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Butzzell

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Everything posted by Butzzell

  1. S! I spoke with Vonrd and we came up with some suggestions. A naming convention is the first step. As said above, no mater what is used, someone will figure out a way to get there skin to the top. Better to be sure to just use the same convention and have all our skins in a group. That said, Klaiber's example works well especially for someone with multiple skins. Unfortunately there are no thumbnails available when you choose a skin in game. v1 and v2 have no universal meaning except to their owner. Vonrd and I discussed naming conventions. The prefix just needs to be decided. We discussed numbers and he still liked the "a_" prefix. The "!JG1" looks very good and is simpler than "a_" As long as the same prefix is used for all JG1 skins, they will be in a group so the actual prefix is irrelevant. Whatever Vonrd wants Vonrd gets. There are two real problems: suffixes and multiple skins. These actually come is several flavors with their own problems. Easiest to look at is the FC/ Richthofen name. "prefix_Pd3_Hotlead_J10" looks great but do we need the J10 on the end? He knows what jasta he is in. When he plays, his in game name will have the J10 on the end. By getting rid of the J10 you basically have the pilot name. So Hotlead gets a transfer to the Russian front and is now in jasta4. His in game name will change to "JG1_Hotlead_J4" but we need a new skin. A new skin with the original name "prefix_Pd3_Hotlead" will overwrite the existing file and prevent multiple skins. So we get rid of jasta suffixes. The WW II planes are a bit of a challenge. First is the use of winter skins. It is hard to imagine a battle for Stalingrad and not see snow. Sooner or later you will be on a winter map and need a winter skin. The easiest is a plane name change: "prefix_Bf109f4_Hotlead" to "prefix_wBf109f4_Hotlead". You know you are selecting a 109 because that is the plane you selected on screen. This is the custom plane list and you get to see the "w" first. This will put all of the winter skins in a group bellow the summer planes. No need for a "_w" suffix. Multiple skins as discussed above have no meaning except to the owner. This then becomes a name change for the pilot instead of the plane "prefix_Bf109f4_Hotlead" for plane 1 and "prefix_Bf109f4_Hotlead2" for plane 2. No need for a "_v2" suffix. I have tested this and it puts the second plane with a 2 on the end after the plane with no number on the end. The other consideration for the WW II planes is the pilot number. Re-skinning planes to change numbers creates a lot of work and multiple skins. With the naming convention,and no staffel suffix, new skins will over write the old ones. That helps reduce multiple skins. It was suggested that once you get a number, it is your number. You may change staffel but your number NEVER changes. Well now that we have our planes named, what do we do with them? The solution was to follow the 777 RoF system. An initial volume 1 followed by new planes and updates in volume 2, etc. I suggest Volume 1 be divided into an "A" and a "B", splitting the WW I and WW II planes and creating smaller initial downloads. Later volumes will have both WW I and WW II in them. Later volumes are expected to be smaller and it was felt that it was best to have a simple pathway. Updates to pilot planes overwrite existing files and keep the storage space small. All skins are reduced or done in 2k mode, again to reduce storage space. The download links can be listed in a thread and we can post the links on the IL2 forums. Others that want our skins can download them at their convenience. All of this re-naming and volume compilation means that we have to delete what we have and install the skins with the new names so that we are all on the same page. The volume system is meant to make it easy to see the pathway for exiting members and new members as they are enlisted or for others that want our skins. People will need to be careful downloading skins from other sources. It is easy to download a pack of skins and find that you are filling up a all your storage space. Personally, I do not want every skin made by every Joe Shmoe out there. I will probably download most of the skins for the pilots in FiF. This means my list of custom skins is not very big and it is easy to find the JG1 section. whew! Time for another meeting?
  2. Maybe it should be a wider conversation than just Vonrd and myself?
  3. S! Vonrd Would like to get together on TS to talk about skins. Just say when.
  4. S! All J5 has posted a poll about flying Black September---- in Flying Circus ! Poll and info are in IL2  FC forums.
  5. Butzzell

    FC Skins anyone?

    S! All Have moved rof skins over to FC. I think they look better in FC. Download link is the text next to the image. If anyone needs a change, just let me know. The download is not zipped or in a cover folder. It can be downloaded and transferred directly into your IL2 Alb D5 skins folder. Dudley Alb D5 Hotlead Alb D5 Labroisse alb D5 Lee alb d5 Vikner Alb D5 Maus Alb D5 Butzz Alb D5
  6. S! All Nice update. Bristol, Halb Cl.II and 4k skins for a 109 and 190, one step closer
  7. Butzzell

    FC Skins anyone?

    S! Hotlead Thanks for posting that swatch. I liked it so much I went back and changed the other J10 planes to match.
  8. Butzzell

    FC Skins anyone?

    S! Hotlead I changed color and replaced the image of your plane in the post. I like it much better than the yellow on the other J10 planes. It is a deeper yellow with less neon. Is this ok ? I also changed the download links to this color so you can try them in game
  9. Butzzell

    FC Skins anyone?

    Will give it a go.
  10. Butzzell

    FC Skins anyone?

    S! All I have not done nay Albs because the 4 k template is not published. I am waiting for it to take advantage of the extra dirt, oil, etc. I have done the D7 and D7f in 4k and then reduced to 2k. These images are low res just to post here. The text at the right of each picture is the download link. They are not zipped. They can be downloaded directly into the appropriate IL2 skin folder. These are basic reproductions of skins from RoF. If any of these folks see a problem or want a change, just let me know. D7 f D7 D7f D7 D7f D7 D7f D7 D7f D7 D7 f D7 D7 f D7
  11. S! All We now begin the second half of Phase B. Blue team will be flying Entente and Red team will be flying Central. We have had several good fights and not just with the scout planes. Two seaters on both sides have proven very dangerous. Let the bombs drop and the bullets fly. Good luck to ALL.
  12. S! All The server will be getting an upgrade at 1:30 am on 20, June, 2019. TS may be down until 10 or 11 am or whenever I fell like getting up in the morning.
  13. Uhm , I thought it was for the new X-Box. Wonder what it will be like using a game pad for control?
  14. S! I use a single mission start for all missions. When the mission starts I have it do almost all random selections. There are about 30 initial counters staggered at about 3 seconds each. For FiF many things are are spawned and then removed after a target is killed. Most of the time there are less than 60 linked entities active. Occasionally there may be several AAA guns activates as people go close to Balloons or front line areas. Most of the time we do not exceed 80 entities. Somewhere in the IL2 forums there is a thread about limiting AI depending on the number of players. It either allows AI to spawn or deletes them when a certain number of players are present. That was a year ago I think. The counter posted earlier is easily modified to count large numbers. That first counter on each side is set to 1 and the reset box is checked. It counts each individual event linked to it. Just change that counter to 2. It then takes two events to count up or down. That means it takes 40 events to move only 20 units up or down. Be sure to select the appropriate out put for the number you want. It is easy to count players spawning but what about players that leave the server. How do you know how many are still in? What about a player that gets shot down and respawns? Ten players could look like forty in a very short time. Seriously, I would limit the number of AI planes to under 10 at any one time. IL2 does not like a lot of AI planes. They are resource intensive and slow the program down. Sorry this was not very helpful.
  15. S! All Update is out Many bugs fixed. FM modified for FC. enjoy
  16. Hi

     

    Uhm do you have links for War Grounds and Cubans stats pages?

    1. HotleadColdfeet
    2. HotleadColdfeet

      HotleadColdfeet

      You can still submit claims for things the server doesn't give credit for, i.e. forcing a plane to ditch. 

  17. S! All phase A session 4. We had some glitches. The off toad convoy is not working as expected. Both teams had problems finding it. Etzel suggested have them run in a circle instead of all over the sector. I like that as well as changing the location message to "Off road convoy in sector 6.B" Adding the A,B,C,D at the end narrows it down a bit and makes it more specific. Blue team killed the recon secondary but it did not register. The target was not linked to the victory counter. Corrected. We now start phase B. Blue team is Central and Red team is Entente. Plane set is advanced. Good luck ALL.
  18. S! Congratz Vonrd and Loopy. Well done. Sincerely, Your buddy, Flak magnet.
  19. S! Good reason to start drinking. I talked with Deciman and AnKor and the photo recon thing from RoF will not go in IL2/FC. Deciman has tried and failed. He sent me a copy of the project and links to the programs to work with it. I examined it and understand it. I also understand that it would take me a year of tutorials and practice projects to even get close to the basics of what they have done. So looks like we are back to complex triggers for recons.
  20. S! Yes, there was a problem counting down at 11 to 10. I also increased the delay between mission start and the input timer sequence. The inputs were being activated before the array was set. I added some extra deactivations to the timers. It then worked as expected. I went back and added the uoutput timers you had started to put in. Each one is connected to a subtitle. The subtitle displays the timer number. If you switch from your map to screen you can see the icon on the map and then the subtitle on the playing screen. Also, I think I changed the player plane you had. Sorry. Very easy to just delete the orange translator icons to get rid of them. It will not affect the output timers. counteer redo.zip
  21. On another note, The attached file is an up down counter. The triggers are complex triggers. These could be changed to a different type of input trigger if you want. The output is the orange translator icon in the center. This array displays the status of a parameter in real time in the game by activating or deactivating the icon. The icon name is the output parameter text. The icons could be changed to timers and the timers could be linked to the output that you want. You would have to replace the translator icons with individual timers. Like the timers on the outside of the array, they would have to be deactivated at the start. They would then all have to be hit by a timer after the array has activated the desired timer.Basically the up and down counter would be linked to a timer set to 2 seconds. This timer would connect or hit all output timers. Only the timer activated by the array would do anything. The array starts at zero or an initial status and can count up 20 events. After a positive or up event detected it can count down when a negative or down event is detected. 1. input event detected 2. deactivate initial output. 3. Initial output or what happens at zero. 4. Activate the output from a positive event. 5. Positive event output. 6. Count down timer activated by 4 is now ready to receive count down input. 7. Same as 2 but for next positive input. Was labeled by mistake. 8. Timer for next positive input activated by 4. Count down side works the same way. This array was made for Kliegmann to display a specific parameter in game for constant monitoring of a status such as factory output or supply column resupply. At this point I have not needed such an array so I have not modified it for other output. attached file is this array. counter up down.zip
  22. The recon logic for RoF is a flash script made by AnKor85. It does not work for IL2 or FC. The Logic he need is what Kliegmann is doing for IL2.
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