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Nightstorm

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Everything posted by Nightstorm

  1. Unless I'm mistaken the animation is tied to the pitch control axis and the exhaust nozzles will move accordingly. Remember to follow the instructions on correctly setting up the pitch axis and other controls. Axis Control Setup Do not use the standard pitch or wheel brake inputs Setup your pitch axis to the F-22 FCS Pitch Axis action. Setup your brake axis accordingly using the F-22 FCS Wheel Brakes action. HOTAS/Keyboard Binds Setup Do not use the standard pitch trim or wheel brake input Setup your pitch trim controls to the FCS Trim: Nose Up and FCS Trim: Nose Down. If you do not have a dual stage weapon trigger only use the second detent input. Does the F22 have working thrust vectoring? . "Currently the SFM (Simple Flight Model) does not even though the animations are in place."
  2. Hello. Once you have the default mod installed and working. Download the Single player version from the first post and the optional external stores and liveries also from first post. The "enhancement" mod replaces files from the original mod in the same location. Most of it goes in your saved games folder. The exception being the external stores and the information for that is in it's read me. Regarding thrust vectoring; that's just animation from the base mod. "Currently the SFM (Simple Flight Model) does not even though the animations are in place." Make sure you read the important information on the original mod page about setting up controls such as pitch and wheel axis.
  3. I've updated both versions with a change to the left and right UFD's. I adjusted the spacing and added IAS/TAS indicators under the BAR/RDR altitude readouts. So the left side shows BAR/IAS and the right side shows RDR/TAS.
  4. A couple of updates today. Set round mass for the M61A2 to correct values for 20mm rounds. Increased max G performance to 9G. Added "clean" option by request for the external pylons. Allows for remove pylon to be selected and displayed in loadout screen. Single player version updated in first post. External stores add on also updated with current OB compatibility and stores changes.
  5. Thank you very much for the time and effort! I really like the new menu in VR. This is the best version yet :)
  6. Thanks for your efforts! I saw it was posted under the bugs section already so this has been reported, but I found it ironic that with your mod all three rain/weather templates worked up until this 10/29 OB where the rain was fixed. Now Rain 3 doesn't have sound or droplets any longer. Without knowing whatever else was affected, it almost seems that your mod was the fix that was needed Now another fix is needed for the fix lol. I know....welcome to open beta, subject to change without notice and not always for the best.
  7. Back in August there an OB update that updated the 300 Gal tank for the Viper. There didn't appear to be any changes to the model itself but the texture name was change so all existing textures wouldn't work unless the LUA files are updated for every texture, or the old version of the tank model was put back in place. I opted for the old tank model. It goes in ..\DCS World OpenBeta\Bazar\World\Shapes https://www.dropbox.com/s/y1cy53mcf083fnz/fuel_tank_300gal.zip?dl=0 If you want the first option, you'll have to edit the description.lua file for the affected liveries. Old Entry: -- F16_bl50_Fuel_Tank_300Gal {"PTB_300Gal", 0, "Fuel_Tank_300Gal_Tiger", false}; {"PTB_300Gal", ROUGHNESS_METALLIC, "Fuel_Tank_300Gal_Tiger_RoughMet", false}; New Entry: -- F16_bl50_Fuel_Tank_300Gal {"Fuel_Tank_300Gal", 0, "Fuel_Tank_300Gal_Tiger", false}; {"Fuel_Tank_300Gal", ROUGHNESS_METALLIC, "Fuel_Tank_300Gal_Tiger_RoughMet", false};
  8. Another minor update. I added the Pitch/Roll/Yaw values to the FCS pages on the right opposite of where the AOA and G: values are. It makes sense to me that those would be on the FCS page and there was room on the display without it looking crowded. P: XXX, R: XXX, Y: XXX listed vertically. Both versions updated.
  9. I wanted to make the SFM page on the PMFD a little more useful. I combined the information from that page with the main PMFD page and the engine display page. I find there are times where I want to have something on the other three MFD's and having a modified engine data display is probably the most useful one to add. All elements are still on the page except the TAS indication. A backup copy of the previous files are located in the PMFD scripts folder. Both versions updated in first post. Previous/Updated:
  10. Updated the F104C UI with a new/modified loading screen. https://www.dropbox.com/s/vv57dpd2g29ewhh/F104C.7z?dl=0
  11. As you may know, FC3 based mods are often limited to some of the default sound effects. Typically a combination of F15C and SU25 effects. Changing these will affect not only the default sound effects but other FC3 based mods. That said, I've replaced the engine, cannon and canopy sound effects with some others that can be used for the F104 or F22 (which is what I originally changed them for). Use a mod manager or place the "Sounds" folder and its contents into your SAVED games folder. And then of course if you want to use some other sound effect just overwrite the ones that are appropriate. https://www.dropbox.com/s/umbggdco23s46in/F104_Sound_Effects.7z?dl=0
  12. Bell UH-1M (Huey Hog) Helicopter gunship ..... flyable, clcikable, standalone, startup procedure, EFM, fully armed..... etc etc....
  13. Thank you Taz. Tested and working fine in 2.7.7.
  14. My experience was much the same as Lynnux here. Awesome work by the team! This is a great mod and a lot of fun! Last night I tried to go guns on an F5 and boy howdy she's not a dog fighter. I know, she's not meant to be. You pull past that 15 AOA and you'd best be stepping out of the jet. It's a lot of fun and a challenge though. How'd that phrase go that was coined by a Starfighter pilot at Edwards? "Banking with intent to turn." Not a rate fighter LOL. At a young age I remember seeing pictures and video and of course the movie "The Right Stuff" and I've been a fan ever since. I made some changes to my copy to make it more of an F-104C version and did some UI stuff. I'll share it here for anyone that's interested. Thank you VSN Team!!!! https://www.dropbox.com/s/vv57dpd2g29ewhh/F104C.7z?dl=0
  15. I noted that ED has decided to encrypt the metashaders folder with 2.7.7 release. The path is now ..\\Bazar\shaders\metashaders.edc and no edits to these files will function any longer. It's the same type of encryption as when they encrypted the sound files. I'm gonna just come out and say what I and a lot of people have probably been thinking for a long time. Despite the assertions that they support mods and modders, they have systematically reduced the ability to mod the game. They've been doing this for over a year now. I find it ironic that another file that received a bunch of updates in this release was the ONE database file they gave us access to again after changes some months back. The db_countries.lua. And a lot of those changes are to include the MB-339A for various countries, obviously in preparation for it's release. And of course that module has it's origins in a community mod. What can you say? Every single release now, I'm expecting something else to be taken away. Just my opinion, but show me the evidence that I'm wrong.
  16. *EDIT 10/17/21* Single Player version: I fixed the issue with missiles occasionally hitting your own Raptor when fired at long range targets. It wasn't the proximity fuse it was the lofting logic. Setting an autopilot delay of 2.5 seconds fixed that issue. All AIM-120 variants updated, proximity fusing still set at 3 second delay. For a long range shot, the missiles will drop, ignite and accelerate away for 2.5 seconds and then loft to target. Tested on short, medium, long and VERY long range targets. AIM-120D can hit a target >100nm or at 2nm. Added the CATM-9M, CATM-9X and CATM-120C to the Raptor. LUA code is set up so that they show up on the aircraft and the weapons panel correctly. They will not act like live missiles, however if you attempt to "fire" one it will simply explode without doing any damage just like the training bombs do. These CATM missiles can also be used on other aircraft if their code is adjusted to use them. For example on the F-16C you can add them to it's LUA file and they will show up on the aircraft but not in any of the weapons displays. So technically, they work even better there as you can't "fire" them at all. Both versions: Made some tweaks to the engine and bay pages RPM graphics. I went back to yellow for afterburner indication. I don't know what the real Raptor has but nothing else uses orange for anything. And yellow for "caution" you're in AB using a lot of gas, makes sense to me. And the EGT already was using yellow. Adjusted the color and spacing on the weapons bay page so that the word THRUST, which is accurate, fits a little better between the two indicators. In fact the spacing is now identical to what the engine page has. Minor tweak to APU shutdown effect for engine start up. Other versions are in a backup folder where the sounds are located. Use the link for the Single player or Multi-Player versions in the first post.
  17. Hello. Yes, in fact there are skins already uploaded that were created by others. Yes you can upload new skins. Thanks!
  18. The translation to English was really poor but I'll try to answer. I think your saying you're having an issue with trim and pitch control? You said that you've flow it frequently. Check your controls settings. The pitch bindings are unique to the F22 and the default ones will not work. Nothing I modified affects that. See the screen shots and information on the original download page. The link is in the first post.
  19. Uploaded a new version of the Single Player mod. Link is still the same on the first post. Updates include: Modified cockpit canopy normal for a few more scratches. (Some of these are getting up there in age, so makes sense there would be some scratches and scuff marks.) Created a Fuelcell.lua that contains two "internal" fuel cells that can be added to station 6 on the F22. 680 Gal and 1900 Gal. (The 1900 gal is the equivalent of having wing tanks but not having them visible. The 680 gal makes up for the difference in fuel between what the F15 avionics allow and what the F22 actually has. The extra fuel will show up as external. Again, that's a limit of the avionics.) Adjusted F22.lua and entry.lua to use the fuel cells. Adjusted F22.lua to allow for increased maximum speed. (Were you tired of hearing betty scream "Maximum Speed!" Me too.) Adjusted model names of AIM-120C-6 and -7 to fit better on weapons display. (Display name is based on the model file name so 120C-6 and -7 will now read 120C6 and 120C7.) Adjusted performance of AIM-9X2 and AIM-9X3 for realistic "near BVR range" capability. (Simulates the "lock on after launch" capability of the advanced 9X missiles. Range is ~20nm under ideal conditions.) Increased proximity fuse arm times on AIM-120 variants to allow for launch platform separation. (Getting shot down by your own missile is no fun.) Added M61-A2 Cannon and ammunition to F22.lua. Options are HEI High Explosive Incendiary and HEI-T High Explosive Incendiary-Tracer (I like red tracers. And this allows for tweaking of parameters such as shell mass, velocity, lifetime, explosive yield etc. Ammo types selectable in ME as per usual.) Added engine start up effect with APU shutdown. (Since we're limited by what sound files can be used, I'm using this to give the effect of the engines starting.) Replaced default SU-25 engine sound effects as these are used by the F22. (Replaced the default SU-25 engine sound effects with modified versions.) Replaced default SU-25 cannon sound effects as these are used by the F22. (Replaced the default SU-25 cannon sound effects with a modified Vulcan cannon version.) Replaced default common canopy effect with a modified version of the F16's canopy effect. (Replaced the canopy effect) The last three affect more aircraft than just the F22. If you don't want to use the modified sound files just delete the sounds folder from the archive. Enjoy.
  20. Hello, Looking for some knowledge. Does anyone know what the file name and path is for the "default" gun sound inside the cockpit. I'm talking about the sound you get with the likes of the F-22A mod etc. I can tell you what it's not: .\Sounds\Effects\Weapons\M61Cannon_In.wav .\Sounds\Effects\Weapons\M61_Cycle.wav .\Sounds\Effects\Weapons\PlaneCannon.wav .\Sounds\Effects\Weapons\VulcanCannon.wav .\Sounds\Effects\Weapons\VulcanIn.wav The Viper now uses one here: .\Sounds\Effects\Aircrafts\F-16\Cockpit\VulcanCannon.wav That doesn't work if you try and replicate the sound structure for say .\Sounds\Effects\Aircrafts\F-22A\Cockpit\VulcanCannon.wav There must be a default one used someplace but I can't match it up to anything. I kept a copy of the sounds from 2.5.5 before they were encrypted and can't locate it in them. I'd be nice to make it sound like a Vulcan cannon if desired. Thanks! *EDIT* Found it. For anyone else that's interested it's these four files: .\Sounds\Effects\Weapons\Automatic\GSh301.wav .\Sounds\Effects\Weapons\Automatic\GSh301End .\Sounds\Effects\Weapons\Automatic\GSh301In .\Sounds\Effects\Weapons\Automatic\GSh301EndIn Evidently this is the cannon used on the Su-25 and generic aircraft mods use that sound as well.
  21. While you can still bind a control to the FUEL QTY momentary TEST position, it no longer works from control and only works when it's left clicked. This used to work a few patches back.
  22. With the recent changes implemented for IC compliance regarding multi-player. I thought it wouldn't hurt to ask.....could access to the database files be restored for single play modding purposes? I'd settle for access to only ONE the db_callnames.lua file that was located under Scripts\Database. I REALLY miss having more call signs available. The mod even had an audio component that worked out of your saved games but that file had to be modified for it to work. Pretty please?
  23. Thank you! Dobber down and M SEL/0. Got it.
  24. Updated to v2.0.1 for DCS Open Beta 2.7.6. CFT_Mod_1.9 and 1.9.1 (stock lights) (digitalcombatsimulator.com) I'm updating with new versions whenever something is changed in the new open beta. Link may say an older version but it's the current one uploaded on 9/17/21.
  25. As of this version selection 4 and trying to SEQ from MAN to AUTO is ignored. Steer points are manual only now.
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