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About BORT and SERIAL number


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Posted

First of all, sorry if this has been already discussed. I'm totally new to paint skin and I'm trying to understand how paint a skin works in DCS world.

 

I'm getting confused about BORT and SERIAL number.

In the description LUA file I can read:

{"P51D_BORT_NUMBER_COCPIT_01", 0 ,"p51D_DIF_Fuz_Front",false};

{"P51D_BORT_NUMBER_COCPIT_01", 2 ,"p51D_Spec_Fuz_Front",false};

{"P51D_BORT_NUMBER_COCPIT_01", DECAL ,"empty",true};

 

 

 

{"P51D_BORT_NUMBER_FRONT_10", 0 ,"p51D_DIF_Fuz_Front",false};

{"P51D_BORT_NUMBER_FRONT_10", 2 ,"p51D_Spec_Fuz_Front",false};

{"P51D_BORT_NUMBER_FRONT_10", DECAL ,"empty",true};

{"P51D_BORT_NUMBER_FRONT_01", 0 ,"p51D_DIF_Fuz_Front",false};

{"P51D_BORT_NUMBER_FRONT_01", 2 ,"p51D_Spec_Fuz_Front",false};

{"P51D_BORT_NUMBER_FRONT_01", DECAL ,"empty",true};

 

 

 

{"P51D_BORT_NUMBER_FRONT-2_10", 0 ,"p51D_DIF_Fuz_Front",false};

{"P51D_BORT_NUMBER_FRONT-2_10", 2 ,"p51D_Spec_Fuz_Front",false};

{"P51D_BORT_NUMBER_FRONT-2_10", DECAL ,"empty",true};

 

{"P51D_BORT_NUMBER_FRONT-2_01", 0 ,"p51D_DIF_Fuz_Front",false};

{"P51D_BORT_NUMBER_FRONT-2_01", 2 ,"p51D_Spec_Fuz_Front",false};

{"P51D_BORT_NUMBER_FRONT-2_01", DECAL ,"empty",true};

 

{"P51D_BORT_NUMBER_REAR-2_10", 0 ,"p51D_DIF_Fuz_Rear",false};

{"P51D_BORT_NUMBER_REAR-2_10", 2 ,"p51D_Spec_Fuz_Rear",false};

{"P51D_BORT_NUMBER_REAR-2_10", DECAL ,"empty",true};

 

{"P51D_BORT_NUMBER_REAR-2_01", 0 ,"p51D_DIF_Fuz_Rear",false};

{"P51D_BORT_NUMBER_REAR-2_01", 2 ,"p51D_Spec_Fuz_Rear",false};

{"P51D_BORT_NUMBER_REAR-2_01", DECAL ,"empty",true};

 

 

 

 

{"P51D_BORT_NUMBER_TAIL_01", 0 ,"p51D_DIF_Fuz_Rear",false};

{"P51D_BORT_NUMBER_TAIL_01", 2 ,"p51D_Spec_Fuz_Rear",false};

{"P51D_BORT_NUMBER_TAIL_01", DECAL ,"empty",true};

 

{"P51D_BORT_NUMBER_FIN_01", 0 ,"p51D_DIF_Fuz_Rear",false};

{"P51D_BORT_NUMBER_FIN_01", 2 ,"p51D_Spec_Fuz_Rear",false};

{"P51D_BORT_NUMBER_FIN_01", DECAL ,"empty",true};

 

 

 

 

{"P51D_SERIAL_NUMBER_L_001", 0 ,"p51D_DIF_Fuz_Rear",false};

{"P51D_SERIAL_NUMBER_L_001", 2 ,"p51D_Spec_Fuz_Rear",false};

{"P51D_SERIAL_NUMBER_L_001", DECAL ,"empty",true};

 

{"P51D_SERIAL_NUMBER_L_010", 0 ,"p51D_DIF_Fuz_Rear",false};

{"P51D_SERIAL_NUMBER_L_010", 2 ,"p51D_Spec_Fuz_Rear",false};

{"P51D_SERIAL_NUMBER_L_010", DECAL ,"empty",true};

 

{"P51D_SERIAL_NUMBER_L_100", 0 ,"p51D_DIF_Fuz_Rear",false};

{"P51D_SERIAL_NUMBER_L_100", 2 ,"p51D_Spec_Fuz_Rear",false};

{"P51D_SERIAL_NUMBER_L_100", DECAL ,"empty",true};

 

{"P51D_SERIAL_NUMBER_R_001", 0 ,"p51D_DIF_Fuz_Rear",false};

{"P51D_SERIAL_NUMBER_R_001", 2 ,"p51D_Spec_Fuz_Rear",false};

{"P51D_SERIAL_NUMBER_R_001", DECAL ,"empty",true};

 

{"P51D_SERIAL_NUMBER_R_010", 0 ,"p51D_DIF_Fuz_Rear",false};

{"P51D_SERIAL_NUMBER_R_010", 2 ,"p51D_Spec_Fuz_Rear",false};

{"P51D_SERIAL_NUMBER_R_010", DECAL ,"empty",true};

 

{"P51D_SERIAL_NUMBER_R_100", 0 ,"p51D_DIF_Fuz_Rear",false};

{"P51D_SERIAL_NUMBER_R_100", 2 ,"p51D_Spec_Fuz_Rear",false};

{"P51D_SERIAL_NUMBER_R_100", DECAL ,"empty",true};

For waht I can understand, using true instead false in the BORT and SERIAL rows, I just want to use default P-51 serial and bort number placed in the zipped texture file.

I opened the zipped and found the bort and srial file...they are a list of number and figures...now the question is...if I want to use a specific bort number ( let's say....5 instead 3) how can I set the selected number? Same for serial.

And...can I use a custom bort and serial numbes?

One more question: how about DECAL row?

 

Sorry for question and poor english...hope I explained my doubt.

Posted (edited)

I started playing around with the Borts for the P-51D and the Dora a few days ago, as I was woefully disappointed with every aircraft on servers having the number 10. After some experimentation I have found out this much (these are my notes, and may be incomplete in some places):

 

Mission Editor Bort# Parameter Translation for P-51D:

ABCXYZ

 

AB=Squadron Code

 

corresponds to the pairs of

P51D_BORT_NUMBER_FRONT (Most used, directly in front of the Roundel on US planes)

P51D_BORT_NUMBER_REAR (In the area of the Roundel on US Planes; No idea why this is here, or for that matter, why these are split into sided groups.)

 

C=Plane Digit (36 options 0-9,A-Z) (All three of these are set to the same value):

P51D_BORT_NUMBER_COCPIT_01 (Under the windscreen area of the cockpit; used in Canadian skins)

P51D_BORT_NUMBER_TAIL_01 (Directly Aft of Roundel)

P51D_BORT_NUMBER_FIN_01 (On After section of Vertical Stabilizer and Fore section of Rudder)

 

XYZ Tail Code

P51D_SERIAL_NUMBER

 

P51D allows for Bort assignments from all alphanumberic digits onto each decal location.

 

theory: Decal Files are any size, but split into the pieces that they need and parsed based on the bort input.

observation: this may not be entirely correct of the P-51; characters in the tga files are not laid out on a grid, but are instead laid out with equal spacing between letters. The "characters" in the file, can therefore, probably be any size, but must not have any empty columns until the 64 or so pixel break between characters.

 

theory: A 36-section file of icons will be split into sections for 0-9 and a-z. These are probably parsed in an order defined by DCS, and the order is not adjustable by skinners.

observation: This is correct. I'm fairly certain the shapes of the individual characters don't matter, just the order of them.

 

By the way, all this corresponds to the third row of each bort section, the "DECAL" Line. In the DECAL Line you define what file is used to create the Bort Characters. In the first two rows, you define, probably, though I'm not sure, the diffuse map and the specular map for the characters. It's probably best to not change these lines.

 

To give an example, I filled in the Bort Parameter as follows for one of my planes with the 364FS, 357FG skin:

C5Z853

 

This, on the Stock Skin, shows up as follows:

979D70113C0DFAFA01CC8A7FD2615A1870F3D770

 

As can be seen, the "P51D_BORT_NUMBER_FRONT" area shows "C5" designating the 364th, the "P51D_BORT_NUMBER_TAIL_01" section shows "Z" to mark this specific plane, and the last 3 digits of the tail correctly mark this as number 853.

Edited by P5138
  • 9 months later...
Posted (edited)

It is a VERY cool idea but it needs to be more generalised for me. I will want to mark other units that aren't aircraft too. I will want markings on ships, ground units, and the statics for ALL types of units. Maybe it is too much information ... I don't know. If I had to choose between decent simulator framerate OR having unique borts on everything I would choose "better framerate".

 

BUT if I can have both things - I want both things.

Edited by vicx
  • 3 months later...
Posted

Just found this, it could be cool if we were able to specify our markings on our logbook and it'll show the markings on the aircraft previously loaded from the logbook.

That's would be a huge bonus of immersion in multiplayer.

 

And we would do that for every aircraft, from the Ka-50, A-10 to the last Mirage 2000C.

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  • 1 year later...
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