Zeus67 Posted January 5, 2017 Posted January 5, 2017 (edited) Folks, Today we have enabled the dynamic tail and fuselage numbering system. This allows you to put your own aircraft numbers as opposed to the fixed ones we've been using to this date. It works as follows: In the Mission Editor in the Tail # field you input a SIX character alphanumeric value: CCCNNN The red letter and numbers are the ones actually used in the numbering system. But you must input all 6 characters or the numbering system won't work. In the French Air Force (AdA) the numbering system works like this: Nose Side It has the following format: NNN-CC The three numbers indicate the code for the air base where the squadron is stationed. In the photo, the 103 indicate the airbase located at Cambrai: BA103 Cambrai. If the squadron is located at BA115 Orange-Caritat then the number would be 115. The first letter is the code for the squadron: Y = Cambresis (photo), L = ile-de-france, etc. The second letter is the aircraft number in the squadron: A = 1, B = 2, to Z = 24. So for the photo example, the 103-YK indicates that the aircraft is based on Cambrai, that it belongs to the Cambresis squadron and that it is the 11th aircraft in the squadron. For our purposes the airbase code number and the squadron letter code must be included in the aircraft texture and cannot be modified by the pilot. So if you want a texture of the Cambresis Squadron at Cambrai, it must include in the texture the 103-Y code. Conversely, if you want an aircraft based on Orange-Caritat and that belongs to the ile-de-france squadron then the texture must include the 115-L code. Tail and Nose Landing Gear Door It has the NNN format and it is the actual aircraft serial tail number. For simplification purposes all three numbers will be shown in the Nose Landing Gear door, although some squadrons only use the last two. Note: This is the current numbering system used by the AdA, there is an older system which is similar but still requires that you include all six characters. Non French Air Force aircrafts For better results you need to include all six characters although most of the countries only use the three digit tail number. But some do use some sort of letter based code. Suggestion My advice is to enter the Tail # value by repeating three times the code letter and then entering the three digit tail number. For the aircraft in the photo that would be KKK000 (000 would be the tail number you want). So you can have a three aircraft CAP with the following tail numbers for the Cambresis squadron at Cambrai (103-Y): KKK113, which will show 103-YK in the nose and 113 in the tail. CCC214, which will show 103-YC in the nose and 214 in the tail. HHH025, which will show 103-YH in the nose and 025 in the tail. Edited January 5, 2017 by Zeus67 "Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning." "The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."
Steph-JJ Posted January 5, 2017 Posted January 5, 2017 Nice job, Zeus :thumbup: "You want me to fly in the back of a tiny little jet with a crazy fighter pilot who thinks he´s invincible, home in on a SAM site in North Vietnam and shoot it before it shoots me? You´ve gotta be shittin´me!" Captain Jack Donovan
Robin_Hood Posted January 5, 2017 Posted January 5, 2017 Hey Zeus ! Z = 26 ? No ? Perhaps only one of I/J and U/V are used, to reduce ambiguity ? 2nd French Fighter Squadron
Nealius Posted January 5, 2017 Posted January 5, 2017 I'm a little confused without an example of how the 6-digit bort number would be input in the ME. The user cannot change the squadron number code or the airbase letter code, thus we can only edit the single letter code that indicates aircraft number, correct? So, in the format C-C-C-N-N-N, which of those digits is said letter code, and what should we set the remaining 5 digits to?
Azrayen Posted January 5, 2017 Posted January 5, 2017 Actually, the "airbase code" is being abandonned to return back to the old system of wings number. So your 115-xx aircraft is (or will soon) be re-coded 5-xx (Orange airbase homes the FAF 5th fighter wing). Will we be able to use less than 3 caracters ? 5-xx or 33-xx are realistic registrations. 005-xx or 033-xx are not. I'm glad to see you implement this system, it'll bring a nice variety :) kudos :)
Zeus67 Posted January 5, 2017 Author Posted January 5, 2017 I'm a little confused without an example of how the 6-digit bort number would be input in the ME. The user cannot change the squadron number code or the airbase letter code, thus we can only edit the single letter code that indicates aircraft number, correct? So, in the format C-C-C-N-N-N, which of those digits is said letter code, and what should we set the remaining 5 digits to? For the example in the post: 103-YK 103-Y are in the texture so you don't need to worry about them. Let's say that the tail number is 123. So your ME Tail # field must be entered as AKA123 or WKC123 or ZKX123. It does not matter the value of the first and third letter, only the one in the middle is used. Unfortunately due to limitations in DCS numbering system we cannot enter K123 so we must enter all six characters. My advise would be to enter KKK123. "Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning." "The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."
jojo Posted January 5, 2017 Posted January 5, 2017 To try to make it short... The air base or squadron number and side code first letter are frozen in the texture. We enter only the last letter and the the tail number. Mirage fanatic ! I7-7700K/ MSI RTX3080/ RAM 64 Go/ SSD / TM Hornet stick-Virpil WarBRD + Virpil CM3 Throttle + MFG Crosswind + Reverb G2. Flickr gallery: https://www.flickr.com/gp/71068385@N02/728Hbi
Zeus67 Posted January 5, 2017 Author Posted January 5, 2017 Actually, the "airbase code" is being abandonned to return back to the old system of wings number. So your 115-xx aircraft is (or will soon) be re-coded 5-xx (Orange airbase homes the FAF 5th fighter wing). Will we be able to use less than 3 caracters ? 5-xx or 33-xx are realistic registrations. 005-xx or 033-xx are not. I'm glad to see you implement this system, it'll bring a nice variety :) kudos :) Well, since either the airbase code or wing number must be in the texture it is irrelevant. We can only change the aircraft number code and its tail number. "Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning." "The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."
vTJG17_Jemi Posted January 5, 2017 Posted January 5, 2017 I am happy Very nice [sIGPIC]http://marsy.azurewebsites.net/vJaBoG32-Signatur_Jemi.jpg[/sIGPIC]
Azrayen Posted January 5, 2017 Posted January 5, 2017 (edited) @Zeus yep I understood that with your previous answer. Works for me, thanks :) I guess you already thought about this, but just in case: special liveries (anniversary, tiger...) would require a way to deactivate the registration/serial addendums (because different colors or placement on special liveries = need to be done in the skin files directly). Usually this is done by selecting side # 0 in the editor. When we were on FC2, there was a way for the skin creator to set this by default. I don't know if this "option" still exists in DCS World but it would be neat to have it. Edited January 5, 2017 by Azrayen
Pikey Posted January 5, 2017 Posted January 5, 2017 Oh my god this is phenomenal, congratulations Razbam! ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
Frost15 Posted January 5, 2017 Posted January 5, 2017 Quick question: how do I update the Mirage to get this? Or will it do it automatically? Sent from my SAMSUNG-SM-J320A using Tapatalk "Any landing you can walk away from is one you'll be criticized on in some way" ~Me
sedenion Posted January 30, 2017 Posted January 30, 2017 Does anibody successfully used this feature ? If yes, how exactly (which version, which camo, which number) ?
Harke Posted January 31, 2017 Posted January 31, 2017 I don't think it's on current OB, numbers are always in hard on skin
Home Fries Posted January 31, 2017 Posted January 31, 2017 (edited) Zeus, Thanks for adding this feature, as well as explaining it. What I recommend is adding the flexibility that will allow for the French system you have as well as for people who wish to make other liveries. The six digit system is fine, and I recommend using ED's architecture limitation to your advantage by allowing up to 3 dynamic digits on the fuselage. Shift the aircraft letter from the second digit to the third digit in the sequence, and allow the use of the 100 and 10 digits for a 3-digit fuselage combination. Skins that only have a single dynamic letter would still use the 3rd digit in LLL###, and the 100 and 10 digits could be set to "empty" in the description.lua. This could allow for dynamic numbers on skins like this, which is a fictional M-2000C skin based on the USN/USMC aggressor skins in the late 1980s when the US leased Kfirs from Israel. Even better, if you added a different set of BORTs on the fuselage that matched the tail number instead of using the first 3 digits of the 6 digit number, this would make it easier in the mission editor, perhaps simplify things with the BORT template, and allow repositioning so that we wouldn't be dealing with the off-center number due to the dynamic digit being offset due to the ###-L prefix. Again, skin makers could choose which numbers to use by putting a template in one line and "empty" in another line of description.lua. Anyway, I appreciate what you have done, but would very much love to see a more flexible implementation. Best, HF Edited January 31, 2017 by Home Fries -Home Fries My DCS Files and Skins My DCS TARGET Profile for Cougar or Warthog and MFDs F-14B LANTIRN Guide
Winterz Posted February 3, 2017 Posted February 3, 2017 Is there a way to "disable" the dynamic system? Because all users mades liveries i downloaded which already got their own numbers are f** up with it. :cry:
Home Fries Posted February 4, 2017 Posted February 4, 2017 (edited) Is there a way to "disable" the dynamic system? Because all users mades liveries i downloaded which already got their own numbers are f** up with it. :cry: Your skinners will probably update their skins, but if they don't, you can open the description.lua in an editor like Notepad++ and copy the following entry into each file (after the ext8 line): {"FUSE_NUMBER1_001", 0 ,"M2KC_1T_<texname>",false}; {"FUSE_NUMBER1_001", DECAL ,"empty",true}; {"FUSE_NUMBER2_001", 0 ,"M2KC_1T_<texname>",false}; {"FUSE_NUMBER2_001", DECAL ,"empty",true}; {"FUSE_NUMBER2_010", 0 ,"M2KC_1T_<texname>",false}; {"FUSE_NUMBER2_010", DECAL ,"empty",true}; {"TAIL_NUMBER1_001", 0 ,"M2KC_2T_<texname>",false}; {"TAIL_NUMBER1_001", DECAL ,"empty",true}; {"TAIL_NUMBER1_010", 0 ,"M2KC_2T_<texname>",false}; {"TAIL_NUMBER1_010", DECAL ,"empty",true}; {"TAIL_NUMBER1_100", 0 ,"M2KC_2T_<texname>",false}; {"TAIL_NUMBER1_100", DECAL ,"empty",true}; {"TAIL_NUMBER2_001", 0 ,"M2KC_2T_<texname>",false}; {"TAIL_NUMBER2_001", DECAL ,"empty",true}; {"TAIL_NUMBER2_010", 0 ,"M2KC_2T_<texname>",false}; {"TAIL_NUMBER2_010", DECAL ,"empty",true}; {"TAIL_NUMBER2_100", 0 ,"M2KC_2T_<texname>",false}; {"TAIL_NUMBER2_100", DECAL ,"empty",true}; {"TAIL_NUMBER3_001", 0 ,"M2KC_2T_<texname>",false}; {"TAIL_NUMBER3_001", DECAL ,"empty",true}; {"TAIL_NUMBER3_010", 0 ,"M2KC_2T_<texname>",false}; {"TAIL_NUMBER3_010", DECAL ,"empty",true}; {"TAIL_NUMBER3_100", 0 ,"M2KC_2T_<texname>",false}; {"TAIL_NUMBER3_100", DECAL ,"empty",true}; {"NOSE_NUMBER_001", 0 ,"M2KC_1T_<texname>",false}; {"NOSE_NUMBER_001", DECAL ,"empty",true}; {"NOSE_NUMBER_010", 0 ,"M2KC_1T_<texname>",false}; {"NOSE_NUMBER_010", DECAL ,"empty",true}; {"NOSE_NUMBER_100", 0 ,"M2KC_1T_<texname>",false}; {"NOSE_NUMBER_100", DECAL ,"empty",true}; {"WINGR_NUMBER_001", 0 ,"M2KC_2T_<texname>",false}; {"WINGR_NUMBER_001", DECAL ,"empty",true}; {"WINGR_NUMBER_010", 0 ,"M2KC_2T_<texname>",false}; {"WINGR_NUMBER_010", DECAL ,"empty",true}; {"WINGR_NUMBER_100", 0 ,"M2KC_2T_<texname>",false}; {"WINGR_NUMBER_100", DECAL ,"empty",true}; {"WINGL_NUMBER_001", 0 ,"M2KC_1T_<texname>",false}; {"WINGL_NUMBER_001", DECAL ,"empty",true}; {"WINGL_NUMBER_010", 0 ,"M2KC_1T_<texname>",false}; {"WINGL_NUMBER_010", DECAL ,"empty",true}; {"WINGL_NUMBER_100", 0 ,"M2KC_1T_<texname>",false}; {"WINGL_NUMBER_100", DECAL ,"empty",true}; Replace <texname> with the suffix in the filename (e.g. M2KC_1T_BRA); the important thing is getting the 1T or 2T right on the first line in each pair. Edited February 4, 2017 by Home Fries Code Fixed -Home Fries My DCS Files and Skins My DCS TARGET Profile for Cougar or Warthog and MFDs F-14B LANTIRN Guide
Home Fries Posted February 4, 2017 Posted February 4, 2017 (edited) Even better, if you added a different set of BORTs on the fuselage that matched the tail number instead of using the first 3 digits of the 6 digit number, this would make it easier in the mission editor, perhaps simplify things with the BORT template, and allow repositioning so that we wouldn't be dealing with the off-center number due to the dynamic digit being offset due to the ###-L prefix. Again, skin makers could choose which numbers to use by putting a template in one line and "empty" in another line of description.lua. I see you added 2 digit BORT codes for skins like the Brazilian. Thank you so much for adding this as an option. Here's what my skin is looking like now: Best, HF EDIT: Just reported a bug with Fuselage Bort overlap. Edited February 4, 2017 by Home Fries Bug Report -Home Fries My DCS Files and Skins My DCS TARGET Profile for Cougar or Warthog and MFDs F-14B LANTIRN Guide
Winterz Posted February 4, 2017 Posted February 4, 2017 Your skinners will probably update their skins, but if they don't, you can open the description.lua in an editor like Notepad++ and copy the following entry into each file (after the ext8 line): [...] the important thing is getting the 1T or 2T right on the first line in each pair. Thanks but It doesn't change much, here is what I get with your code: http://img15.hostingpics.net/pics/589559Screen170204154827.jpg Default, without code: http://img15.hostingpics.net/pics/522174Screen170204154853.jpg :(:cry:
sedenion Posted February 4, 2017 Posted February 4, 2017 I think modders have to modify their skin to properly integrate the new dynamical numbering system... that should not be so complicated...
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