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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Yes, its the A2G_Bombs.lua. There are two bombs defined in there. The second one is the GBU-32N. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Updated 9/10/22. Additional tweaks to the warhead data. Added a 2kt Nuclear version of the GBU-32 the GBU-32N. Works the same way. Single Player Version and External Weapons option updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Earlier this week, I was challenged to find a way to allow the F22 to drop bombs. I thought of something last night and started working on it this evening. This is the result: Since we're limited to the F15C avionics there is no way to actually program or target the bombs. They are purely ballistic/free-fall, but they do work. There is one missile used on the F15C that's not used on the F22A. The AIM-7 Sparrow. I created a new weapon that fools the avionics into thinking you have M2F (2 x AIM-7F Missiles). You select it the same way you cycle from 9X to AMRAMM's. The new weapon used all of the parameters I could match up to the GBU-32. Weight, drag, diameter, warhead. So, while they show up under AA MISSILES, and they show on the HUD as M2F, they use the GBU-32 model and they fall like bombs. You can even release one going straight up. It will slow down and then pitch over and fall. They detonate on impact with the same warhead that the GBU-32 uses. I modified the F22.lua so that the GBU's can be added to the innermost pylon's stations 5/7 and that they are mutually exclusive with any missiles mounted on stations 4/8. That is, if you mount the GBU it will remove the middle missile and if you mount a middle missile, it will remove the GBU. This keeps the load out to the realistic 2x AMRAAM and 2x GUB-32 or 6x AMRAAM. There are no small diameter bombs in DCS that I'm aware of and the F22 can carry 4 on each pylon. The way this works, you could never have more than one weapon on each pylon, so, might as well be the GBU's. Playing around with them, you can do any attack you could make with a dumb bomb, you just don't have any sort of site to use besides your flight path marker. *EDIT* Before anyone asks, I have extra missiles on my personal version that I've tested that are not public. Single Player Version and External Weapons option updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Nothing I did has anything to do with those. The vectoring animation is tied to the FCS.lua as you stated. I don't have access to that file either, therefore I didn't change it. And regarding the nose wheel, other people commented about that happing with other FC3 aircraft as well. Again, nothing I did and nothing I can do about it. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Added a Special control input to turn off the APU. The default moves the switch from "OFF" back to "RUN". This one will just set it to "OFF" and leave it there. Both versions updated. -
DCS RWR Symbology mod
Nightstorm replied to Nightstorm's topic in Utility/Program Mods for DCS World
Updated 9/3/22 for DCS 2.7.17.29493 Open Beta *No updated needed for the OB, but additional aircraft added to database* -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
All of the additional missiles are in the A2A_Missiles.lua. Depending on which version your using, it'll either be in the F22 mod folder under \Saved Games\DCS\Mods\aircraft\F-22A or in your root folder under \CoreMods\aircraft\AircraftWeaponPack. Deleting that file will prevent the new missiles from showing up in game. Then you can use regular 9X or 120C-5's. It won't break anything for the rest of the mod, they just won't be available. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I've made some adjustments to the FM data for the custom set up to include elements from the PSA FM data. Now, while the Raptor with thrust vectoring can do 28 degrees/second sustained at 20k feet, ours w/o actual thrust vectoring can't. However, since the "simulated" thrust vectoring is achieved by increased pitch control, it makes sense that it would be most effective at lower speed and altitude. And this was the result: 27 degrees/second sustained at 0.55 Mach with max instantaneous of 31 degrees/second. At around 18k feet I did have a peak instantaneous of 43 degrees/second, but I think that's when it departed when AoA exceeded 30 degrees. I'm not sure that it'll get much better than that. I can include the modified custom file in an update here shortly. While I was at it, I tested vertical performance, and it will in fact accelerate straight up. And that's consistent with the published values of a thrust/weight of greater than 1:1. Thrust/weight: 1.08 (1.25 with loaded weight and 50% internal fuel) Single Player version updated. null -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Doing some experiments in TacView with the custom version of the F22.lua. I hit a max of 23 degrees/second with an instantaneous of 30 degrees per second. Max AoA 30 degrees. Not quite what the real thing can do, but considering we don't have actual thrust vectoring, it's not bad. nullnull null -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
An oldie but goodie. "It's like clubbing baby seals, it's so easy." -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
It's already there. I just copied it out of the joystick input file. However, I'm experimenting with an idea on the OSB buttons. I can have a single button press issue multiple commands. So, I can send a series of "move" commands followed by a "stop" command on a single push of the button. *EDIT* Ok, that doesn't work for some strange reason. And as I was doing it, I realized I'd tried that before. That's why I added the stop button. I couldn't get it to work any other eay. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I was just able to map the Scan Zone ones and they worked correctly. The issue with mapping the OSB buttons to the hat switch is you'd have to have a press/release type of command. That is, note what the commands do above. When pressed it moves, it when released it stops. So, you'd have to map OSB 20 and OSB 19 for move/stop and the same for OSB 18. The way the OSB's are set up, is that they continue to move to the end of the range unless you press stop. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Yep, I just mapped it. {pressed = iCommandSelecterUp, up = iCommandSelecterStop, name = _('Scan Zone Up'), category = _('Sensors')}, {pressed = iCommandSelecterDown, up = iCommandSelecterStop, name = _('Scan Zone Down'), category = _('Sensors')}, {pressed = iCommandSelecterLeft, up = iCommandSelecterStop, name = _('Scan Zone Left'), category = _('Sensors')}, {pressed = iCommandSelecterRight, up = iCommandSelecterStop, name = _('Scan Zone Right'), category = _('Sensors')}, Scan Zone UP / DOWN is what you're after for antenna elevation. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Did I already set up joystick controls for that? I can't recall. If I didn't, I can look at that. Seems like a great way to control it with a hat switch or something. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Check the 8 min mark. He talks about the Raptors sustained turn rate being 28 degrees/second @ 20k feet. I have TacView but have some issues getting it work properly. If anyone else has the ability, I'd love to know what the TRT (degrees per second turn rate) and the TRD (Turn radius) are with the updated custom flight model version of the lua are. I know that with the accurate wing area it seems to turn a very tight circle (low radius) pretty quickly at around 150kts. And as long as you don't over-rudder or pull too hard above 30 AoA it will do that all day long, or until you run out of gas. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
There are three buttons now on the upper left the middle one has a "-" next to it and it represents "STOP". It's a bit of a pain, but you start to move the elevation and you hit stop quickly before they transit all the way up or down. This was a side effect of decrypting and rebuilding the PMFD.lua system file and not being provided a decrypted copy of it. I have a decrypted copy of the MFD.lua but not for the center PMFD. I did the best I could to reconstruct it and add the features I wanted. Lost a couple of things along the way but I felt the gains were worth it. I did contact GD and ask him about access to the file, but I received no response. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I did some additional tweaking on the dry thrust values. Final results: Mach 1.209 @ 80 feet max speed. Mach 1.028 @ 80 feet super cruise. Mach 2.272 @ 50k feet max speed. Mach 1.830 @ 50k feet super cruise. From the Wiki: Lockheed Martin F-22 Raptor - Wikipedia Mach 2.25 (1,500 mph, 2,414 km/h) at altitude Mach 1.21, 800 knots (921 mph; 1,482 km/h) at sea level Mach 1.82 (1,220 mph, 1,963 km/h) supercruise at altitude That puts all Mach numbers within 1% of publicly reported values with all specs the same as public values. Single player version updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Further testing shows that "at altitude" appears to be 50,000 feet. That seems to be the sweet spot for peak performance regarding maximum Mach number. Updated thrust table for corrected wing area. Mach 1.209 @ 80 feet max speed. Mach 1.032 @ 80 feet super cruise. Mach 2.272 @ 50k feet max speed. Mach 1.870 @ 50k feet super cruise. (In line with publicly reported figures.) Resolved issue with SYS page on Left and Right MFD's when switching from the SMS or RWR page and the previous page doesn't clear. Adjusted "Cruise Mode" MFD override command to set LMFD to SYS, RMFD to Fuel, CMFD to VVI and PMFD to HSI. Updated both Single and Multi-Player versions with these fixes and changes as appropriate. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Corrected thrust table values (still based on maximum thrust values at sea level) for the accurate wing area value. Final results: Mach 1.209 @ 80 feet max speed. Mach 1.032 @ 80 feet super cruise. Mach 2.272 @ 50k feet max speed. Mach 1.870 @ 50k feet super cruise. From the Wiki: Lockheed Martin F-22 Raptor - Wikipedia Mach 2.25 (1,500 mph, 2,414 km/h) at altitude Mach 1.21, 800 knots (921 mph; 1,482 km/h) at sea level Mach 1.82 (1,220 mph, 1,963 km/h) supercruise at altitude <1% higher for max speed at altitude, <3% higher for supercruise at altitude and sea level max speed on the money. I'm pretty happy with those results. Single player version updated. -
Mod updated for DCS Open Beta 2.7.17.29140. Also includes the F/A-18C.lua file for CATM weapons on both Viper and Hornet. Link in first post.
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Well crap. That was a lot of trial and error to get it adjusted. Increased wing area = increased drag. I suppose that makes sense. Man, I'll have to rework the entire thrust table. -
DCS RWR Symbology mod
Nightstorm replied to Nightstorm's topic in Utility/Program Mods for DCS World
UPDATED 8/25/22 for DCS 2.7.17.29140 Open Beta -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Well, if anyone knows how to create an EFM and compile it for the Raptor, it's not hard to enable it. The hard part is all of that coding. My understanding is it's very involved and it would require a lot of testing. After all, you wouldn't want the thing to fly like a UFO. The "custom/default" F22.lua file I've got in the Single Player version does allow for 30 degrees of AoA at very low speed ~170 KTS. You can still over rudder and depart the aircraft, but you can fly extremely small radius circles and you can turn inside most other aircraft's turn radius. And the thrust table values have been tweaked to give as close as I could get to the reported performance of max mach, supercruise speed, max low alt speed etc. It's not true thrust vectoring, but it's still pretty fun. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
@FlyingAlex "As we see the SU57 mod have thrust vectoring now, do you think it’s possible to port it to F22 as EFM?" Not likely. The DLL for any EFM is specific to the avionics as far as I can tell. So, we'd have to have an EFM DLL with thrust vectoring that was designed for the F15 avionics and even then it wouldn't be tailored to the Raptor. Grinnelli had one in some state of testing, but I don't think he ever intends to release it. And yep, missed the wing area. I'll upload that fix. Single Player version updated with Wing Area value based on public information. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Added command for "Cruise Mode" MFD override. Sets LMFD to ADI, RMFD to HSI, CMDF to VVI and PMFD to SYS Both version supdated. Look in the read me file, there were changes a while back to how the family photo etc works. It resulted from being able to add things to the PMFD.lua.