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Everything posted by Nightstorm
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The default self-destruct was 90 seconds for the AIM-120B and C. So, this issue isn't because of the mod perhaps, but something in the recent code changes for the AMRAAMs. Good to know. Thanks.
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I've set the "lifetime" to 120 seconds. They're supposed to self-destruct after that. I'm not sure what would cause that behavior. However, I'm not entirely sure how DCS reads some things from the hidden database lua file and some things from the AIM120_family.lua. If anyone has any idea on how to correct this, please speak up. That picture shows the missile is in orbit lol.
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Just to throw this out there, this mod is mainly texture modifications to the stock AIM-9X/AIM-120C and lua edits. I hex edited the stock models to use a different texture, so those are the ED models. Anyone that wants to use this to integrate into something else or as a basis for anything else, please feel free. My primary goal was to get useable AIM-120D's on the Viper and Super Hornet. Anything else, is a bonus! Thank you DCS community for mods and ED for a great sim.
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This looks really good. I'd not been following this mod, but I will be now! Great work so far.
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Modern Missiles Mod - Updated 12/01/2023 v1.30 Modern Missiles v1.20 (digitalcombatsimulator.com) This mod is already included in the CFT mod and is not required if you have that installed. 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.
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
*FIXED THE ISSUE* - Uploading new version now. -
Updated 12/23/22. Corrected an issue with AAQ-13 alignment. Added the ability to swap out the AIM-120B for the AIM-120D via a script in the root folder, just like the AIM-9L swap out scripts. The Mission editor and avionics will read that it's an AIM-120B but the model, name and performance data will be that of an AIM-120D. The main limitation is the Viper's RADAR. I was able to lock and kill a target at 70 miles. I'm not 100% sure the DLZ information is being read. It's really strange how DCS is reading the aim120_family.lua file. Some of the data is ignored, like the name and icon used in the mission editor, yet the important stuff like the way the missile behaves seems to work for the AIM-120B. The AIM-120C seems to ignore most changes but that's ok. If we can modify the AIM-120B to look and act like a 120D, I'm happy with that. It will affect ANY aircraft capable of using the AIM-120B. So, for example, if you also happen to have the CJS Superbug installed guess what? You can carry up to ten AIM-120D's now. Same goes for the legacy F/A-18C, F-15C etc. I've noticed that for the hornets and their dual launchers, the name and icon works for the AIM-120D in the mission editor. It just doesn't work for the single fuselage hard points or for the Viper. *NOTE* The AIM-120B is installed by default. Run the AIM-120D.cmd script to swap it, and the AIM-120B script to restore the stock model/lua.
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Updated 12/19/22. Added AIM-120D-2 AMRAAM variant to simulate ongoing development with this missile. Slightly extended range, nothing too crazy. Adjusted a few parameters for improved performance. Adjusted HUD glass texture to darken the tint slightly. Inside the HUD textures zip file is a sub-folder with different levels of tint from none to 200% of original. The default is now 150%. Updated the missiles parameters in the A2A_Missiles.lua as well. All mods that contain this file were updated. -
DCS RWR Symbology mod
Nightstorm replied to Nightstorm's topic in Utility/Program Mods for DCS World
Still compatible with DCS 2.8.1.34437. No update was needed. -
Mod updated for compatibility for 2.8.1.34437 as of 12/16/22. https://www.dropbox.com/s/xrsndvvezwlbngf/CFT_Mod_3.0.6.7z?dl=0
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
This could be caused by two versions of that file being in place. This is the type of crash I talk about on the first post if you're wanting to use the external hard points or CATM mod. The path shows the one crashing is located in your saved games file. "Mods/aircraft/F-22A/A2A_Missiles.lua". Relocate that A2A_Missiles.lua to your main install folder here: .\DCS World OpenBeta\CoreMods\aircraft\AircraftWeaponPack\A2A_Missiles.lua and test please. If you already have one there, that's definitely the problem. It can't have two copies. They should have the same time stamp. Use the one in the Main Install folder. Worst case: You can edit the LUA file and remove everything below this line: --*********************************************************CATM-9M/CATM-9X/AIM-9X-2/AIM-9X-3 External*********************************************************************** You won't be able to use external missiles on the wing pylons but that's where the reference is that's giving you the error message. Let me know, thanks. From the first post: Single player external stores changes. This requires changes to one main install folder but allows missiles on wing pylons. USE THIS IF YOU ALSO HAVE THE CFT MOD OR THE CATM WEAPONS MOD INSTALLED. There is a common file A2A_Missiles.lua that you can't have two copies of. https://www.dropbox.com/s/zia323bvadtkznl/F-22A External Weapons.7z?dl=0 I updated that mod/patch for compatibility with DCS 2.8.1.34437 as of 12/16/22. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
You ask the question like it's the simplest of things. From what I understand, EFM's are extremely complex and take a lot of time to develop. And as I stated previously, I'm fairly sure you would need access to the existing F22 mod's systems files which are encrypted. That means we don't have access to them. FCS.lua, Avionics.lua (Maybe) Engine_System.lua, those are all encrypted. Some folks have made EFM.dll's for other mods but they were the developers of those mods. Unless someone knows of a way, I don't expect we're going to get thrust vectoring for the F22 unless Grinnelli sees fit to release the version he made. And if someone with that knowledge wants to take a crack at it, I'd love to test it out myself. -
I for one would be interested in this being available!
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Thrust vectoring would require an EFM with a compiled DLL. I'm not entirely sure that it could be accomplished with the systems LUA files being encrypted. I suspect you'd need access to at least a few of them. Those pods are cool. It might be possible to implement those in similar way to the recent AIM-152 mod did. Using AIM-120's as the ammunition to come out of them. Someone would need to model and texture the pods, but I think I could implement them. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
That's cool to hear that the F22 is getting these long overdue upgrades. I want to reiterate that the F22 mod is not my mod. It's a mod by Grinnelli Designs that I have made modifications to and added to. Despite my best efforts to make that clear, I still get accused of stealing the F22 mod. In fact, I was recently banned from the F22 Discord for speaking out in my own defense when I was very recently accused yet again, by one of the team members of stealing and repackaging the mod. You may not have meant to suggest it was "my" mod but all of this has made me extra cautious. I still enjoy flying the F22 and will do what I can to maintain compatibility with DCS should something break it. However, with all the drama that surrounds this I don't plan to spend much effort on any significant changes even if they were possible. Considering that I just wanted to share my changes with the community, and have nothing to gain from it, the stress just isn't worth it. Additionally, the F22 mod is based on the F15C avionics. The F15C doesn't have an HMD or Link16 in DCS. I don't know of a way to integrate those features even if all of the F22 mod systems files were open, but they are not. Many of the systems files were encrypted in the original mod. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
The reason for this is that several aircraft use a common sound effect for guns and engines. If you look in the F-22A mod folder, you'll find this path with four sound files in located in it: .\F-22A Single Player\Sounds\Effects\Weapons\Automatic Those are the sound effects you're talking about. In your saved games directory the path would just be: \Sounds\Effects\Weapons\Automatic. If you delete those four files from your saved games you'll have the original sound back, but the F22 will also use that sound. As to the blackout issue, I've adjusted the performance and engine output to be as close as possible to the public figures released for the F22. The orignal mod's values were adjusted to balance the F22 for mulit-player. I wanted it to be as accurate as possible, so the G onset is more sudden with the single player version depending on your speed. -
Swedish Military Assets for DCS by Currenthill
Nightstorm replied to currenthill's topic in Static/AI Mods for DCS World
Updated my RWR mod to include the recent 152A missiles and the Swedish Military Assets that have sensors.- 460 replies
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DCS RWR Symbology mod
Nightstorm replied to Nightstorm's topic in Utility/Program Mods for DCS World
Updated database to include missiles from the AIM-152 AAAM by Spino and Currenthill and Swedish Military Assets mod sensors by Currenthill. -
Updated for DCS Open Beta 2.8.0.33006 as of 11/18/22.
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DCS RWR Symbology mod
Nightstorm replied to Nightstorm's topic in Utility/Program Mods for DCS World
Updated for addition of Tu-214R. -
Updated DCS RWR Symbology (digitalcombatsimulator.com) to include the Tu-214R. RWR readout as "TU".
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
The avionics of the F22 and F35 are quite different as many of you are aware. It doesn't even have a HUD lol. I don't know if the VSN F35 even has a dedicated cockpit, I think it uses the F15C pit. The best chance for an F35 mod probably rests with whatever remains of the community mod that was started. -
Awesome work. These are looking fantastic.
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"No more generic SU-25 sound! The new update will make the F-16C stay the "main" version on mission, servers, loadouts, controls... while having the F-16 sound on all F-16 version!" That's really cool. Having the generic sounds is something that's been an issue with 3rd party mods for a long time. I'd be really interested to learn how that was overcome. It would certainly be a benefit to the entire community!