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About Nightstorm
- Birthday 02/06/1972
Personal Information
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Flight Simulators
DCS, BMS, Prepar3D, X-Plane
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Location
Minnesota, USA
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Interests
Flying, Mustangs, Lightsabers
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Sorry to hear about you issues. The files are set up to match the DCS game folder's folder and file structure. I would suggest using a Mod manager like OvGME. You can search the forums for it and how to use. However, if you're going to install manually, You could extract the files to location of your choice and them copy the folders to your DCS game folder. They will overwrite the existing files, and you should get a prompt to confirm that. If you don't get a prompt, you might have copied them to the wrong folder. For a manual install, to restore the original files, do a DCS repair. -
It's turned on in BIOS yes, but it was NOT turned on in the driver. I found it was EXACTLY what Jay said in the video. The only software interface to check it was GPU-Z and it reads the BIOS setting. So, I thought it was on all this time. The profile inspector for the global profile clearly had it disabled. I enabled it, ran a test and compared to the last one I'd run, and it was 9% faster. Earth shattering? No. Leaving performance on the table for no good reason? Yes.
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
The anti-radiation missiles will only work in self-protect mode. That is, they will lock onto the nearest or strongest RADAR signal and attempt to hit it. You can't aim them or designate targets. I've found them to be effective against all modern SAM sites that are stationary. If you have a SAM launcher/radar that is moving, I suspect it would do it's best to hit it just like any other missile would. So, is it capable of SEAD, yes, but you don't have a lot of control over what it goes after. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
If there's a conflict, it wouldn't be the avionics. Conflicts in mods usually result from CLASS ID conflicts in weapons declarations. Sometimes it would mean the first one declared is the one used, sometimes, it results in DCS just crashing at startup with nothing in the log. That's a BIG indicator that you have a mod conflict. The F22 Enhancement mod does include an A2AMissilesEU file and it's possible that some of those missiles might conflict with the Grippen. The solution is pretty simple, edit the weapons.lua and comment out that missile file so that it doesn't load, or do the same thing in the Grippen Mod. IF you want to have them both enabled at the same time. If the Class ID's ARE NOT THE SAME, they will not conflict. The instructions were updated to only copy the FM and BIN as everything else needed is included in the enhancement mod. I don't know for 100% if anything else conflicts with it or not. You would need to test with your personal mod configuration but it's likely that it's a weapons conflict as I stated in the above reply. -
It would be nice to know. You wouldn't think that there would be that many. And a cheat sheet of them with descriptions and even cautions would be great. Of course, from a troubleshooting standpoint, from ED's perspective, guessing what an end user has in their autoexec could be an issue. "Step 1: Remove any autoexec if you have one". Still, the "We're stuck in a loop. ChatGPT is referencing us, and we're referencing it." made me laugh. The AI takeover may be a little further down the road than some fear.
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bkg_load_signed_plugins = false - I can confirm that with this in the autoexec.cfg I'm not missing anything. I have many mods installed and I doubt those are signed plugins. I haven't had any issues with loading or exiting since adding that line. Whatever that did, it stopped the behavior where it was evidently loading a bunch of plugins every single time you started DCS. I can't speak to the accuracy of the Chatgpt description, only my observations.
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
This is using the F-15C avionics. It doesn't have an advanced radio. All available commands are in the controls and they're mostly limited to either the comms menu or a few commands to wingman, awacs or tanker. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Releases · grinnellidesigns/f-22a Dowload the f-22a.zip file. That's the current release under v2.1.0. The BIN folder is definitely there, and definitely needed since it's the binary that controls everything. EDIT: If you ARE downloading that, and the DLL is missing, maybe your AV nuked it? The BIN folder would still be there though one would think. null -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I don't know for sure. However, the F15E, provided it was included in the early release that may never get finished, is a full fidelity module. The avionics in the Flaming Cliffs modules were simpler. I wouldn't be surprised if it had multiple gun site versions similar to the viper or maybe the hornet since it's a Boeing aircraft. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
-------UPDATE 250615 Updated prox/warheads on missiles to be scaled and improve with generation. Type: Range: Warhead/Prox Radius: MAKO 280km 500 174B 240km 500 260B 240km 450 260A 240km 450 Meteor 240km 500 272A 200km 450 120E 200km 450 74B 200km 400 74A 200km 400 120D3 180km 400 120C8 160km 350 120C7 120km 300 200A 120km 300 MICA 120km 250 120C6 63km 250 These values are not realistic however, the prox fuse is only used if the missile doesn't make a direct impact. The current behavior of missiles is also unrealistic because they shouldn't be missing by meters because the seeker doesn't turn on as it should. This is a work around until the missile code is working properly. Updated textures for AIM-9 series, 120 series and 88 series with cleaner versions. Adjusted the position of the AIM-200A x2 racks in the main bay to prevent clipping. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
-------UPDATE 250614 Updated the RWR Symbology mod with more additional aircraft and weapons. Adjusted Radar guided missiles proximity fuses and warheads to help correct the current missile behavior. Now, even if they miss the target they will often prox fuse and at least damage it if not destroy it. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Yea, that's part of the default avionics. And I had the same reaction when I found it. It does make strafing easier. For the longest time I was strafing using the air reticle. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
-------UPDATE 250613 Updated the RWR Symbology mod with some additional aircraft from CurrentHill's collection. Added new smoke generators for station six, specifically black and gray, but other colors are in the smokegen.lua file and with some editing of the RGB value you can have any color you want.