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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
@RaptorFighter Thanks for the information. Without a true vectored thrust model, it's probably not possible to achieve that. It "seemed" to me that I was turning very quickly under certain conditions, but I couldn't determine how quickly. If I push the AoA any further than 33 peak / 30 sustained it causes two problems. First, the Raptor departs controlled flight at 35 AoA or above, and second the AoA readouts exceed the scale on the page I created. I extended that scale out to compensate for 33 AoA peak but there's not a good way to handle values that cuase the aircraft to depart. Additionally, in testing when it would depart, it was very difficult under some circumstances to regain control. That and the other video listed on page 15 lead me to believe that it really shouldn't depart controlled flight that easily. In the other MIT lecture video, the pilot stated something like "I could put my eight-year-old daughter in the cockpit, and she could yank and pull on the stick and nothing bad would happen." With a FM that allows >35 AoA, bad things definitely happen. If it were that easy to depart controlled flight, we'd have had a bunch of crashes. Also, in the debrief video above he stated what the Raptor does when you enter post stall maneuvering. If falls on its tail and transitions to vectored thrust instead of lift. The thrust to weight ratio is such that it can fly like that, although slowly. I've been able to do that with this FM. I was also able to pull sustained 30 AoA in a tight turn at about 160 KIAS and maintain altitude. It felt like it would do that all day. I'm open to suggestions on FM improvement of course, but I'm not a fan of having it depart controlled flight easily. If it departs the first time you pull back on the stick hard in a dogfight, you're no longer in the dogfight. You're fighting your own aircraft to get control back. This isn't the F-14. The FCS should prevent a loss of control like that. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
28 degrees per second sustained turn rate. That's incredible. Check around the 8 min mark. I'd like to know what the turn rate is with the current flight model and what the best corner speed is. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Updates on 12/29 Adusted FUEL % indicator on UFD ADI page to turn yellow with BINGO fuel. Swapped locations of GMT and Elapsed clocks so that GMT is on top similar to other aircraft. Reworked PMFD ADV and ENG pages. Added functional Comms menu to various OSB's on both pages. OSB20 will open/close the menu. OSB19 will move to previous menu (if available). OSB1-10 will select the various menu options. This will allow you to pull up and use the full comms menu with these PMFD pages w/o having to use the mouse to click on anything. This is especially nice in VR. To recap: OSB 20 sends the command to open/close the comms menu. OSB 19 is the same a F11 or "Previous Menu" on the comms menu. OSB 1 - OSB 10 are the same as F1 through F10 on the comms menu. They are not labeled as such as I thought that would look a little odd. However, now the comms menu is fully accessible from the PMFD. And due to the changes OSB 18 now cycles the FCS modes. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I tried different colors and due to the bleed through of layer below red shows up more as orange. So red doesn't work very well. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Modified the UFD ADI slightly to make the static "NAV" actually useful. It's now a NAV/ILSN indicator. Both versions updated. -
Bindings for the ECM controls and Ejection seat for the F-16C and F-16I Sufa. These will do until ED gets around to it. I'll integrate these into the CFT mod soon as well. https://www.dropbox.com/s/qnk1ri0axpk2voh/F-16C ECM Mappings.7z?dl=0
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Bindings for the ECM controls and Ejection seat for the F-16C and F-16I Sufa. These will do until ED gets around to it. I'll integrate these into the CFT mod as well soon. Also uploaded to user files. https://www.dropbox.com/s/qnk1ri0axpk2voh/F-16C ECM Mappings.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
I'm not seeing that issue. Ground Safe Air Safe Air Armed I can try that and see how it looks. I presume you're meaning HSD safe = Green? That was how it was originally but there wasn't enough contrast. *EDIT*, I tried different colors and due to the bleed through of layer below red shows up more as orange. I think that Blue and Yellow provide the best contrast against the rest of the screen. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Added a mission time elapsed clock to the UFD's. Set the clock colors to green and rearranged the static IFF/INS messages. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Another Raptor loading screen. This is the one I'm using for all of the tests. It's one of the Raptors assigned to Nellis AFB 433rd WPS squadron. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Adjusted FM for even better handling. (You can pull a very tight turn radius at various speeds and you're able to pull 30 AoA up to Mach 1.) Watch out for G on set. I G-LOC'd and augured one in. Modified NAVMODE to have HSD on PMFD and swapped locations of HSI and VVI. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Corrected range/DLZ values for IR missiles. (I was in a hurry on Christmas day due to family obligations.) The range values are based on a 22-mile max range base line for the 9X-2. The 9X-2+ increases the range by 20% over the 9X-2 and the 9X-3 increases by 50% to 33 miles. The 50% increase is based on the US Navy's minimum requirements for the 9X3. Python-5 and IRIS-T have the same range as the 9X-2. The AIM-9X Sidewinder May Finally Evolve Into A Completely New And Longer-Range Missile (thedrive.com) Single player and external stores add on updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Here's an alternate version that shows a little more of the reflectiveness of the skin. These are located .\Mods\aircraft\F-22A\Theme\ME -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Updated loading screen to showcase new textures. (Something I've been meaning to do for a long time.) Adjusted RADAR range on HSD to turn yellow when Master Arm is armed and remain blue when safe. Updated some values for the missiles. All versions updated. I performed some extensive tests with the missiles at their current values: All tests performed at 32k feet in afterburner with target at co-altitude. TYPE HOT ASPECT COLD ASPECT AIM-9X-3 20.0 NM 21.5 NM AIM-9X-2+ 16.5 NM 18.0 NM AIM-9X-2 14.5 NM 16.0 NM AIM-9X 5.0 NM 9.0 NM AIM-9M 4.5 NM 7.0 NM IRIS-T 14.5 NM 16.0 NM PYTHON-5 14.5 NM 16.0 NM AIM-120D 95.5 NM 40.0 NM (INITIAL RADAR LOCK) AIM-120C-7 64.5 NM 28.0 NM AIM-120C-6 50.5 NM 24.0 NM AIM-120C-5 41.5 NM 17.5 NM For the heat seekers the range listed is the range at which I actually achieved a tone to fire. The limiting factor is the IR seeker. The values don't seem to be followed to any great extend yet you can see there are differences in range with the 9X3 having the best range with a cold target. The RADAR guided missiles all worked very well. The limiting factor for the AIM-120D being the range at which I could get a weapons grade lock to fire on a cold target. Hot target I was able score a kill at 95.5 NM. Of course, that's under the absolute ideal circumstances. Hot target at 500 kts with the Raptor nose on in burner ~Mach 2. -
Good morning. I was able to update the mod yesterday and correct all issues with the missiles. https://www.dropbox.com/s/tmjp1f1wmyf06c2/CFT_Mod_2.0.2_A.zip?dl=0 https://www.dropbox.com/s/y6f0cnvbfsn3kow/CFT_Mod_2.0.2_B.zip?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
Updated DLZ information for all missiles. Some of the original values were way off but didn't really matter until now. All missiles tested. The limiting factor for heater missiles in a nose on aspect seems to be the range of the seeker head sensitivity which appears to be 25km no matter what the value is set to. That may be a coded value some place. None the less, some of the advanced heat seekers can score kills at 25nm with a rear aspect shot. Those engines are hot Removed models for 120C-6 and 120C-7 and used default 120C model. This corrected the issues with the SMS panel and the names being too long. Corrected issues with IRIS-T swap out missile for AIM-9L in case anyone wanted to use it. Single Player version and external stores files updated. @RaptorFighter The values you've changed in that F-22A.lua above this post will alter all of the EXTENSIVE work I did to get the thrust and performance as accurate as possible. I do not recommend using those values. The values in the download are as correct as they can be based on publicly available information. That said, to each his or her own. The values I'm talking about are the thrust and the thrust table. I've got notes on earlier pages that show how those values were arrived at. Thanks for sharing though. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Thanks, I started the process of doing that late last night. It appears to be a matter of finding the correct ranges. Preliminary tests with the 120D were encouraging. Thanks for the information too! *EDIT* @RaptorFighter Oh, I see you already updated the file and attached it. Cool! Thank you and Merry Christmas. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Updates from 12/23 that I finished up early this morning. Removed "Bay Door" message from SMS page and replaced with yellow surround on the bay select box. Added yellow bay select box to bay pages to match other pages. Revamped flight model for increased performance and a closer approximation of true performance. Maximum sustained AoA 30 degrees, instantaneous peak 33 degrees. Modified VVI pages to allow for increased AoA and G force scales. I'm pretty happy with the flight model now. It allows for some of the cool maneuvers we've seen the Raptor perform. While a picture in this case doesn't quite do it justice, I was able to balance on the tail and still climb for a while and I was able to fly slowly forward while pitched up at over 80 degrees. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Updated to 2.7.9 today. This second blurb seems to have had a serious impact. AA missiles. The Dynamic Launch Zone (DLZ) algorithm was updated for all modern aircraft. It provides much more accurate launch data, correct range dependence on launcher and target velocities, target aspect, and bearing. Added range limitation by battery life time. From what I can tell now, every single 3rd party missile in the game has no range at all. While the missile might still be capable of hitting a target, as far as the sim is concerned if it's outside of 5 miles it's out of range for EVERYTHING. I'm trying to find a solution, I copied the changed elements from the AIM-9L to another missile, but they seem to be ignored. Merry Christmas? -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I don't know what flight model the Eurofighter mod will be using. I watched that video myself. Looks VERY impressive. I suspect it might be an EFM. Whereas the Raptor currently uses an SFM. Granted there are three options. If you want some really cool low speed maneuvering use the PSR flight model. If you want low speed sustained high AOA use the enhanced flight model. The stock flight model is in between those two. I've set up CMD files in the root of the mod to easily switch them out. You can try what you like. Single player version of course. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Quoted from the FAQ section on the Grinnelli F22 download page: FAQ Does the F-22A have working thrust vectoring? Currently the SFM (Simple Flight Model) does not even though the animations are in place. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Been working on a new feature for the last couple of days. Most of the time was spent in creating an actual MFD font from the F22 font included. I then used that in Photoshop CC to add the new GPS features. I could've done it manually, but it probably would've taken even longer. My original idea was to use the "family photo" option to make an index card for each map that listed bases and their coordinates. That doesn't work out so well because that texture is in the cockpit livery. You can swap it out by livery but that would be cumbersome at best. So, I decided on another approach. I figured I could use the ILSN system to display a similar list on the MFDs. So, when you bring up ILSN mode you also bring up a list of bases and airfields relevant to the map you're flying on. Added navmode display to HSI pages with mode button. Added overlay window for maps and HSD that is called with ILSN navmode. Overlays show map specific GPS coordinates (in game) for military and major civilian airfields. Five are listed for each map. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
More updates: Adjusted OSB controls on HSD. Moved the NAV controls to buttons 8 and 9 and restored range controls to 6 and 7. Added 10 mile range to the RADAR cone. Added new code to the GMT and LOCAL digital clocks. Seconds now advance directly to 00 and hour advances directly to 00:00:00 from 23:59:59. Thanks @fatspacepanda ! Adjusted F22.lua files to remove drag from internal missiles. Result is increased performance as total drag is reduced by Cx_gain -18.76. - This was on my "to do" list for a long time. Modified PMFD Fuel Warning to prevent bleed through on other PMFD pages. There was an issue with the opacity. Added BAY DOOR warning to SMS page. By effectively eliminating the drag for internal missiles it increased the level speed @ 10k feet by Mach ~0.07. This change ONLY affects the Raptor. If the missiles are used on other aircraft, they will have normal drag. External missiles of course still have normal drag. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
It's unlikely that would work. Those elements borrow from those avionics I imagine. We're stuck with what we can do with the F15C avionics. For example, we do not have working NVG. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
What aircraft mod is that? I'm not familiar with it. That's not the J20. One of the others?