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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
@Fab8ball Thanks for the suggestion. MAP is now a "special" function on the CMFD menu with a slightly customized version of the MAP. I had to remove the "hash" marks to make room for the MENU option and the heading display. I removed them from the PMFD MAP as well as I thought it looked better without them. So now you can have the MAP on the CMFD if you choose. It replaced the SYS page. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Yea I agree. It *would* be possible to change it on only ONE of the MFD's though.....say the center MFD. The way they work now is this..... All three MFD's share the common pages except Left has SMS, Right has RWR, and Center has (nothing special) The PMFD has Radar, the MAP and a few other displays. I *could* put the MAP on the Center MFD and then something else on the PMFD where the map is.....or just leave it on the PMFD and ADD it to the CenterMFD where the SYS page currently is. You'd still have the SYS page on Left and Right MFD's and then you could have the map on either center MFD. Any ideas? Maybe swap the SYS page from the Center MFD with the PMFD Map page? It would be a little harder to see the map on the slightly smaller display though. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
The only way that would work is to replace an existing page, similar to what I did with the old checklist page (it's now a sys page). The files that control that are encrypted so unfortunately new pages can't be added. -
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 Single Player version thrust table based on the feedback in the GR video and the publicly available data. Namely: Performance Maximum speed: 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 Now these are most likely estimates as we know that there are a lot of variables that would affect max speed. The changes I made reduced the military thrust values by 3.35% and the afterburner values by 19%. The end result is performance that very closely matches the public figures. (Super Cruise at ~Mach 1.82 and max afterburner speed of ~Mach 2.35. Mach 1.2 max at sea level) As I neared empty the supercruise speed climbed up to Mach 1.88 but I was literally out of gas and those max speeds were at 40k feet. It's not clear what "at altitude" means exactly but that's where I got the best performance. Down on the desk over the Black See at 200 ft baro and 90 ft RDR ALT I hit Mach 1.2 before running out of gas. So with all of those values based on the information we have, that's as close as I can get it. Thrust, weight, fuel amount and top speeds are all pretty close. Single Player version updated in first post. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I checked. Those commands are in fact present for the F22, they just don't appear to do anything. Nose wheel steering and steering range. I bound them to controls and tried them and it ignores them. I'd guess that's controlled by the FCS.lua file since it's tied to the rudder deflection. That's one of the Systems files and they're encrypted. So not much we can do about that. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Here are the changes I'm testing with the PMFD Map page. I added a grid overlay for the maps and labels for the grid. I removed the HSI elements except for the compas and heading. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Ok yea, I can look into it. Nose wheel steering is on by default and at full range. It might be possible to implement those commands. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I'm working on a way to make the PMFD map page more useful. One thing that I was thinking was to use part of the compass/HSI overlay but instead of distance / course data on the left and right I'd like it to display the current players LAT / LONG coordinates. Displaying a string isn't hard but determining what variable gives that information is something I don't know. The following is a code example to display the heading information: ---------------------------------------------------------------------------------- HEADINGNUM = CreateElement "ceStringPoly" HEADINGNUM.name = "heading" HEADINGNUM.material = UFD_FONT HEADINGNUM.init_pos = {0, 0.865, 0} --L-R,U-D,F-B HEADINGNUM.alignment = "CenterCenter" HEADINGNUM.stringdefs = {0.008, 0.008, 0, 0.0} HEADINGNUM.additive_alpha = true HEADINGNUM.collimated = false HEADINGNUM.isdraw = true HEADINGNUM.use_mipfilter = true HEADINGNUM.h_clip_relation = h_clip_relations.COMPARE HEADINGNUM.level = 2 HEADINGNUM.element_params = {"MFD_OPACITY","NAV","PMFD_MAP_PAGE"} HEADINGNUM.formats = {"%03.0f"}--= {"%02.0f"} HEADINGNUM.controllers = {{"opacity_using_parameter",0},{"text_using_parameter",1,0},{"parameter_in_range",2,0.9,1.1}} Add(HEADINGNUM) ---------------------------------------------------------------------------------- Note in the element_params I've bolded "NAV" as that is what identifies the heading number parameter. Does anyone know what parameter gives LAT or LONG? I'll keep poking around as obviously other aircraft can display this like the F16 does on it's INS page. Thanks! -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Today I made a couple of minor changes to the checklist page. Removed the title and put a box around the IAS at the top as well as referenced auto flaps in the lists. Since the flaps will auto extend and retract. And I made some enhancements to the engine gauges on all related pages based on the operation we see. RPM gauges have a red mark where the generators shut down/power up and a yellow mark at 100%. Exceeding 100% turns them yellow to indicate afterburner is engaged. Until that point they're green. EGT gauges have a yellow mark for warning and a red mark for "crap I'm on fire". They will turn yellow when that mark is passed and red if an engine is on fire. Until that point they're green. OIL pressure gauges have a red mark at the point where its considered minimum safe pressure. Below that point, the gauges turn red. There's no functionality for high pressure modeled. Above that point they're green. HYD pressure gauges have a red mark at the point where it's considered minimum safe pressure. Below that point, the gauges also turn red. Above that point they're green. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I've toyed with that. In fact there's a file called MAP.pdn located in .\Mods\aircraft\F-22A\Cockpit\Scripts\IndicationTextures\MAPS that's a layered Paint.Net (free graphics software) file and it has some colored maps there. The main issue was I didn't have good copies of colored maps for the various regions. I could try and capture them from the F10 view. I'm using a mod in my install that makes the maps look like a "tactical" type of color scheme and that's the shades of green. I thought that it looked cool and that's what I was using. Of course the map graphics are just DDS files labeled MAP1 - MAP5 located in .\Mods\aircraft\F-22A\Cockpit\Scripts\IndicationTextures. If someone comes up with better looking maps and wants to share, please have it. Thanks! -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Sorry for another update same day LOL. I had been toying with the idea of replacing the HYD and OIL gauges with other readings but I really liked them. So I looked at the spacing and realized that there is exactly room for one line at the top under those gauges for something else and it would balance out the spacing for the indicators on the sides. I added FUEL/FUEL FLOW information on the left and right sides. All displays updated and both versions updated. Ok, I think I'm done with this page I'm happy with how it looks. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Most of it just script. The existing pages were / are in place and I modified them to include new or existing elements from other pages. The only "new" code I added was for the MAP page on the PMFD to determine what map you are on and load a graphic. A lot of other graphic changes were done for various elements but all of it based on what was already in the mod with just a few exceptions. Looking through all of the stuff that I've done, I think I've modified almost everything except the model of the F22. And remember that this mod includes contributions from other community members in this thread. Things like adding additional controls or clickable buttons and of course the totally fantastic textures that Texac did for the Raptor. All of the texture packs I did were based on his work and the fact that he shared the layered template with me to make them. I didn't make any 3D modifications outside of the model file for the AIM-120D. I hex edited the 120C model to use a different texture and renamed it to 120D. Other things like adding the normal map to the canopy so that it has reflections, that depended on the model already being set up for them, and it was, I just modified it. Adding reflections to the MFD's just required adding a new graphic that was semi-transparent. All of this was only possible because of the way the original mod was coded. And we're also limited by the fact that the systems files are encrypted. I completely understand that the dev team didn't want their code stolen and that's why they encrypted them. Adding the extra MFD elements in the place of non functional or static pages wasn't a tremendous feat of coding prowess LOL. I just looked at what was available, figured out how it worked and copied stuff into different files to get this result. I'm personally not too familiar with the RAFALE though I do have it installed. Provided it's code is similar and not encrypted, similar changes should be possible. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Playing with this last night I thought that the weapons bay indicators needed something to set them apart from the rest of the indicators on the new SYS page. So I made the following change: The box will show up white and surround them during normal operation. The box will illuminate yellow when any bay doors are open. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Can you elaborate? I know the F22 obviously has ground steering already, is there something lacking? Not that I know if I could do anything about it. We're still limited by the F-15C avionics. Things like the Radar, RWR, SMS and HUD displays can't be altered. For my addon just install it over top of the default mod. It contains new versions of any files that were changed. Two versions Single Player and Multi Player. Main difference being Multi doesn't change weapons or performance and only changes displays and textures it uses all the other stock mod stuff. Single does change weapons and performance etc. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
"Looking forward to having a real GPS map MFD someday like on other planes, F/A-18 for example. I know that it's not possible right now of-course." Yea I wish I had the knowhow to make a moving map for the map page. That's what I'd love to be able to do. Best I've done is have it determine what map your flying on and add a background map graphic with the compass overlay. Hey if anyone has any ideas......please share. And not just about the map. I'm open to any/all suggestions. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
First thank you for your service sir. I'm former USN enlisted myself. I was an ET on CGN-40. Yes, it's true that most of the publicly available data isn't accurate, and for good reason. We know for a fact, that missile range information isn't accurate etc. Still, I'm happy to "simulate" what we can in DCS. The F22 mod is my favorite mod period. I love some of the other aircraft too, Viper, Hornet etc but ever since I saw the competition between the YF-22 and YF-23 stuff back in the olden days I've been a fan. Back then, I actually preferred the YF-23 design myself. I even had a flight sim that was based on the YF-23 though the name escapes me unless it was just YF-23 lol. This was around '91 or so. I recall I installed a joystick card into my E7's office PC in the ET shop so that I could play it. We spent a lot of time on that and the BRAND NEW Microprose F-117A Nighthawk. The good old days of aircraft sims. Now DCS is practically photo realistic in some areas and I LOVE playing in VR. Thanks for the feedback sir. From what I've been able to determine the vector animations only work at speeds of roughly < 300 KTS IAS. When your sitting on the ground, and you move the pitch axis you should see them move. Remember they'll only move when you pitch UP and you need to have the correct F22 Pitch axis assigned. Also, make sure your in FCS ORide/ACM mode to get the most pitch performance. The mod/flight model doesn't actually have any thrust vectoring of course. It would awesome at some point to have an EFM that does but for now....this will do quite nicely. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I decided to revisit the SYS page I created in place of the old checklist page. Instead of using just text I created new graphics that match ones on the weapons BAY page and used them. I think the end result came out pretty good. All three MFD's will display the new version. First the OLD version followed by some shots of the new one. The ring around the weapons bay indicators will illuminate yellow when a given bay is open. Both versions updated in first post. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Nice! That had to be a completely awesome experience! Where are the pictures!? Kidding of course. Sort of. That was my original thinking, to not have may or any scratches on them. Well, in that case, that's an easy fix. And a fix to the problem that I've never been happy with the scratch results I've done so far. They always appear "pixelated" no matter what I've tried. So...remove them....and it's accurate. I'll make that change to the canopy textures shortly. Thanks for the information! *EDIT* Both versions updated with a new non scratched canopy normal. The scratched version is in a backup folder in the cockpit textures zip though if anyone wants to use it. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
The VSN F22 is a completely different animal and has nothing to do with either of the others of course. I've not used it personally so I can't speak to it, but I don't *think* it has a cockpit other than the default F15C pit. A couple of posts up I give information on how I and why I used the thrust values I used in my modified version of Grinelli's base mod. The values are not just "made up". They're based on the performance of the engines the Raptor has. My assumption as to why the default values are lower in the stock mod is that using the accurate values makes the Raptor significantly more powerful than other available aircraft. Which, in my opinion is also accurate but would make for a poor multi-player balance. That's why I ONLY intended the modified values to be used in single player. The multi-player version only changes the displays and such. It doesn't replace any of the stock weapons or aircraft data. If you use the stock mod and you try to supercruise at say 40k feet or so it'll top out at ~Mach 1.34. And in fact if you use sustained afterburner (like unlimited fuel) it will actually reach ~Mach 3. So those values seem too low for what we know about it's supercruise ability and too fast for what we assume it's top speed is. When I plugged in the actual thrust values and modified the table by the calculated difference you get the results you see in my modified version. It will supercruise at about Mach 1.82 and top out at about Mach 2.6. Those are at an altitude of around 35-40k feet. That's more consistent with the publicly available information. I didn't just fudge any numbers there. I don't know about sustained afterburner at sea level and how fast it would actually go or should go. For practicality unless you're using unlimited fuel you wouldn't be able to reach those maximum speeds for long. These are the values I'm using in the latest version and you can see the what the stock mod values were to the right. They're lower by almost 10k kgf each. thrust_sum_max = 23660, -- thrust in kgf (235 kN) or 52000 lbf total (12000 kgf / 26000 lbf per engine) --NIGHTSTORM 13347 thrust_sum_ab = 31820, -- thrust in kgf (311 kN) or 70000 lbf total (15875.5 kgf / 35000 lbf per engine) --NIGHTSTORM 21952 And again here's where and how I got those values; Now, lets check the F-22. Lockheed Martin F-22 Raptor - Wikipedia Powerplant: 2 × Pratt & Whitney F119-PW-100 augmented turbofans, 26,000 lbf (116 kN) thrust each dry, 35,000 lbf (156 kN) with afterburner So what's the math on a pair of those? 232 kN Dry (116 x 2) 312 kN Afterburner (156 x 2) What does that equal in kgf? 23660 and 31820 kgf respectively. You can Google a converter, and there are slight rounding errors depending on what you use. "convert kn to kgf" So all in all, I'm happy with the performance. I personally think it's more representative of what the actual aircraft can do. But as with any opinion, your mileage may vary. -
A few are included now in the F-22 enhancement mod for Grinnelli's F22. I have the 120C, 9M and 9X included and they can be added to other aircraft. I've tested them on the F16. I've seen that the AGM-65 and 88 also exist but haven't been activated yet. Presumably they could be.
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I've made another update to both versions. As I'm sure you know the whole reason that the Raptor carries it's weapons internally is for stealth, and the bay doors only stay open long enough to deploy a weapon before closing again. The reason of course, is that when they're open, you're less stealthy. The only indication that existed previously was on the bay page and you could see which bays are open via the graphic. If air override was engaged that shows up as well. Now, there is a "caution" indicator in yellow on the warning panels that'll read "BAY DOOR" when any of the three doors are open. This will show up on the left and right UFD's as well as the main PMFD warning display. In addition, on the System display pages the menu item for BAY will also illuminate in yellow whenever a bay door is open. This is evident when deploying a weapon, you'll see the warning light up momentarily while the bay is open. They will illuminate in air or ground override modes as well. I placed the BAY DOOR warning on the same line as the AAR READY. There wasn't room for anything else on a separate line and I figured that is the least used warning. If you do happen to open your AAR door and the bay doors at the same time, the warnings will overlap. *EDIT 11/7* I added indicators on the SYS page to show which BAY(s) are open as well. Yellow squares will overlap the white bay select indicators when a given bay door is open. Both versions updated. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Unrelated but semi-related to all of this. I want to cite some figures and explain how I derived the thrust values I've used in the single player version. First we'll use the F-15C Eagle as a bench mark. From the latest data mine version of DCS which was 2.7.7.14727 here are the thrust values for the F-15 in its LUA file. thrust_sum_max = 13347, thrust_sum_ab = 21952, Those values are in kilograms force or kgf. If you convert them to kilonewtons kN you get; 130.9 KN 215.3 kN According to McDonnell Douglas F-15 Eagle - Wikipedia Powerplant: 2 × Pratt & Whitney F100-PW-220 afterburning turbofans, 14,590 lbf (64.9 kN) thrust each dry, 23,770 lbf (105.7 kN) with afterburner Note that's "EACH" so those values are for one engine. Double those values and what do you get? 129.8 kN Dry 211.4 kN Afterburner Pretty darned close to what's in the LUA. Now, lets check the F-22. Lockheed Martin F-22 Raptor - Wikipedia Powerplant: 2 × Pratt & Whitney F119-PW-100 augmented turbofans, 26,000 lbf (116 kN) thrust each dry, 35,000 lbf (156 kN) with afterburner So what's the math on a pair of those? 232 kN Dry 312 kN Afterburner What does that equal in kgf? 23660 and 31820 kgf respectively. Here are the lines from the modified F22.lua I'm using; thrust_sum_max = 24000, -- thrust in kgf (235 kN) or 52000 lbf total (12000 kgf / 26000 lbf per engine) --NIGHTSTORM 13347 thrust_sum_ab = 31751, -- thrust in kgf (311 kN) or 70000 lbf total (15875.5 kgf / 35000 lbf per engine) --NIGHTSTORM 21952 You can also see to the far right what the original values were. It's not exact, I could make it exact but its pretty darned close. (I went ahead and did put those values in. So now it is exact.) So what I did then for the thrust table was calculate the difference between the original and the actual and then adjusted the values of the thrust table by that difference since it was of course based on the original values. The end result was an F22 that could super cruise at Mach 1.82 and reach speeds of Mach 2.5. Which in my opinion is a pretty cool testament to the DCS engine. I'm not infallible, if anyone see's anything wrong with my information or conclusions PLEASE, point them out. Thanks! I updated the single player version with two options for aerodynamic data. The default is the stock aerodynamics that won't stall as easily but can still pull 30 degrees of AoA. The alternate version is in a _Backup folder in the mod root and it uses the previous aerodynamic data that will enter the post-stall regime. This can be useful in some ACM cases and provided you have the altitude to recover you can get a quick kill. I'm not sure how much of a difference in rate of turn there actually is. In the stock version you hit 30 degrees of AoA and that's the wall. The PSR version will let you exceed that but only briefly before you stall and depart controlled flight. I leave it up to you to use the version you want. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I just found out about this; And this was my public post in that thread just now: Hello all. I literally just found out about this video less than an hour ago and watched it. I know the court of public opinion can be unjust and maybe I'm just kicking over a hornets nest here but I thought I would post my side of the story for anyone that cares. I'm a 50 year old guy in MN that just happens to be a huge fan of the F22. First and foremost, I have absolutely nothing but the highest esteem for Grinnelli and his team. It was NEVER my intention to compete with, disparage against or otherwise infringe on any of their efforts. Without their efforts we wouldn't have an F22 mod at all right now. That said. All I intended to do originally was just tweak some aspects of the F22 mod to my liking. Things like, modifying displays or making some of the non functional displays do something. I know it's not accurate, but that's the trouble with a mod of a classified plane, it can never be completely accurate. And it's not that I think there was anything wrong with the original mod at all. I wanted to add additional capabilities bases on what information I could find. In order to do that, I couldn't use the stock F22.lua file due to the encryption. So I used another modified version of the first F22 mod version as it wasn't encrypted and made adjustments from there. I based the thrust values on the actual Wiki information for the engines. The thrust table in newtons is calculated base on that too. And when it was done and tested, the aircraft would actually supercruise and achieve speeds it was purported to be capable of. I assumed that the original values were intended to not make the Raptor even more over powered than it already was. My intention was for single player use, and primarily for my own enjoyment. Personally, I don't play multi. The fact is, all of the changes I've made were either modifications of the existing code or some minor additions to graphics etc. I only shared it out for the purpose of sharing period. I didn't stand to gain from anything and I certainly didn't anticipate a negative reaction. And again, the original idea was just making adjustments that I liked for my personal use. It was NEVER intended to be a competition. And the aerodynamic performance of the mod to the mod except for the thrust, was based on the first release version. For any that I offended, I humbly apologize. Thank you. So in that thread I've been flat out accused of stealing Ginnelli's mod and claiming it as my own. This thread here on the DCS mods forum is the only place where anything is posted about this mod by myself. And no where in this thread have I ever done anything of the sort. I'm three months late to the party but evidently I was tried and convicted in the court of public opinion already. It was about that time that I noticed I had been banned from the F22 Discord server. I had previously been invited to the server by Grinn himself and we had talked about this mod to the mod. I had no idea why I'd been banned. So for anyone that cares.....those are the facts. This particular post is where I first talked about the "enhancement" mod. And its linked in the first post of this thread. "As many of you know, I'm a big fan of the F22 and ever since it's re-release on 2/20 I've been tweaking and adjusting things for my own use. I have no intention of releasing a second version however, I could release a mod for the mod. I was considering two versions. One that would be 100% compatible with the stock release of the F22 mod for multi-player and another with additional changes for single player use. Both would REQUIRE the new version of the base MOD on the first page of this thread." I've added a disclaimer to the first post. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
A few updates today; Renamed FCS ORIDE to FCS ACM on all displays. I was thinking that this mode is most commonly used when engaged in ACM. And it sort of acts like the "SPORT MODE" feature on my Mustang. The computer allows for more "spirted" performance heh. So instead of an override for the FCS it's the ACM mode. No actual changes to the way it operates of course. That update applies to both Single and Multi versions. Added another fuel cell option so there are three now. 680 gal, 1220 gal, 1900 gal (a combination of both). Sometimes you want to carry extra fuel but maybe you don't want the ugly external tanks messing up your sleek Raptor. It's a choice. I also reverted back to the original values for the M61A2 cannon. Added an option to the ME to cold start with the weapons bay closed. You'll see it on the far right tab when a Raptor is selected. Adjusted the aerodynamics data to match the stock mod. The F22 will handle better and losing control will be harder to accomplish. Several other adjustments to align more closely with publicly available data.