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Nightstorm

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Everything posted by Nightstorm

  1. The items that have been mentioned don't have anything to do with the mod to the Grinelli F22 Mod that I've done. The F22 mod uses the F15C avionics for various things and most of the code is encrypted. I don't have access to alter the way that they function.
  2. Here is a link to the fuel tank model before this change was made. I imagine it will pass integrity check as its just a model file but that would need to be confirmed. I put it back in place to restore the tank textures on all of my liveries as I'm in a similar position to you. I didn't feel like adjusting many many description.lua files to make them work with the new model. Especially when I couldn't even see a difference. I don't know what they changed. https://www.dropbox.com/s/y1cy53mcf083fnz/fuel_tank_300gal.zip?dl=0 \Bazar\World\Shapes is where it needs to go. It will overwrite the new one unless you back it up first.
  3. It would seem that on the 2.7.4 open beta update the model file for the viper's center line tank was updated. The new file fuel_tank_300gal.EDM located in \Bazar\World\Shapes has a time stamp of 7/31/21 07:16. This file has changed the name of the texture definition in the description.lua. The old name was PTB_300Gal and the new name is fuel_tank_300gal. This has the result of causing every single livery that's been released using the original name for the texture to default to using the stock tank texture because every single description.lua file that had a center line tank in it used the PTB_300Gal definition for that texture. Why was this done? It just creates more work and headaches for everyone that uses custom textures. I have a copy of the older EDM file and I opened both it and the new one up in the model viewer. They both have the same number of triangles and look identical to me. The files have the same byte count. This seems to serve no purpose other than to cause problems. The original file's time stamp is 11/27/19.
  4. @JTFF_Gemini I rewrote the map code section and tested it. As you said, it works perfectly now and exactly as I intended. So it will auto select which map texture to use. I've updated both versions of the mod with this code. Same links on the first page. --NIGHTSTORM MAP SELECT ----------------------------------------------------------------------------------------------------------------------------------------------- local MAP_PAGE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/OFF.dds", GreenColor) --(OFF) local MAP1_PAGE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/MAP1.dds", MainColor) --(Caucasus) local MAP2_PAGE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/MAP2.dds", MainColor) --(Nevada) local MAP3_PAGE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/MAP3.dds", MainColor) --(Persian Gulf) local MAP4_PAGE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/MAP4.dds", MainColor) --(Syria) local MAP5_PAGE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/MAP5.dds", MainColor) --(Mariana Islands) ----------------------------------------------------------------------------------------------------------------------------------------------- local map = get_terrain_related_data("id") -- print_message_to_user(map) local function Map_Logic() if map == ("Caucasus") then --Caucasus -- print_message_to_user(map) MAP_PAGE = MAP1_PAGE elseif map == ("Nevada") then --Nevada -- print_message_to_user(map) MAP_PAGE = MAP2_PAGE elseif map == ("PersianGulf") then --PersianGulf -- print_message_to_user(map) MAP_PAGE = MAP3_PAGE elseif map == ("Syria") then --Syria -- print_message_to_user(map) MAP_PAGE = MAP4_PAGE elseif map == ("MarianaIslands") then --MarianaIslands -- print_message_to_user(map) MAP_PAGE = MAP5_PAGE end end Map_Logic() --NIGHTSTORM MAP SELECT
  5. I know that you can cycle the color of the HUD to various colors. However, the F22 uses the F15 avionics including the HUD. I don't know of a way to change the intensity or color of it beyond the brightness control. Those controls can be found under the F15C/F22 control set up. I don't recall what they are off the top of my head but I know they're there.
  6. I've no idea what would be causing this. Check the link on the first post. The download site has specific instructions about the flight controls. You can't use the normal pitch up/down. Thank you! I will test this out.
  7. 000Rick000 and I chatted and we worked it all out. In the latest uploads I had combined all of the F22 liveries into four archives that were sizeable. These were the same archives I was using for my OvGME install. The readme on them didn't include any information. I have corrected that and all of them have this: F-22A Liveries Set X (A,B,C,D) for the DCS F-22A RAPTOR MOD BY GRINNELLIDESIGNS. https://fsoutlet.com/f22/ Artwork by: Primary template used created by: Texac Modifications, tail codes and bort numbers by: Nightstorm Other art work by: 000Rick000 and the Grinnelli Designs team. Since I was repacking them for upload I also compressed them to .7z to save space. I've also updated the first post to contain these links. Thanks, Livery sets: https://www.dropbox.com/s/tlt22v884c3q37r/F-22A Liveries Set A.7z?dl=0 https://www.dropbox.com/s/3d3e201qdmz63lt/F-22A Liveries Set B.7z?dl=0 https://www.dropbox.com/s/nm6g4raiinvuy90/F-22A Liveries Set C.7z?dl=0 https://www.dropbox.com/s/k4mq5gws34t1sfp/F-22A Liveries Set D.7z?dl=0 F-22A mod for the original release. (The changes I've made for single and multi-player. I didn't have anything to do with the original version of the mod.) Single player version: https://www.dropbox.com/s/o0iahwuoozbqk5t/F-22A Single Player.7z?dl=0 Multi-player version: https://www.dropbox.com/s/47d2gu21874torf/F-22A Multi Player.7z?dl=0 Single player version was updated yesterday to include the new AIM-120C ED model of 4/14/21 for the AIM-120D.
  8. Hey All. As seen earlier in this thread the F22 skins I released were made from a template created by Texac. See here: All of the skins I've released were primarily derived from that template, which he asked that I not share. I did all of the work for the tails in photoshop on that template. When I decided to just do "all" of the F22's it took a bit of time as you might expect. @000rick000 "Just curious if you used my "Cripes A'mighty" that ships with the mod as the base for this? I made the Nose art by hand using vectors and it's EXACTLY the same, and placed exactly the same. I purposefully made it skewed, and not to perfect scale." As to the Cripes A'mighty version, I used the one that was released with the mod as a basis for the nose art. I simply selected that part and made it another layer for the template. I only did this to have a version that matched the rest of the releases. I personally didn't know who created it and I though it would be obvious that is where it came from. I didn't intend to steal it or pass it off as my work. I mean the only work I did on these textures was some tweaks to the layers and creating the all the tail numbering/squadron info. I was just doing this to share it with the community, not take credit for or profit off of it. @Urbi I appreciate the sentiment behind trying to defend someone you don't know and that you contacted me. Thank you. @000rick000 I'd be happy to adjust that archive with a credit statement in the readme or if you want I'll remove it. Please advise. Thank you,
  9. Not that I'm aware of. The F22 is based on the F15C avionics and it's Air to Air only.
  10. The current 1.9 and 1.9.1 are the same except for the lighting on the Raptor. So both issues you reported are now fixed with the latest version correct? If that is so, I would suspect there was something incompatible with the older (before 6/17/21) version of the mod and the current open beta.
  11. The mod was updated on 6/22/21 after the GBU-38's were released that previous week. As you can see here in the screen shot I just took. Also, this mod would have absolutely nothing to do with the Tarawa. You might need the updated version because if you're using one older than 6/17/21 the GBU's won't work. The version number didn't change b/c it's just a compatibility update. No new featuers. https://www.dropbox.com/s/eogqpjbzzo27w67/CFT_Mod_1.9.zip?dl=0 https://www.dropbox.com/s/g92nkb2g8bugsn4/CFT_Mod_1.9.1.zip?dl=0
  12. FYI before anyone posts this as a bug; The per terrain map feature in the modifications I made to the F22 depend upon being able to identify the map when it loads and then choose the correct map graphic to use. The last map for Syria, did not use the same method of identification and I couldn't identify it specifically. So, the code could identify the other three and would set them correctly and if it didn't match those three it set it to Syria as that was the only other option. Now with Marians Islands map, it has the same issue. That map can't be identified by the same "get" function. The result is, if the Map isn't Caucasus, Nevada or Persian Gulf, it will be set to Syria. I'll paste the code below that calls this function. If anyone has any ideas on how to improve it or get it to work with the new maps I'd be glad for the help. Thanks! --NIGHTSTORM MAP SELECT ----------------------------------------------------------------------------------------------------------------------------------------------- local MAP_PAGE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/OFF.dds", GreenColor) --(OFF) local MAP1_PAGE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/MAP1.dds", MainColor) --(Caucasus) local MAP2_PAGE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/MAP2.dds", MainColor) --(Nevada) local MAP3_PAGE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/MAP3.dds", MainColor) --(Persian Gulf) local MAP4_PAGE = MakeMaterial(LockOn_Options.script_path.."../Scripts/IndicationTextures/MAP4.dds", MainColor) --(Syria) ----------------------------------------------------------------------------------------------------------------------------------------------- --"Caucasus" Returns Caucasus --"Nevada" Returns Nevada --"Persian Gulf" Returns Persian Gulf --"Syria" Returns NOTHING (Doesn't appear to work) local map = get_terrain_related_data("name") local syria = "Syria" local function Map_Logic() if map == ("Caucasus") then -- print_message_to_user(map) MAP_PAGE = MAP1_PAGE elseif map == ("Nevada") then -- print_message_to_user(map) MAP_PAGE = MAP2_PAGE elseif map == ("Persian Gulf") then -- print_message_to_user(map) MAP_PAGE = MAP3_PAGE else -- print_message_to_user(syria) MAP_PAGE = MAP4_PAGE end end Map_Logic() --NIGHTSTORM MAP SELECT *UPDATED 8/13/21* This issue was resolved. Both single and multi-player versions will now select the correct map. Links on the first page are updated.
  13. Read the instructions for the original download linked on the first post of this thread. There is a section with pictures that explains binding the controls including keyboard.
  14. There are two places. One of them is in your saved games folder which sounds ideal for what you're trying to do: \Saved Games\DCS\MissionEditor\UnitPayloads\ That's the location where any custom loadouts are saved. The main folder location is here: .\MissionEditor\data\scripts\UnitPayloads\ Whatever is in those files will be considered the "default" by the ME.
  15. 5/1/21 update to single player version to correct flare dispensers. Now works like the stock mod version with flares going down and outboard. *EDIT* Corrected an issue where console lighting was causing a green tint on the displays in night mode. No other functionality affected. Reflections still work, night mode still works.
  16. Glad it's working. Single player has the additional missiles and modifications to the flight model/thrust and hard points of the Raptor plus all of the changes to the displays and reflections. Multi-Player only has the changes to the displays and reflections to preserve compatibility between the stock Grinnelli mod and this one.
  17. ok, just checking as I don't know what the problem is. I'm not trying to be insulting. Based on that screen shot the base mod is working. I would assume then, that the multi-player version of my mod works but the single player does not? The fact that it isn't displaying the model suggests it can't find the path. That path is defined in the entry.lua file from the mod. If the original files from the working mod were overwritten with the ones from my single player version it should work. Try copying the original entry.lua file back and test. The new missiles won't be there but at least maybe it'll point to what's causing the problem. Also, check your log file for any errors related to the F-22A.lua. I'm trying to help but I don't understand why it's not working for you.
  18. Some updates today; Added AIM-9X2 Sidewinder as an interim between the 9X and 9X3. Longer range than 9X but only about half of the 9X3. Added AIM-120C-6 AMRAAM. It has the base stats of the AIM-120C-5 (well at least as they were from 2.5.6) with an improved proximity fuse. This is essentially was the -6 was. Single Player version of course. Both missiles can be also be carried on the external pylons via the External Weapons add on and by the F15C. The UnitPayloads files for the F15C and F22A have been updated. Missiles tested in STT, TWS and wingman approved. The links on the first post point to the updated files. Also a correction for the F22 Liveries set D in the description for Raptor 094. That file is also updated.
  19. So with just the Grinnelli F22 mod installed and nothing else, it still doesn't show up in the loadout screen? If that answer is no, then the only thing I can suggest is uninstall DCS and reinstall. You DO have the F15C or Flaming Cliffs 3 don't you? That's a requirement of the base F22 mod. I don't know what would happen if you don't have one of them.
  20. Yes exactly. Sorry if I was unclear before. You need to make sure that the new version of Grinnelli's mod works first. It is required. Does it work without my mod files? Find it here: DCS F-22A Raptor Mod by GrinnelliDesigns | FSOutlet - Flight Sim Outlet
  21. I'm sorry. I have no idea how to help you with what you're showing me. Did the base Raptor mod work at all? Where did you install the base mod? Did you get other mods to work? You had reported the same problem with A29B mod. Are you now having problems with just this mod? No one else is having the issues that you seem to be having. List out the steps of what you did. I'm trying to help but I don't have much to go on.
  22. I've added liveries for the now deactivated 7th FS from Holloman AFB. That squadron operated F22's between 2008 and 2014. Those aircraft were later reassigned to other squadrons. I've also made some corrections to a few tails numbers that had the wrong year or the wrong squadron for that specific tail flash. I've updated the very first post in this thread will all links and will maintain them from there going forward. I've also removed all of the previous livery links from my drop box so use the ones on the first page.
  23. No, not that I know of. I don't think there's any point to it at all. It only caused issues. In the encrypted version of the lua file they're using the APG-63.
  24. The APG-77 is the RADAR used in the F22. As far as I can tell it doesn't seem to have any difference in performance when the range is set to 600km. I realized when I started thinking about the issue that I hadn't picked up my wingman on the RWR either. And as soon as we took off after changing it back he showed up right behind me. I knew then it was going to work and soon after he was firing 120's like normal. So yea for whatever reason the AI needed it to be the 15's RADAR to work correctly. /shrug it's not like you can tell any difference so I'll take the working one.
  25. While I was at it I updated both versions with a small change: On the new "systems" page I renamed the FLAP indication to FLPS. I wanted to keep it at four letters though. And I restored the afterburner RPM/Thrust color to orange to differentiate it from the EGT readout which is yellow. https://www.dropbox.com/s/o0iahwuoozbqk5t/F-22A Single Player.7z?dl=0 https://www.dropbox.com/s/47d2gu21874torf/F-22A Multi Player.7z?dl=0
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