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Posts posted by Nightstorm
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2 hours ago, Qcumber said:
What test did you run?
3D Mark Port Royal. I'd recently upgraded from a 12900k/4090 to 14900k/5090 and I still had the results saved from when I was tuning the 5090. With no other changes, I just re-reran it after enabling it in the global profile and the score increased by 9%.
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15 hours ago, SharpeXB said:
This is enabled by default in my BIOS and Nvidia driver/settings. The video title is a little clickbait I think
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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I watched that yesterday and found it was indeed turned off on my system with a 5090. Turned it on and gained 9% performance with no other changes.
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2 hours ago, LVNS said:
Hey @nightstorm I am having issues with getting the new agm88g and Mako missiles to deploy when going against more modern russian SAMs or any radar. This is Ai that is avoidant in these situation and tends to juts manuever. Is this mod capable of SEAD?
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.
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19 hours ago, Wiggo said:
In theory shouldnt I be able to use f-22a ench mod with those older fc3 avionics, and still use at the same time JF39C Gripen mod? (It uses HF Jf-17 mod). In theory there should be no conflicts? Or do the AIMC´s that Gripen also uses conflict somehow? I am about to test today msn with those two, but thought i would ask before thumbling more
..as I have pretty much zero knowledge how those avionics things work. Those avionics files dont have effect to other that fc3 planes?
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.
12 hours ago, pedrosura said:Question: In the instruction, it says that you will copy 3 folders. Later, it tells you to copy the FM and Bin folder. Which one is the 3rd folder.? I am following the instructions and my DCS start aborts if I have this mod installed. I works with the 2.1.0 F-22 Thrust vector mod but not the enhacement mod.
Any ideas out there?Are there any mods that confkict?
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.
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5 hours ago, Dangerzone said:
I was thinking if it was an official configuration variable, there might be something. But if this is more from the SDK or things we're not supposed to know about, and someone has somehow figured it out by tracking what's in the DCS files and doing trial by error and testing, then that probably answers why ED are so quiet on all this. It's not something that we're supposed to know about.
Just a pitty though that ED couldn't have thrown us a bone and said "Try this setting" instead of leaving us to have to hack through the files to find a solution, but on the flip side - I'm grateful to whomever came about the discovery so we have a solution to a problem!
But now it's really got me wondering how many more secret autoexec.cfg configuration variables are available.
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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32 minutes ago, jnr4817 said:
"
In DCS (Digital Combat Simulator), the configuration setting
bkg_load_signed_plugins = false
is related to how the simulator handles the loading of plugins. Here's a breakdown of its significance:-
Background Plugins Loading:
- DCS allows the use of plugins to extend or enhance its functionality. These plugins can include aircraft modules, tools, or other software components that integrate with the simulator.
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Signed Plugins:
- Signed plugins are plugins that are digitally signed by an authorized developer or vendor. Digital signatures are typically used to verify the authenticity and integrity of the plugin, ensuring that it hasn't been tampered with and comes from a trusted source.
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Setting Behavior:
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When
bkg_load_signed_plugins
is set totrue
, DCS will only load plugins that are digitally signed. This is a security measure to prevent the loading of unverified or potentially malicious plugins. -
When
bkg_load_signed_plugins
is set tofalse
, DCS will allow the loading of unsigned plugins. This can be useful for developers working on custom plugins or for users who want to use third-party plugins that aren't officially signed."
Chatgpt description.
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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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15 hours ago, Dawgboy said:
What keybinds do I use to enable the PTT HOTAS buttons for UHF and VHF transmit?
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.
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1 hour ago, LVNS said:
Hey @Nightstorm, Brother I tried everything. Mod conflictions (VSN F35 and Spino F15EX), Rereading instructions, scanning github, and repeated steps and trial and error. I am stuck on the step to copy over the bin and FM file from 2.1 release but there is no bin, I have been looking everywhere. Maybe I do not need it? I have ovgme and I am pretty sure things are working on that end. help a brother out. I have the universal F35 fix so no worries there as other FC3 dependent planes work with it for AI.
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.
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59 minutes ago, Wiggo said:
Yeah the sight is very good. Is there any information about that sight in internet? Havent tried f-15e (ccip +gun)(or the mod itself whatsoever). Does it have same crosshairs (ccip) a/g gun?
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.
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-------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 250These 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.
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-------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.
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10 hours ago, Wiggo said:
Wow! Accidentally found out that when I press FIRST "c" for cannon (which ofc is in my hotas) AND THEN (when cannon activated) i press "air to ground mode" -> There comes a ccip for gun A/G
(With ccip crosshair itself and even a range meter. I didnt know this! And its damned accurate. Only works in that order, so took some time before accidentally pressed it.
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.
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-------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.-
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Other than it being heavier with that loadout and stores on the wings there would be no difference. The extra drag and weight could understandably require you to pull back on the stick. I don't know what the exact auto-rotate parameters are as that's in the EFM, but it makes sense.
TWS issues seem to be related to the same missile issues, I've seen what you described. Sometimes TWS works on multiple targets, sometimes they both go for the same one.
Landing speed is 160-180 kts. To be honest, I'm still getting the hang of it myself with the new EFM. I've bent the gear a few times.
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15 hours ago, daniel 11111 said:
I found that modded missiles using the old missile script (the script without the boost, march, fm, autopilot, etc.) work well. They can hit and track the target accurately on long and short distances without issue. The only thing is that I can't get them to loft.
Maybe someone with more modding experience could work out how to model one realistcally.
Edit: The missile script I'm talking about is from the AIM120D from Spino's F15EX mod.
Thanks for the information. I think that was based on the old AIM-120D code from a couple of years ago, which I was told was not working any longer as it didn't have the schema or ammunition type entries. I will experiment.
The Lofting thing, check for the line "Loft Factor =" Default is 4.5.
From what I'm seeing, I don't know if not having the schema would be a solution, but it's worth looking at.
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-------UPDATE 250611
Re-enabled stock missiles for testing purposes. The issues persist with stock missiles and Radar settings. The mod is not the cause. If you have another missile mod installed, you may see duplicate entries. You should be able to figure out what is what.
Adjusted the system pages slightly to move gear and flaps status messages as I didn't want gear to be an "advisory" type message on that page.-
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I'll do some testing with the stock missiles again to see if they're doing the same thing. The DLZ logic is coded for each missile based on its capabilities. From what I understand, in the screenshot above, even IF it was out of range, it should have thought it was in range based on that DLZ logic. For whatever reason, it said it wasn't. And the missile had plenty of energy to reach the target, its just like the seeker never turned on. It guides to within very close range of the target and flies on by it.
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-------UPDATE 250610
Adjusted missile code for improved accuracy, experimenting with some of the code that used to help.
Minor change to the check list page to indicate which list is being displayed.The odd behavior that I'm seeing and don't understand with missiles is when it's a rear aspect shot but you are well inside range. The DMZ shows in the no-escape range but the reticle will suddenly shrink down to a very small circle. The missile will generally miss, and it shouldn't. You can see that the target is in range, inside the DMZ but the maneuvering circle shrank to nothing.
If anyone has any ideas....
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2 minutes ago, Wiggo said:
Could it also be possible that enemy puts ECM on after TWS launch towards them (not necessarily because me shooting em, they could just be "early" defending to "normal "BVR situation..?
Does missile, in dcs, which has already been shot with certain LA calculation, still lose height etc information if / when ecm is put on after the TWS launch / launches? Normally when we play dcs msl is usually shot after burntrough, but when we are in area of high ranges like these..? TBH I dont have a clue how that works with missiles already shot after "burntrough", as normally I have been shooting em - well after the burntrough.
I know that if the targets aspect changes, it can cause the missile to miss. Particularly if it's just in range. It was in range when you fired, but the target turned 180 and accelerated away, missile will not catch it. So, it's possible the ECM affects them post-launch.
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50 minutes ago, CarbonFox said:
Had one of my AIM-120D-3s make a sudden right turn for no reason whatsover. It was kind of funny to watch.
Have you considered adding the AMRAAM-AXE? Basically an air-launched NASAM-ER.
I saw that missile, but don't know if there's a 3D model of it available.
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34 minutes ago, YoYo said:
For me its still ok. Give a feedback after few days of testing, thanks.
I was working on some mods yesterday and in/out/in/out many times over the course of several hours. No issues. The fact that you don't even have to *think* about what's taking so long means it's not taking so long
 It's back to normal with normal being its behavior on 2.9.14.
I'm glad to be back on the current version and regained access to the Germany map.
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Just looking for feedback on the missiles. I'm still trying to adjust them to see if there is ANYTHING we can do to make them more reliable.
With the 2.9.16 issues resolved with the added line to autoexec.cfg See here:
I've been doing more extensive testing using primarily the AIM-120E. Sometimes it's perfect, sometimes it misses by just a bit. It's hard to tell if it's chaff or not. I've had them work great to short, medium and long range and I've had them fail to connect.
So, I don't know if we have a problem or not, and if we do, what if anything, we can do about it. What are your experiences and/or suggestions?
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F-22A Raptor mod enhancement mod
in Flyable/Drivable Mods for DCS World
Posted
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.