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Nightstorm

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Everything posted by Nightstorm

  1. The work I've done is added on top of the main F-22 mod. About a year ago this time a bunch of drama was started around what I've done stating that I had claimed credit for the entire thing. I did not and have taken all sorts of steps to counter any such perceptions. I've talked directly with Grinelli and as far as I know it's all good. I don't know much about this mod. Personally, I don't care if anything I've done is used by someone else. Have at it. I can't speak for anyone else. Most of all, I don't want any more drama.
  2. Updated for DCS Open Beta 2.8.0.32066 as of 10/28/22.
  3. This is compatible with DCS Open Beta 2.8.0.32066 as of 10/28/22. No update was needed.
  4. It's the views.lua file in the root of the F-22A folder in your saved games. ..Saved Games\DCS\Mods\aircraft\F-22A. Near the top are two lines: -- CameraViewAngleLimits = {20.000000,140.000000}, --NIGHTSTORM changed default zoom CameraViewAngleLimits = {80.000000,120.000000}, --NIGHTSTORM changed default zoom I changed it for personal preference. Simply remove the modified line and uncomment the first one to restore defaults which are 20-140. I added the GrowlingSidewinder tutorial video link to the first post as suggested.
  5. You should read the original information if it's still available. There are special Pitch controls for the base mod that need to be set up.
  6. Well, it's an add-on to the official release of the F22. I don't want to redistribute the entire thing or have to maintain it in various places. As you said, I the links stay the same from the first post and I just update the date and post when something changed.
  7. The behavior you're describing is because the added missile in the stock mod doesn't have the DLZ information that was added into DCS last December time frame. That DLZ information is what controls the ranges, the shoot queue, the HUD/RADAR range lines etc. The stock Weapons.lua dated 4/11/21 that controls that missile is also encrypted. This will have to be fixed by the dev team if they choose. In the add-on I maintain, I added the AIM-120D and a few variants and they have the DLZ information in them. The AXA vs AXC you refer to is indeed due to the avionics of the FC3 F15C and is in fact the only reason we can use add on weapons for it. The avionics looks at the seeker type and if it doesn't know the weapon it calls it an AIM-7F, AIM-9L or AIM-120A. The irony being that we don't actually have a working AIM-120A on anything, yet the model and textures have been in game for a few years. Another aircraft that works like this is the F14 by Heatblur. That's why some 3rd party weapons mods have been released for it. It follows the same principal but it things the weapons are either AIM-9, AIM-7 or AIM-54 depending on the seeker. If you try to add a custom weapon to the F-16C for example, it will show up on the model, but not in any avionics and can't be used. Which is in fact how the CATM- mod I did works, and that's fine, since you can't fire them anyhow. I hope this helps.
  8. The mod uses mostly the same bindings as the F15C plus some custom ones. The commands are "Next Waypoint" and "Previous Waypoint". There are also controls built into the MFD's. When you're in the NAV mode, the currently selected waypoint is displayed to the left of NAV in the lower right of the HUD.
  9. The mod is installed the root folder of DCS. OvGME is best, but whatever method you want is fine, but I suggest backing up the files that get replaced. The mod installs models, textures and modified and new LUA files to add the assets and make them useable. To make a version that only adds the ground assets is of course possible but would require another version to be maintained. Every time there are changes to the F-16C.lua located in X:\DCS World OpenBeta\CoreMods\aircraft\F-16C the mod needs to be updated. Just with the demands of daily life I'm trying to limit the number of mods I have to maintain The method used was to add additional pylons as you mentioned. There's no harm in having the full mod and leaving the other pylons blank. However, if you don't want to see all of the other stuff on your F-16 and ONLY want the ground assets, that LUA file is where you'd make your changes. Open up the LUA file in a text editor (I suggest Notepad++ which is free) and search for "pylons". You'll see a section around line 632 (in the current version) that looks like this: Pylons = { pylon(1, 0, -2.2, 0.002, -4.739, { arg = 308, arg_value = 0, use_full_connector_position = true, connector = "Pylon1", }, tips, 1 ), and so on down the list of pylons. As you scroll down you'll see pylon 13 - pylon 17. The ground stuff is on pylon 17. You could then remove all the lines for pylon 13 down to 17 and make 17 the new 13 by replacing the number 17 in that section with 13's. pylon(13, 0, 0, 0, 0, { DisplayName = _("GND"), }, { { CLSID = "{Crew_Ladder}", arg_value = 0.0, required ={{station =13, loadout={"{Crew_Ladder}"}}}}, --NIGHTSTORM { CLSID = "{RampStart}", arg_value = 0.0, required ={{station =13, loadout={"{RampStart}"}}}}, --NIGHTSTORM { CLSID = "{Parked}", arg_value = 0.0, required ={{station =13, loadout={"{Parked}"}}}}, --NIGHTSTORM }, 13 Save it and test. If it worked, the F-16 will show up and it will ONLY have the GND pylon to the left of smoke. If it didn't work, you'll get an A10 where should've had an F16 and that means something on one of the lines got deleted or put in the wrong place. You can also comment out the sections above by using --[[ whatever you want commented out followed by ]] Everything between those --[[ and ]] will show up grey and is ignored. Then you can replace the pylon 17 section with what I pasted above. Just back up the F16.lua file and try it out. As long as you have the backup you can always go back.
  10. The script file swaps both the aim9_family.lua and the model. That's all there is to it. The sim thinks it's an AIM-9L, but the model and code for the missile gets swapped so that it has the correct name, model and performance for the missile you swapped to. For example, there is the content of the file for the IRIS-T @echo off @echo IRIS-T Selected..... copy Bazar\World\Shapes\IRIS-T\aim-9L.edm Bazar\World\Shapes\aim-9L.edm copy CoreMods\aircraft\AircraftWeaponPack\Backup\IRIS-T\aim9_family.lua CoreMods\aircraft\AircraftWeaponPack\aim9_family.lua timeout 2 As you can see, it just copies the lua and the model. That's it. The scripts were just for convenience's sake.
  11. We can only use unguided bombs, but they do work. Basically, the avionics thinks it's a Fox-1 semi-active Radar guided weapon. Since the Raptor didn't use those, that's what I went with for bombs.
  12. Added MK83 General Purpose bomb for the F22. Added four yield selections for the B61 tactical nuke. 0.3kt, 1.5kt, 3kt, and 50kt. They will be delineated on weapons display as B61A, B, C, D. Added loadouts with these weapons to the F22. Single player version updated.
  13. Yes indeed. Open the F-22A.lua in the mod folder under your saved games F-22A and search for "RCS". You'll see the line: RCS = 0.0001, -- Radar Cross Section m2 --NIGHTSTORM 0.01 Change the value 0.0001 to a higher number if you choose. I set it to the actual public reported RSC but as you can see the original mod had it at 0.01 which is what the comment at the end of that line means. Save the changes and go for it.
  14. The script and the mod swap out the AIM-9L for one of the missiles indicated in the screen shot above or restores the stock 9L. The IRIS-T (AIM-2000) is one of the choices.
  15. Thanks for updating this so quickly. FYI, the loader section was commented out, at least in the OpenXR verion of the d3dx.ini. To enable it just remove the ";" in front of the lines so that it looks like this: [Loader] ; This tells the loader where to find 3DMigoto. This DLL must be located ; in the same directory as 3DMigoto Loader.exe and will be loaded in the target ; process under the same name. If d3d11.dll doesn't work try 3dmigoto.dll module = d3d11.dll target = DCS.exe
  16. No, they're working. No, the F-16C, which this is based on, has no drag chute. In the root folder of DCS you should see a couple of txt file and a few scripts.
  17. Mod updated for DCS Open Beta 2.7.18.30348 as of 9/21/22. No it is not. The SUFA mod modifies the F-16 as well.
  18. Updated 9/22/22 for DCS 2.7.18.30348. I added the OV-10A mod to the database.
  19. It appears to be working fine as far as I can see. Did you reinstall the mod?
  20. I tried to get my wife to watch Dr. Strange Love, she just didn't get it lol.
  21. I updated the textures to B61-11 (It indicated it was a B61-5 which is no longer in service) along with adjusting the name and GUI image. No changes to how it works etc. Single player version updated.
  22. Adjusted the mount points and other metalic parts so that they don't appear to be painted black.
  23. Replaced the fictitious GBU-32N with a B-61 tactical nuclear weapon configured with a 3kt yield. Textures added to weapons.zip, lua files updated. Single Player version updated.
  24. You are correct. I didn't add the updated file to the last upload. FIXED. Single Player version updated. Does anyone have a model of a B-61? B61 nuclear bomb - Wikipedia *EDIT* I bought a model of the B-61 from TurboSquid. I'll look into converting it.
  25. Corrected the GBU position in the weapons bays. No other changes. Single Player version updated. Also, a glamor shot of @Texac weathered skin at sunset over the NTTR.
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