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Everything posted by Nightstorm
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Neither actually. It's a new page added to the PMFD. I've added various functionality to it, but the most critical thing it can't do is show contact information from either the RWR or the RADAR. I'm hoping I'll be able to figure that out at some point. Many changes have occurred over the last couple of months. The readme.txt does document them, as well as the last few pages in this thread. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
@RaptorFighter Thanks for the feedback. I like the way you described that. And given that I think I'll replace the ground safe yellow with blue as well. So, it will be blue when safe and red when armed. So just the two colors. *EDIT* Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Here's some comparison shots. In these I've changed the range rings to blue, similar to the Viper, and the blue matches other displays. And I made the AIR SAFE cone green. I haven't decided which I prefer. Thoughts? -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Updated 1/10/22. Adjusted "DOGFIGHT" mode to automatically switch over to VS mode as well as configure MFD's. Adjusted "DefaultMode" to cancel override and turn off RADAR as well as configure MFD's. Added a 'BVRMode" to automatically switch to BVR missile mode, turn on the RADAR and configure MFD's. New command in the HOTAS section. Adjusted HSD RADAR range graphic to be Yellow in Ground Safe, Blue in Air Safe and Red when Armed based on Master Arm condition. As @RaptorFighter suggested I've made some changes to the MFD mode commands, and I created a new one. Ground override still prevents the RADAR from turning on in BVR mode, but it will still turn on in Dogfight mode. (It always did this.) In the air, Dogfight mode will turn the RADAR on, set the displays and select sidewinders in 10-mile vertical scan mode. BVR Missile Mode will turn the RADAR on, set the displays and select BVR Mode. Override Cancel will now turn the RADAR off and reset the displays to default. This means that BVR Missile Mode and Override cancel can also be used to cycle the RADAR power on/off. For example, you go from a RADAR off state to Dogfight mode. Then directly to BVR Mode. The RADAR would turn off, so you simply select BVR Missile Mode again to turn it back on. However, if you go from a RADAR off state to BVR Missile Mode and then directly to Dogfight Mode, the RADAR will turn on when in BVR Missile Mode and stay on when in Dogfight mode, but you'll have the AMRAAMs selected. This all seems to work pretty well. Thanks for the suggestion. I've also circled back to the HSD displays and made the RADAR cone change color based on Master Arm state. I experimented with Green for "air safe" but it really seems to me to look better with contrast, so I stuck with the blue. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
So, is it possible to send multiple commands with a single defined button press? Yes, it is. The issue is there is only one command for RADAR Power ON/OFF. So, if it were on, it would turn it off and if were off it would turn it on. There's no way that I know of to get the current state of anything from the RADAR. If I could, I'd be able to adjust the HSD range ring based on the RADAR range. Also, the Master Arm is typically handled by the switch in the cockpit. Having the Master Arm automatically change to armed when you go to Dogfight mode wouldn't make a lot of sense and defeats the purpose of having to set the Master Arm from SAFE to ARMED. I'll experiment with the mode though. I think I can do something there. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Yes, that is correct. Everything from the single player version installs into saved games folder over top of the already installed GrinnelliDesigns's F-22. The ONLY exception is, IF you are also using the F-16 CFT mod there is a conflicting file that is installed by it into the main game folder. For that reason, there's an external stores mod on the first page that details the changes needed to the F22 single player version. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
@Texac While I saw some of the preview shots already, these look AMAZING. Thank you for your continued work! -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Updates 1/8/22 Adjusted systems pages for PMFD/MFD. Removed "OPEN" indicator from lower right. Added "PAGE" label for OSB 11. Set AAR indicators to teal color to match fuel. Added AAR DOOR and BAY DOOR warnings to system message window. Message window will still show the highest priority message. Order is as follows: SYSTEM NOMINAL > AAR DOOR > BAY DOOR > GROUND ORIDE > LOW FUEL > MASTER CUATION. Updated night versions of the pages. Adjusted PMFD System and FUEL pages to include all four gauges (RPM, EGT, OIL, HYD) Updated night versions of the pages. Tweaked the AB textures and included modifications by Texac. Both versions updated. *EDIT* Added "PAGE" menu option on OSB11 for remaining MFD pages that didn't have it. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Note that the exhaust appears oval shaped. The real thing followed by the changes. Both versions updated, though only the single player version will have the full effects as there were some code changes in the F22.lua. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Based on some feedback from @Texac I've made some adjustments to the AB effects. I like the changes. I'll upload the new versions in a bit. -
Actually, I'm working on this right now. And it seems to be working now. I'm not sure what's different. I've added two more pylons so far that I simply named ONE and TWO. I renamed the original AUX and put it at the end. Now I'm going to see what I can attach. *EDIT* It crashes the game on a hot start. That's what I was doing before. The last few times I was doing a cold start and it loads with the new pylons. A hot start, nope. *Second Edit* It also crashes DCS when I start the engines from a cold start. This is odd. I've attached the log and crash dump. dcs.log-20220107-021853.zip dcs.log
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I've done a lot of work on the CFT mod and that's exactly what I attempted to do. The MSC pylon is already there so I thought I could just add two more like I did for the CFT mod. The result was DCS crashes as soon as you attempt to spawn in the jet. It worked in the ME, but something else is causing it to crash the jet. I've also found some other peculiarities with the Hornet module. For example, I've created a custom version of the M61A2 for the Raptor. I've got it working on the Viper too. When I tried to use the exact same code on the Hornet? Yep....crash city. If you find a way though, please share.
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Because this uses the F18C's avionics I don't think you can. So far any attempt I've made at even adding a new pylon simply crashes DCS. The only thing I could think of for now, was to have a model of bombs or something that would go on those pylons for the 18E and 18F similar to ALQ-99 pods for the 18G. They wouldn't work but it might be better than empty pylons.
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I wanted to say thanks for sharing this too. Limitations understood. I never wanted to lose the Charlie hornet and had issues with CJS install. For some reason no matter what I had the ICP literally appear in my face all of the time. This version works fine. I was able to integrate the rest of the skins, 200 total in all for the versions. The 18D is a great looking plane too. I've not been able to fly the superbug for a long time. This is nice.
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Updated 1/3/22 Modified PMFD CHK page to use the same "RADIO" surround as the ADV and ENG pages. Functionality is the same as those two pages. Both versions updated. -
Either way works. The CFT mod places that A2A_Missiles.lua in the correct location. The F22 external weapons mod includes another copy of it with instructions to put it in the same place. More importantly, it includes an entry.lua for the F22 that doesn't load the copy in the F22 folder.
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This is because the same file namely "A2A_Missiles.lua" can't be installed twice. I have notes about this posted in the F22 thread in a couple of places. That's one of the reasons I maintain the following F22 add on. Download this, follow the instructions. Your issue will be resolved. https://www.dropbox.com/s/zia323bvadtkznl/F-22A External Weapons.7z?dl=0 By default, the single player F22 enhancement mod installs a copy of that file in the root F22 folder in saved games. The CFT mod ALSO installs a copy of the file in the main game folder. There's no way to know if a person is going to use one or the other or both. The CFT mod needs it in the main folder, the F22 mod can also use it in the main folder but I don't want to install it there by default for the F22 mod as the rest of it is contained in saved games. I had also found that external missiles wouldn't show on the F22 unless that file was located in the main folder and that was the original reason this add on was created. However, it was obvious it couldn't be in both. *EDIT* I had a note in bold on the first page of the F22 enhancement mod thread as others have had the same issue. I've added one to the first page of this thread too.
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I've gone over everything and tested it again. I can't find any issues. I've updated the mod with some changes to the missiles, but they were minor. The ECM controls are integrated for both the F-16C and the Lahak F-16I. I've testing binding them in both. I renamed the mod to v2.0.3. CFT_Mod_2.0.1 (digitalcombatsimulator.com) https://www.dropbox.com/s/qvdhnjeihxqz7qm/CFT_Mod_2.0.3_A.zip?dl=0 https://www.dropbox.com/s/5lurgh67kvbv4wz/CFT_Mod_2.0.3_B.zip?dl=0
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I can't say what would be causing your issue unless it's a conflict with another mod. It works fine. Are you using the latest version? Do you have an error in a log file?
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F-16C ECM Control Mappings
Nightstorm replied to Nightstorm's topic in Utility/Program Mods for DCS World
"Bindings for the ECM controls and Ejection seat for the F-16C and F-16I Sufa." The Lahak version is the one this works for. The files are included in the archive. .\F-16C ECM Mappings\F-16C ECM Mappings\Mods\aircraft\F-16C\Input\F-16I\joystick .\F-16C ECM Mappings\F-16C ECM Mappings\Mods\aircraft\F-16C\Input\F-16I\keyboard You'll need to put them in the same folder in your main install. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Updated new versions without the FUEL % turning yellow for bingo. It wasn't working correctly in all cases. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Updates 1/1/22 Happy New Year! Adjusted PMFD CHK page to determine which checklist should be shown based on master arm status. In ground safe, the takeoff checklist is shown. In air safe, the landing checklist is shown. In air armed, an advisory to set safe is displayed. Increased font size to match that of ADV page. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
This might be the last change for the year Updates 12/31/21. I've added HUD brightness and color controls at the bottom of the ADV, ENG and CHK pages. I've set up the brightness control to change in increments of ten for every button press so that you don't have to press them all day. You can go from one extreme to the other in ten presses. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Happy New Year to you and everyone else as well I've really enjoyed working on the Raptor. I hope to be to expand that work, I've got some ideas for other things, but they would require access to more of the systems and I don't want to overtax the generosity of Grinnelli and the team. I'm grateful that I've been able to accomplish what I have. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
12/30/21 updates: Renamed Default Display Mode to Default MFD/Cancel Override. Added Navmode cycle to the command so that it will cancel Dogfight mode and return both displays and HUD to default. So now when in either dogfight mode, pressing the Default/Cancel command will set HUD to navigation mode and all displays to default. Both versions updated.