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Nightstorm

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Everything posted by Nightstorm

  1. I just did some testing of my own, and you're not imagining anything. The last I knew they were working but yea the AI isn't using any of the AIM-120's, not even the stock C5's. More testing. *EDIT* I'm pretty sure I've solved it. It's the RADAR definition in the F-22A.lua. While the AN/APG-77 RADAR works fine for the player it doesn't work for the AI. No RADAR, no RADAR guided missiles. It needs to be the AN/APG-63. No impact on performance of the RADAR that I can see, except that the AI can shoot Fox 3's. --RADAR = "AN/APG-77",--F15 --"AN/APG-63", RADAR = "AN/APG-63",--F15 @Thunder Chicken22 Verified that AIM-120C-5's and the AIM-120D's work fine now with the AI. I would imagine the others will too. No evident affect on the missiles or negative impact from using the APG-63. They still work fine in both TWS and STT and my Raptor wingman employed all six of his 120D's. Updated the single player version with the correction. https://www.dropbox.com/s/o0iahwuoozbqk5t/F-22A Single Player.7z?dl=0
  2. Remember that this version still required the main mod to be installed first. Then this replaces some files. I can tell you that AI wingman seem to have no trouble using the missiles. I've no idea why it would crash the mission. Does it load in your mission editor?
  3. And the last of the Raptors. All 195 Raptors are completed with a few alternate versions. 199th Hawaii ANG unit of the 154th Wing and the 192nd Flagship of the Virginia ANG in two motifs. https://www.dropbox.com/s/lktqtkg6nprw6f4/HH 199th.7z?dl=0 https://www.dropbox.com/s/lm2b32wgxq288fw/192d Flagship.7z?dl=0
  4. And the oldest Raptors still flying; The 411th Flight Test Squadron of the 412th Wing out of Edwards AFB. https://www.dropbox.com/s/6teocams06kkt88/ED 411th.7z?dl=0
  5. I present the Raptors of the 422nd Test and Evaluation Squadron of the 53rd Wing out of Nellis AFB. https://www.dropbox.com/s/xdvp2oyl1w0a7ge/OT 422nd.7z?dl=0
  6. Yes, that's why they included the "FCS ORIDE" mode. You can basically do a 180 at high speed on a dime. Betty screams things like "OVER G!" and what not at you but it does it That was put in to simulate thrust vectoring. And you can pedal turn with great ease as well. With a pair of 9x's nothing really stands a chance in a dogfight except the Su57.
  7. Yes. The single player version contains all updates to everything you mention. https://www.dropbox.com/s/o0iahwuoozbqk5t/F-22A Single Player.7z?dl=0 The multi-player version includes all of the MFD changes and reflections but not the rest. https://www.dropbox.com/s/47d2gu21874torf/F-22A Multi Player.7z?dl=0 The flight model is still a simple flight model, though modified. And a few extra tricks that the Grinnelli team included. They had made mention of a possible EFM at some point in the future but it sounds like that would take a tremendous amount of work. Unfortunately the avionics are still based on the F-15C. Which of course was purely an air superiority fighter. As a result, the F22 mod doesn't support any A2G modes except using the gun.
  8. Personally I play single player. The only server I knew of that used the stock F22 mod was Growling Sidewinder's. I honestly don't know.
  9. I added the sys page to the left and right MFD's as well instead of it being unique to the center one. Looks pretty cool having it up on the left and the fcs on the right. Links updated.
  10. I've been working on a new SYS page to replace at least the OFF page on the center MFD. I'm limited in what I can do with the avionics and systems but I created a display that will show various system on the Raptor as well as monitor a couple of vital ones. Screens show "normal" and then a bunch of advisories. I thought it might be better than just a static screen that says "MFD OFF". I hadn't decided yet if it should just replace all three of the OFF screens. *EDIT* New page is done. I adjusted the CMFD menu page to show SYS in yellow at the top. Similar to the other screens that have a unique page. The Left/Right MFDs still have OFF at the top and that page. I've added weapons and bay monitoring and positioned the indicators in locations that make the most sense. The low fuel and AAR indicator share the same position with the AAR overriding the fuel indicator. Both downloads have been updated to include this. https://www.dropbox.com/s/47d2gu21874torf/F-22A Multi Player.7z?dl=0 https://www.dropbox.com/s/o0iahwuoozbqk5t/F-22A Single Player.7z?dl=0
  11. Custom weapons are still working yes.
  12. Thank you
  13. I've not seen anything specific. But from experience: Auto G by default trims the plane for 1 G level flight, much like the Hornet. Auto AOA allows for more angle of attack used during take off/landing and in A2A combat. FCS override allows you to use "faux thrust vectoring" Since thrust vectoring isn't actually modled it allows you to pull way more deflection and AoA than normal. Used in A2A combat at close range typically.
  14. I saw that you posted over in the A-29 mod thread with the same issue. I would suggest that there is something wrong with your install. Remove all mods, do a repair. Install just one mod without changes and see if it works. Move forward from there in small increments. When I updated to 2.7 I figured that some mods wouldn't work any longer or even worse cause crashes. And they did. So I removed everything tested the base game. Then I installed saved game mods a few at at a time, test again. Good, add some more. Bad? Figure out which one doesn't work and skip it for now. Do the same thing with any mods to the core game files. That's my best advice. Modding isn't an exact science and requires some patience.
  15. I wish I could give you a definite answer and we've been asking questions like that for some time. The unfortunate reality is it's trial and error. Some things will work from saved games and some things will not. I can tell you with reasonable confidence that database items, both before and after they were hidden, will not work from saved games.
  16. I can confirm that the custom logbooks work again. I've got my USN pilot and squadrons back.
  17. It does appear that they've restored access to db_countries.lua and the Troops subfolder. So custom log books should be possible again. Can we have access to db_callnames.lua too? That would be awesome.
  18. I don't know what to tell you. I'll just repeat what I said the last time you were having problems. Install the base F22 mod. Found here: DCS F-22A Raptor Mod by GrinnelliDesigns | FSOutlet - Flight Sim Outlet Does it work? If it does, then you should be able install these files on top of it if that's what you wan to do. If it doesn't, you've got another problem. Uninstall any other mods, do a repair and try again. The fact that the plane isn't rendered at all, would seem to indicate that it can't find the model. If you only installed my mod....it can't possibly work as it requires the original from Grinnelli.
  19. A few changes the last couple of days; I've created two versions of the reflection.dds file as it's opacity is what determines if the displays are reflective or not. I've put them in two folders in the .\F-22A\Cockpit\Scripts\IndicationTextures\Backup folder. The default is reflections enabled. If you don't want them just copy the other to IndicationTextures folder. The code will call that file for the background on all displays either way. So I eliminated the other two scripts folder archives. Some MFD page changes: Engine page - changed the afterburner RPM color from orange to yellow. Most of the references I've found show green/yellow/red on those readouts and the EGT already was yellow. I thing yellow is a good way of saying "caution" you're in AB and burning fuel like there's no tomorrow. Weapons Bay page - I restored the word THRUST instead of RPM for those indicators as the references all show that it says THRUST there even though it's the RMP display from the engine page /shrug. I've also color matched those for yellow in AB instead of orange. GROUND SAFE - being yellow makes sense to me. Because you master arm switch may be on but weapons are still safe because of weight on wheels. But you might want to check. WEAPONS SAFE - Is now green. Green is good. WEAPONS ARMED - is now red. Because red means danger. When you pull the trigger something is gonna happen....probably. Those changes affect both versions. For the single player version, I've added external stores on the wing pylons of the Raptor if you choose to use them. I've created a separate small mod to get all of the new missiles to work on the pylons. Details here and links below them. External stores for the F-22A Raptor. The Raptor is capable of mounting external missiles on it's wing pylons. The main lua file has already been updated for this. By default it can mount the existing stock missiles on LAU-115/LAU-127 luanchers. AIM-120B AIM-120C-5 In order to mount the new missiles it requries a minor modification of a main install folder file and an edit to the F-22A's entry.lua. There are two folders containedl: CoreMods and F-22A. The CoreMods should be copied to your main DCS Open Beta install folder. It will add the A2A_Missiles.lua to that folder and replace the entry.lua which has one line added to it to call the A2A_Missiles.lua. This will not work from saved games. The new missiles are ignored for the external stores. To prevent calling the A2A_Missiles.lua twice, which may or may not cause an issue, there is a modified entry.lua in the F-22A folder. Replace the one in your F-22A mod folder in your DCS saved games. It simply comments out the call for the A2A_Missiles.lua since it will be called in the AircraftWeaponPack. Now you'll be able to mount four more missiles to wing pylons on the Raptor. Operational note: The SMS page is only designed for 8 missile stations and will not show the stores on the wings. The HUD will show the stores on the wings however, if you mount the same type of stores on the wings and in the internal bay, the wings will be selected first and will have to be fired before the internal bay can be selected. External missiles will fire left wing first and then right wing much the same as the interal AIM-9 bays. Beyond that they work fine. I've tested all types. Available missiles: AIM-9M AIM-9X AIM-9X3 AIM-120A AIM-120B AIM-120C-5 AIM-120C-7 AIM-120D 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 https://www.dropbox.com/s/zia323bvadtkznl/F-22A External Weapons.7z?dl=0
  20. Hey, no worries. Lots of changes. The new load out view is nice though.
  21. From what I've seen that's just in the load out editor view. In mission the pylons are not there unless you have the fuel tanks. And as to why they're showing up in the load out view, no idea. I thought I'd seen them for other aircraft too and went back to check. Yep. I'd say that its working as intended by ED. See the empty F-16C.
  22. See the installation instructions here: DCS F-22A Raptor Mod by GrinnelliDesigns | FSOutlet - Flight Sim Outlet Make sure that you have Grinenelli's mod up and working before attempting to use my mod. My mod IS NOT a replacement for the original. It has many changes though and a few additions but still requires the original.
  23. You've got a couple of options: The F22 mod has the following folder: \Mods\aircraft\F-22A\UnitPayloads\ That folder has an F-22A.lua which is the default payload selections for the Raptor. You can replace that file. Or you can place it here: \MissionEditor\UnitPayloads\ That folder (also under Saved Games) is where any and all of your customized payloads are stored for various aircraft. The F-15C one should go here if you want to use the new missiles on the Eagle. The F22 one can go in either or both. If the files are different from each other, for example you kept the original F22 loadout in the F22's folder but placed the custom one here, then you will see all loadout options that have different names, even if they are the same loadout. It won't hurt anything either way.
  24. One thing I forgot to mention. I have another mod for the RWR database. Which, thankfully is still accessible in DCS 2.7. I've updated that mod for 2.7. The idea was to allow for F22's and F35's to show up correctly and not as a <U> Here's the mod: DCS RWR Symbology (digitalcombatsimulator.com)
  25. Yea, that's the one I miss the most. I was using extended call signs in every mission I have. I'd really like to see a list with much more variety. It worked well enough, just integrate the mod into the game. I mean the voice wasn't an *exact* match to everything but it really was close enough.
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