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Nightstorm

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Everything posted by Nightstorm

  1. Added Have Glass variants of the Block 50/52 with reduces RCS due to the RAM coating. No liveries included but they can be installed in the appropriate folders under the F-16C. Link in first post.
  2. Updated single player version to include light configuration data by HawaiianRyan. Thanks! Link in first post.
  3. Thank you! Great work. I'll add a comment line in the LUA for credit
  4. Thank you! I'll take a look. I hadn't had much success with adjusting the lights. I presume you don't mind if this is integrated?
  5. Updated 12/31/22 for new additions to database. New F16 variants added from Sufa 3.0/3.1 and CFT mods.
  6. Updated 12/31/22 - Link in first post. *NEW* Fully functional engine/cockpit sounds for all versions. Added F-16CM Block 52 and F-16C Barak with correct engine specs. Remade thrust tables for all aircraft to correct data based on F100-GE-129 or F110-PW-229 engines. Used the engine specs for the new F100-GE-129 EFE "Enhanced Fighter Engine" for the F-16X. The F-16C Block 52, Barak and X can use stock F-16C liveries. You'll find their folders in the liveries path with some included liveries for each here: .\CoreMods\aircraft\F-16C\Liveries
  7. I've made the display readability mod compatible for those that would like to try it. The original files are included for both cockpits. See readme.
  8. This mod has been posted in the user files section since 10/06/2019. Evidently, I never started a topic for it here. I've just updated the mod for compatibility with the newest SUFA v3.0 release from IDF Mods Project. F-16C Display Readability (digitalcombatsimulator.com)
  9. Added changes from the Modern Missile mod to CFT mod. Modern Missiles Mod v1.20 This mod will swap out the AIM-9L / AIM-9X and/or the AIM-120B for more advanced versions of the missiles. Specifically the AIM-9X-2+/AIM-2000 IRIS-T/PYTHON-5 and the AIM-120D. It involves swapping out models and lua files that have been adjusted for the new missile data This allows these missiles to be used on aircraft such as the F-15C, F-16C and F/A-18C/D/E/F/G. Since the missiles replace stock versions in DCS, the avionics for the aircraft will still show the old versions. However, they will look and perform like the new versions The mod includes new models, textures, modified LUA files and for the AIM-120B the mission editor icon along with scripts to swap them out or restore the original files. Includes weathered USAF textures for AIM-120 series missiles. All required textures have been added to the AIM-120.zipfile which is already loaded by DCS. The original is included and restored when the AAM_AIM_120B script is run. I've found that for the F-16C and the F/A-18 fuselage stations, the mission editor labels them as AIM-120B's. The F/A-18 pylon stations show them correctly labeled as AIM-120D. The primary limitation for the AIM-120D seems to be how far away you can get lock with the FCR. Max range of the missile is listed below but the farthest I've been able to get a lock with the Viper so far is ~70 NM which resulted in a kill. NOTE that because of the way DCS works (mysteriously sometiems) some of the information seems to be ignored in the modified files, such as the name I detailed above. This is the best implementation I've been able to get so far. Tests with current settings. All tests completed with targets at co-altitude ~32k feet in afterburner from an F/A-22A which has a RADAR based on the F-15C module. Results will vary based on the launch platforms RADAR. TYPE HOT ASPECT COLD ASPECT AIM-9X-2+ - 16.5 NM 18.0 NM AIM-120D - 95.5 NM 40.0 NM (INITIAL RADAR LOCK) There are also performance improvements to the AIM-9M. INSTALL INSTRUCTIONS: Use a mod manger to enable/disable the mod. It's built as OvGME ready and the folders and files are installed to your main DCS install. MANUAL INSTALL: The zip contains the following folder and file structure: AAM_AIM_9L.cmd AAM_AIM_9X2.cmd AAM_AIM_120B.cmd AAM_AIM_120D.cmd AAM_AIM_2000.cmd AAM_PYTHON_5.cmd AAM_Readme.txt Place these in your DCS main folder at the root (same place that sutoupdate.dat is located) Copy these folders to the same root location and overwrite when prompted. Bazar CoreMods MissionEditor USE INSTRUCTIONS: Run the script for the missiles you want to use and it should copy them. Script files to swap out the AIM-9L, AIM-9X, AIM-120B for other missiles. This includes models, textures and a code change for each. AIM-9L Back to stock AIM-9L and AIM-9X. AIM-9X-2+ AIM-9L becomes AIM-9X and AIM-9X becomes AIM-9X-2+ (Improved over the F-22 Enhancment Mod 9X-2) AIM-2000 AIM-9L becomes AIM-9X and AIM-9X becomes AIM-2000 IRIS-T (Same as in the JAS 39C Mod IRIS-T) Python-5 AIM-9L becomes AIM-9X and AIM-9X becomes Python-5 (Same as in the LAHAK SUFA Mod) IRIS-T Credits to the JAS39 Community mod. Python-5 Credits to the LAHAK SUFA mod and №15 | Neoshot (FC) AIM-120B (Back to stock) AIM-120D (Replaces AIM-120B with AIM-120D) If for some reason, the script isn't working, copy the contents of each folder into your DCS main installs corsponding folder. Bazar > Bazar CoreMods > Coremods MissionEditor > MissionEditor To restore everything to normal, repair DCS (Only needed for a manual install) or copy the original files back in place. The mod has a backup of all original files that are changed.
  10. Updated mod with the following changes: AIM-9L is now the AIM-9X (modified) for all options. AIM-9X is now the AIM-9X-2+, AIM-2000 IRIS-T or PYTHON-5 depending on which script is run. End result now is that AIM-9X will use AIM-9L sound effects and whichever missile is selected will use the AIM-9X sound effects. So, AIM-9X-2+ will now sound like an AIM-9X for example.
  11. It's probably safe to assume that a lot of the data we have in the sim isn't accurate. Many systems are classified. The public information suggests the 120D has a range for around 100NM as it was intended to replace the AIM-54C and The Tomcat. I don't know if that's true or not. Other missiles added to the game such as the PL-15 or R-77M have much greater ranges than the 120C-5 that's in the game. The idea here, was to level the playing field a bit. However, the beauty of the mod is, you can use it if you like, or you can change it if you want, nothing is encrypted or hidden.
  12. If you're referring to the F-16 SUFA IDF mod, this mod was created first. They are not related, and they are not compatible. Two different mods by two groups.
  13. Updated CFT mod with tweaks and corrections to the AIM-120 missiles. Max range of AIM-120D is ~100NM at altitude. These files are the same as those in the Modern Missiles mod.
  14. Updated Single Player and patch again with tweaks and corrections to the A2A_Missiles.lua file. AIM-120D's have a burn duration of 13.5 seconds, roughly twice that of the 120C-7. The additional burn time is the sustainer motor required to achieve the ranges the 120D can reach. Under optimum circumstances the 120D can reach 100NM and the 120D-2 120NM.
  15. I don't know how they managed to get the 120D to go out to 100 NM in reality. I do know that in the DCS implementation, a little more weight makes a big difference in range. And, I didn't want the missile to be going Mach 8 or 10. It's a "reality compromise" to enable it to reach those ranges and that's under "optimum" circumstances. Like a bomber or other heavy at 100 miles that has a HUGE radar cross section. Other long range missile mods have done the same thing. I've spent literally hours on this already tweaking and testing. For now, I'm pretty happy with the results.
  16. AWESOME! Thank you!
  17. *UPDATED 12/24/22* I've adjusted the rocket motor to be more realistic and for the missile to have a more realistic speed. (Thanks, Snowywolf for the help!) Total burn duration now should be 13.5 seconds which is about double that of the AIM-120C-7's 6.5 seconds. The extra burn duration is the sustainer motor needed to extend the 120D's range. Effective maximum range ~100 Nautical Miles at altitude with a hot aspect target at co-altitude. Added install instructions to the readme and the post above and to the download page. I included a backup copy of the AIM-120.zip texture file and adjusted the scripts to copy/replace that file along with the rest. Same links in first post, both are updated.
  18. If you extract the Modern Missiles.zip file you'll see a file/folder structure that matches your DCS main install. Bazar/CoreMods/MissionEditor folders, four cmd files and a txt file that go in the root. If you right click and edit any cmd file you'll see what they're doing. For example, the AAM_AIM_120D.cmd has this in it: copy Bazar\World\Shapes\AIM-120D\aim-120b.edm Bazar\World\Shapes\aim-120b.edm copy CoreMods\aircraft\AircraftWeaponPack\Backup\AIM-120D\aim120_family.lua CoreMods\aircraft\AircraftWeaponPack\aim120_family.lua copy MissionEditor\data\images\Loadout\Weapon\Backup\AIM-120D\us_AIM-120B.png MissionEditor\data\images\Loadout\Weapon\us_AIM-120B.png So, those are the files that need to be in those folders for the AIM-120D. A model, a lua, and a picture, the last one is just mission editor icon and isn't crucial. You shouldn't be getting an error if all of the folder/files are in the correct places. Worst case, copy/paste the entire contents of the zip into your main DCS install folder and overwrite. You should be able to run the CMD for the 120B to put the stock files back in place or run a DCS repair to remove everything and go back to stock.
  19. I've updated the single player version and the external missiles patch with an updated A2A_Missiles.lua. Based on the work I did for the Modern Missiles mod, I set out to improve the realism of the AMRAAM's contained in the F-22 Enhancement mod. I'm very happy with how they've turned out. For anyone that didn't know, the mod contains the following missiles. I've listed max range next to them for comparison. AIM-120A - 27 NM AIM-120C-6 - 50 NM AIM-120C-7 - 65 NM AIM-120D - 92 NM AIM-120D-2 120 NM CATM-120C AIM-9X2 - 22 NM AIM-9X3 - 33 NM CATM-9X Most of these have been present for some time. I have the performance of the AIM-120D and the version for the Modern Missiles mod working exactly the same. The AIM-9X2 and 9X3 are no longer mountable on the external wing pylons. The code was causing some errors/crashes. Links in first post.
  20. A few more tweaks. Increased operational time to 180 seconds. Increased loft slightly for increased range (95 NM). Using AIM-120C flight model for better accuracy. Modern Missiles (digitalcombatsimulator.com)
  21. Another couple of small updates. I decreased the DLZ / Max range to 170KM roughly 92 NM. In practice, I found that the missile can't quite go out to 100 miles, and I don't want to make it go any faster to achieve that. It's consistently killing optimum targets at 80-83 miles from the F-22A so that'll suffice for the intended platforms Eagle, Viper, Hornet(s). Snowywolf provided me a line of code for the sensor section that should make the seeker more reliable and that's been added. He also pointed out that the impulse value of most missiles isn't much over 200. The AIM-120B's specific impulse is 236 during boost. I tried using that value, but it required the amount of fuel to be increased to 74kg vs the 54kg I was using. I'm not sure that's even possible, but the result ended up being that even though the missile will accelerate to the same speed, the extra weight evidently causes it to lose too much energy. I've messed around tweaking it for hours and can't get it to work the way I want. So, I reverted back to the Impulse of 325 instead of 236 and 54kg of fuel. Everything works again. Who knows? Maybe the D's motor operates at that value anyway Modern Missiles (digitalcombatsimulator.com)
  22. Updated the AIM-120D characteristics for more realism. Rocket motor burn duration at 10 seconds. Max speed 3,500 kts at burnout. This was the minimum speed needed to get a maximum range of about 100 NM at 40k feet with a nose hot target and launching aircraft at ~Mach 1.6. Exact range will vary due to multiple factors. Warhead now uses an enhanced Air to Air warhead instead of the AIM-120C's to simulate the larger warhead on the 120D. If I can tweak anything further, I will but for right now this works fairly well for the Eagle, Viper or Hornet(s). Modern Missiles (digitalcombatsimulator.com)
  23. Depending on the circumstances, it could be the proximity fuse on the AMRAAM. I had to increase the arming time on the 120D in the F22 enhancement mod to prevent that from happening on occasion.
  24. As you said, there's little unclassified information about it. What I've found beyond the Wiki was an example of a long range (longest) kill for the AMRAAM and I thought it was around 90 miles. I remember watching the video and the pilots congratulating each other. However, now I can't find a link to it. Only several that talk about the longest range kill but not disclosing the range. In any case, if the supposed purpose of the 120D was to give the Super Hornets something that replaced the Tomcat's Phoenix then it's max range would be near 100 nm. The only way in DCS to get an AMRAAM to go that far is for the sustain (t_marsh) burn duration to be longer. I did reduce the drag (cx) to about half that of the 120C and increased the burn duration to get the range in DCS. I commented all of my changes in the file and included the original values, for the drag/thrust section, I just commented out the entire original section and replaced it. So, all of the data is there for anyone to play around with. If you find something that works better, please let me know!
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