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Nightstorm

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Everything posted by Nightstorm

  1. Yea, I think the blue circles look good and matches nicely with the other displays. However, looking at it again today, the Raptor icon at the bottom in white does interfere with B-Sweep of the RADAR. For the same reason I didn't put it on the RWR screen I've taken it off the RDR screen too. It can be uncommented if desired as I just commented the line out. I think it looks cleaner w/o the Raptor icon, though I wish there were a good way to keep it. *EDIT* I also set the HSD RADAR cone to remain blue regardless of Master Arm status to match the RDR and RWR pages. Both versions updated.
  2. Thank you for the feedback. I view this enhancement mod as a community effort. I don't want to simply impose my preferences on folk's w/o some feedback. At the same time, I don't want to maintain more than two versions of the mod Logistically, that would become a nightmare. Both versions updated with an _Alternate folder that contains a backup of the RADAR page w/o the silhouette or the blue circles. No other changes. .\Mods\aircraft\F-22A\Cockpit\Scripts\PMFD_CENTER\_Alternate is the path.
  3. I'll add a backup copy of the Radar Page lua that leaves off the changes in the next version. So far, I'm liking the added stuff on the RADAR screen. I do wish we could what you suggested to edit the other lines but no way to do that currently that I'm aware of. As I've said before, the beauty of being able to mod this stuff is that everyone can change what they like to suit their own preferences. I don't expect everyone to like what I like.
  4. That seems like overkill considering I explained in detail what files affect the additional RADAR graphics above and exactly what to do if you don't want them. It's literally two texture files or one lua. You could simply make a backup copy of the new lua file with the lines commented out. To comment out a line you just put "--" in front of it. "However, if someone doesn't like them there are two options. Edit the radar_page.lua located in .\Mods\aircraft\F-22A\Cockpit\Scripts\PMFD_CENTER and comment out the lines that load the textures;" Commented out they would like this: --local RDR_BASE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/RDR_base.dds", WhiteColor)--SYSTEM TEST --local RDR_RING = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/RDR_ring.dds", BlueColor)--SYSTEM TEST Or remove the textures from .\Mods\aircraft\F-22A\Cockpit\Scripts\IndicationTextures. RDR_base.dds RDR_ring.dds" It can't load the textures if they're not in that location. You could just move them. An entire second copy of the mod doesn't seem practical for such a small change.
  5. Yes they do. I just keep the same links and try to remember to update the first post with the updated date.
  6. I tested in VR and non-VR and all of the normal elements are perfectly visible. There are two factors, first, I made the color that same blue that appears much darker than the green, and second, the green RADAR elements are all on top of background. However, if someone doesn't like them there are two options. Edit the radar_page.lua located in .\Mods\aircraft\F-22A\Cockpit\Scripts\PMFD_CENTER and comment out the lines that load the textures; local RDR_BASE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/RDR_base.dds", WhiteColor)--SYSTEM TEST local RDR_RING = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/RDR_ring.dds", BlueColor)--SYSTEM TEST Or remove the textures from .\Mods\aircraft\F-22A\Cockpit\Scripts\IndicationTextures. RDR_base.dds RDR_ring.dds What you're talking about is exactly what I said in the first sentence of posting about this. I didn't want to clutter the display. After testing it though, I think it works well. I also added some additional data at the very top of the RADAR display. It's just green text and I sized it to match as best as I could. The font isn't the same as the RADAR data font for the previously mentioned reasons. That comes from the F15.dll. I added the barometric, RADAR and heading data. Note that the extra lines are at the top of the display, and if you're playing in regular display mode w/o any headtracking the UFC will be in the way and cut part of it off. Also, in the screenshots below, the second one I locked up a helicopter that was taking off in front of me moving across my nose left to right at probably 150 meters or less. So that's what a target locked at point blank range looks like. Both versions updated.
  7. Actually, I gave that answer a few posts back already: "I can edit background and add elements, but I can't alter what's already there or obtain information from them." The F22 mod is designed to use the F15C avionics. That's one of the limitations unfortunately.
  8. Work in progress. I want to be careful not to clutter the display, but I'd like it to look like it belongs.
  9. No, I've been using that to make the changes. What's not currently possible, is access to avionics information. Basically, the HUD, RADAR, RWR, SMS pages. I can edit background and add elements, but I can't alter what's already there or obtain information from them. In the example above, I don't have a variable that tells me when the RADAR is on or off or it's range. Obviously, those exist, but they exist in the encrypted F15.dll. If I were able to get that kind of information, I could do more. But then again, so could every other person working on a third-party mod.
  10. Yea I agree. I thought about that too. The problem is once again, you need to be able to determine when a missile is gone and even more useful, which one. That would need to be a variable that can be defined in the MFD_system.lua. And then, based on that variable, you can display the white icons for the missiles. I would presume the Grinnelli team attempted this based on the notes on the d/l page for the mod: NOTE: The white dots indicate what bay is selected not how many missiles you have left in the bay. NOTE: If you have two AIM-9X equipped the LEFT side will always fire before the RIGHT side! NOTE: This page does not replace the standard F-15 SMS Page I don't know of a way to get that information from the F15C avionics. I'm not saying it's not possible, I don't know how. Here's my wish list of things I'd like to get from or be able to change in the avionics as well as some things I've learned: RADAR power state. Is it on? Is it off? RADAR range. What is it? As it changes can we get a variable? RADAR contact information. Where is the contact? Friend or Foe? RWR contact information. Where is the contact? What is the contact? HUD information. What are the missile types besides A2A, A2B, A2C, 9L, 9M, 9X? (The only reason we can use 3rd party missiles is b/c it sees them as AIM-120A or AIM-9L) HUD elements. It'd be great to be able and edit them. SMS missile information. Types and where are they loaded relative to hardpoint? (F15 avionics displays the name based on the last four letters of the missile model name if they have an AIM- prefix, or the name of the model file itself. So, an AIM-120ABCD reads as 120ABCD. But a PTYHON-5 would read as a PYTHON-5 so you need to rename the model to PYTH, so it reads PYTH or there isn't room to display the names. Since most of the missiles the Raptor would carry start with AIM- that doesn't matter a lot. However, I was using it to test modifications to other missiles like the Meteor, IRIS-T, PYTHON-5, ASRAAM, A-DARTER etc.) Changing the SMS page elements. It would be awesome to replace it with a schematic of the Raptor with the missiles in the corresponding bay locations. And by having any of the above information that was in the form of a variable that could be defined, we could use them in MFD/PMFD displays. At the present time though, I don't know if it's possible to get that information. I'll keep working on it, and as a community, if we can learn anything more that could be useful or implemented, please speak up
  11. RWR Mode is already there. In fact, it was one of the original commands on the RWR screen. It's button 15, the one labeled "MODE". It toggles the RWR priority mode on/off. There don't appear to be any other RWR commands that work. I found two called intensity increase/decrease that I thought might be for the brightness, but they have no effect. So, mode, volume and toggling ECM are the ones that make sense to me.
  12. Yea, I wanted something on the side to help with the "offset" of the RWR itself. As you're probably aware that's a function of the cockpit EDM file. The RWR placement is defined in there and can't be adjusted w/o access to the original model to export to EDM again. It's not off center by much, but it is a little. I had to position the additional elements to align with it. And that created a bit of a gap on the left side. I added those button labels just to help fill in the space and was wondering if there was a volume control, as that would be perfect. Well, turns out there is. And, personally I can find the loud alerting to be annoying at times. Two problems resolved and additional functionality added.
  13. 1/15/22. Changes to the RWR volume control are live. OSB 16 and 17 labels changed to "VOL". The volume up/down will adjust the RWR threat warning volume in 20% increments. Five clicks or presses to cycle the full range from max to zero volume. Both versions updated.
  14. The F15C RWR is called from the F15 avionics. I don't know the particulars of how that hook works. The overlay part is lua script. I was wondering if there was a volume control. I know there's the MODE and that changes from priority alerts on/off. And I'd added ECM on/off already. I'll look to see if there's something else. If there are other useful controls, I cand add them. *EDIT* I found the volume up/down for the RWR. I'm in the process of implementing that. I'll change the label to "VOL".
  15. @Thunder Chicken22 asked a question the other day about the HSD page. He wanted to know if it was an overlay for an existing page. I told him no, it was a new page. However, that got me thinking about making a similar looking overlay for the RWR page to tie it in with the other displays. So, a couple of hours or so of work later resulted in an overlay for the RWR page that I think works pretty well. The limits of the RWR line up with the ring at their 30-degree increments. I made the range circles almost pure blue so that contacts will be clearly visible. The display will now easily give you the relative bearing to the RWR signal and relative range as before. I matched up the RADAR cone on the PMFD to the same blue color. The "SEL" buttons on the RWR are just for looks. There's no additional functionality beyond the buttons that are already labeled. Both versions updated.
  16. Update 1/14/22. Added F22 Raptor engine sounds by Echo19, used with permission. These still replace the default SU-25 engine sound effects currently. A backup folder with both versions is included. Both versions updated. There is the possibility of additional authentic F22 sound effects being integrated in the near future. I'd like to eliminate the dependency on shared FC3 sound effects as well.
  17. Yea, that's been mentioned I can't promise anything, but it's a possibility. I think it reads "065" on the side. That would make it Raptor 04-065 last known to be assigned to the 27th FS with the FF tail code. Also note the checkerboard tail pattern like the Nellis 433rd WPS squadron. So, I'd hazard a guess that's the squadron this bird is assigned to currently.
  18. @Maverick263 I was unaware that the lights section in the F22.lua did anything at all. I've removed it and had the same lights. What value did you change to change the color? I've experimented in the past to try and make them brighter, but it seemed to be controlled by the EDM file. Chech here for pitch trim: From the main download. I use a 3rd party program called "JoytoKey" and set it up that it autorepeats the pitch trim 8 times per second. That's how I solved for the issues described below. That way, I was able to just hold the trim down to adjust. Joytokey sends keyboard commands when controller buttons are pressed so you'll have to bind a keyboard command to the pitch up/down. JoyToKey - Download the Latest Official Version NOTE: Pitch Trim must be bound to FCS TRIM: NOSE UP/DWN NOTE: FCS Pitch Trim must be repeatedly pressed to adjust. NOTE: Thrust Vectoring Animations are for effect and not functional
  19. @RaptorFighter You mean the RWR database? Sure. MICA_NG is the name of the missile? What mod includes that missile? Thanks. *EDIT* Found it. It's in the Rafale mod and there's two versions IR and Radar guided. I'm adding the NG to the database. RWR database updated.
  20. The RWR mod has been updated with current mods and RADAR guided missiles released recently. Including, Eurofighter, JAS39C, Rafale and Super Etendard Pack. If you find something missing, let me know. I don't know of every mod out there of course. https://www.dropbox.com/s/xiroer126ddh9xj/DCS RWR Symbology.zip?dl=0 DCS RWR Symbology (digitalcombatsimulator.com)
  21. While this isn't a new mod, many people may not know about it. I first posted this mod over a year ago. I've added links to it on the first page and I'll update it shortly to include the Eurofighter and some other recent editions. Western RWR database mod. This mod is separate but includes changes that apply to the F22 and many other mods. It's an updated database file for the RWR so that included mod aircraft are identified properly on the RWR. No more <U> for UNKNOWN. I've added many popular mods to this file and will continue to update it. https://www.dropbox.com/s/xiroer126ddh9xj/DCS RWR Symbology.zip?dl=0 DCS RWR Symbology (digitalcombatsimulator.com)
  22. While I certainly appreciate the interest and enthusiasm, if this model is work from another source, we would want to have documented permission to use it in a free mod before it could be used. And, personally, the existing cockpit and model work very well and are not in need of replacement.
  23. @RotoFly Modeling is not my area. I can dabble here and there but I don't know much about what's needed. However, I think that once the animations and connectors are all set up in the model and it's exported to an EDM, you'd just point the shape path in the LUA to the model. Of course, it would be very useful if the UV Map on the model worked with the existing textures. Otherwise, any new model you created would need all new textures.
  24. @RotoFly Is that the existing cockpit EDM or a new version?
  25. @LeeHrvy, that is correct. The multi-player version doesn't make any changes to the original mod weapons or F22.lua file from the original release. The weapons.lua from the original release contains that information but is encrypted. The file date is 2/19/21 and 6kb in size. It hasn't been updated to take the December DLZ changes into account. Even if I could decrypt the file and make the corrections, which may or may not be possible, that would go against the idea of having a multi-player version that ONLY has changes that affect the player. If you had a version of the multi-player that had such changes and someone else didn't then there would be a disparity. As it currently stands, every multi-player version of the F22 won't have the proper DLZ information for those missiles. I would suggest contacting @GrinnelliDesignsabout that. Adding the new DLZ information is relatively simple. An updated version of that file could be released. I've attached a reference file for the aforementioned changes in case it would be of use to them. DLZ_Refference.lua @Maverick263 Every F22 livery file has this section: custom_args = { [619] = 0.0, -- 0=Gold, 0.5=Dark, 1.0=Clear/0=Gold, 0.5=Dark, 1.0=Light [620] = 0.0, -- GARFIELD STUFFY ON=1.0, OFF=0 [621] = 0.0, -- VISOR, 0=Silver, 0.1=Gold, 0.2=Dark, 0.3=Clear, 0.35=NONE, 1.0=Aviators } Make the changes to the values in the livery as show above.
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