbers / letters they may get strange results.

 

New Tactical Codes

image.png.e4acba7282091e0ea34efba4e7d98cc8.png

 

Default

image.png.143bf247a90940e2ecf56659a1a64aea.png

 

Edited by MajorMagee
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Posted

I just checked in the Mission Editor, and it unhelpfully does not show you how the colors will look in game.

 

First the code selector drop down only displays the characters as a colorized version (Black, White, Red, or Yellow) of the alpha layer.

 

Then the missing turret / custom skin bug for the user playable vehicles in the editor doesn't provide any way to see how it will actually look in game.

 

This makes you have to remember the color order of characters in the sequence from top to bottom.

     1. Solid of Selected Color (0 through III)

     2. Selected Color Outline around Black (0 through S)

     3. Selected Color Outline around Red (0 through S)

     4. Selected Color Outline around Yellow (1 through 9)

     5. Solid of Selected Color (R and S)

 

As mentioned above, the mission editor does not apply any custom tactical codes you may mistakenly try to assign to AI vehicles, so this only applies to the user playable vehicles whose names start with the underscore.

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Posted

thank you MajorMagee and such a great improvement.

 

As an old PE player "wingman spotted target"

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Posted

Is it feasible to have the option of small numbers as well the current size MajorMagee?

small numbers.png

Posted

You could make smaller numbers, but the spacing between the numbers will still be as if they were large. There is also the potential issue if you have a mix of font size strings on the texture sheet that the random assignment will choose a combination of large and small that won't make sense.

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Posted

Thank you for the reply MajorMagee, I was just floating the idea and understand as I thought, it would not be straight forward.

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