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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Links are the same in the first post. -------UPDATE 250530 Added net animations for new animations to F-22.lua net code. Removed all stock missiles, AIM-9L/M/X, AIM-120B/C Having them available was causing people confusion with other mods and they are not needed with the added weapons. AIM-260A/260B - Decreased the start time of the second stage burn. This should increase the speed in the mid-range flight envelope. Mako A2A Conventional - Increased warhead effectiveness. Updated all missiles to be consistent with v2.0.0. This should make the DLZ information more accurate. Modified Left and Right bay selects to use vertical scan mode vs flood mode. Selecting BVR or Dogfight modes will select All weapons bays. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I modified the AIM-132 code based on the 9X Block II. Even if you set the seeker sensitivity to long range, it doesn't get a tone. If you have information on performance of the missile, please point me to it. I'd be happy to evaluate it. This mod doesn't affect them. In fact, I've received so many questions on this point, that I'm removing the ability to use stock missiles from the F22 period. So, there won't be ANY overlap of existing modded missiles and those added by this mod. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
You would have to remove the avionics, load into an F15 client and then load into an F22. Or use a mod manager like OvGME to turn off the avionics when you're going to play on a server that checks IC since you obviously won't be flying an F22 there. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I know these updates don't sound like much, but what's listed there, was two days of effort while I'm on vacation this week. 16 full hours of code work and testing. Today is my last day of vacation and I'll be returning to my full-time job. Everyone working on this project has full-time jobs and is doing this in their spare time for FREE. I appreciate folks pointing out issues though, but keep in mind that not everything is within our power to correct. We got a new 3D model for the F22, with new animations and it's awesome, but no other models were replaced. And for the time being, we're still limited by the F-15C avionics. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
All of these issues have nothing to do with my enhancement mod or the v2.0.0 EFM mod. They were all present for quite some time in the stock mod from GD. The Radar issue would need a modification and release of a new cockpit model by GD. I don't think they're going to do that, but it would be nice. The damage model was not modified by anyone either. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
The D3 and C8 missiles from the enhancement mod are 3rd party missiles and will not work on stock aircraft like the Viper or Hornet. That mod that you have installed, I have one similar, converts the 120B to a D and 120C-5 to a C-8. If you remove that mod, you're back to stock missiles for the Viper/Hornet. The Raptor can use them too, and the code is probably very similar but might be slightly out of date. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
-------UPDATE 250529 Rebuilt the PMFD system file. Canopy Tint, Visor, Flood Color, Photo, Garfield Clinger, Left and Right Kneeboards are all selectable from the Checklist page (CHK) or from newly created keyboard/joystick bindings found under F-22 Misc. These can be changed at any time, weight on wheels isn't required. The status part is different because of the changes I made to the page and the code. The buttons on either side of the PMFD will also activate the choice. Canopy/Tint, Visor/Type, Flood/Color etc. Added working menu selections to all PMFD pages. Rescaled the VVI G Meter for 4/8/12 G indications with a limit of 14 G. Added a rose colored canopy tint option inspired by Speaker's work. It is not the same texture or rough material as his. It replaces the clear canopy option. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Thanks for the feedback! And yea, I've noticed that I'm skipping meals and not getting as much sleep as I should. I have a full-time job but took this week off. I was actually intending to FLY this thing, but I've spent all of my time working on it instead. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Been a productive day. I essentially rebuilt the PMFD page to combine the stock version with the one I had done a couple years ago. At the time, it was a decrypted version of the PMFD system file and it didn't have everything. Now the config functionality is restored, although the status part is different because of the changes I made to the page and the code. However, I also enabled keyboard and joystick binds for all of them. The buttons on either side of the PMFD will also activate the choice. Canopy/Tint, Visor/Type, Flood/Color etc. Changing the options no longer requires weight on wheels, so you can do it any time. From the external view you'll be able to cycle the canopy and visor options, from inside, the photo, the flood lights and the Garfield clinger. And speaking of canopy, I was inspired by Speaker's work, and I really liked the rose-colored option. I've created my own and replaced the clear canopy with it. All of these options will be in the next release, probably tomorrow or so. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I found the problem Open the entry.lua in the root F22 folder --dofile(current_mod_path.."/Weapons/Weapons.lua") --NIGHTSTORM Comment out for Realistic Weapons mod or DCS will crash. Uncomment to load for F-22 mod ONLY. Remove the -- from the start of it. I'll reupload again The issue is I copied my entry.lua into the mod. I have to have that line disabled or it conflicts with another mod I'm running. But, without that weapons.lua being loaded, you get none of the weapons or textures. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I just re-uploaded a version of the enhancement mod built with 7Zip and not OvGME. Hopefully that resolves the extraction issues, which had to be the cause of missing textures too. They were all there. Try the new upload. OvGME was doing something odd though it works fine for me. Yes, you should be able to. That's all a part of the EFM, I haven't personally tested it. Remember, I didn't create the EFM. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
For the updates, if you have the mod already installed, you can just copy/paste/overwrite from the new download. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
-------UPDATE 250527 Added a new model and code for a pair of IRST pods that can now be mounted on pylon 6. This was accomplished by changing the pylon 6 connector to pylon 4. Because pylon 6 is using that new connector, the smoke generator pods became visible. Added an invisible model in the shapes folder with a text file to make them invisible again. Modified the UFD/ADI pages to be closer to the original and to the actual known layout. I still took some liberties and included a Radar Altimeter above the VVI in the lower right. I like to know how far above the rocks I am. The Geforce/Mach/AoA was restored to the lower left. Enabled a BINGO FUEL indictor or the ADI Fuel gauge that will turn red with 3500 lbs or less of fuel. The nature of how the textures work on those displays prevented me from being able to retain the swapping function along with the BINGO indicator. So, I set up three options located in the new _SwapScripts folder. They allow for ADI on the Right with BINGO (default), ADI on the left with BINGO, or ADI Swappable as before without BINGO. Just run the desired script file and it will copy the files as needed. Removed the AIM-120D-2 AMRAAM as it actually doesn't exist. Added AIM-120C-6 and adjustments to A2G missiles. Added the NEW AIM-120E AMRAAM to compensate and compete with the AIM-260's. Now, if you want a long range missile, you can still use an AMRAAM. https://www.twz.com/air/new-aim-120e-air-to-air-missile-variant-hinted-at-by-usaf DCS RWR Symbology mod also updated for the new missile. All links are the same in the first post. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I see, you have another missile mod installed that replaces the stock AIM-120B and 120C. That's fine. No issue. The one that comes with this mod is AIM-120D-3. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
All of the flight behavior is the work of @bhoop19. I was just lucky enough to help with testing. He developed the auto-trim and auto-flap systems. I have watched that video, very interesting. AIMD-3 and AIMB's graphics? I'm not sure what you're referring to there. I purchased a few missiles from 3D model makers to convert and use. I think multiple missiles used in the weapons came that route. The ones I know of for sure: IRST Pod - Me Mako - Me LRAAM (272) - Me Peregrin - Spino 260A/260B JATM - Spino though the A was custom. Meteor - JAS39C IRIS-T - JAS39C ASRAAM (132) - JAS39C A-DARTER - JAS39C Python-5 - LAHAK AGM-88G - CurrentHill AIM-174B - CurrentHill All credits were included in the Readme.txt. I think that's everything. I've seen most of these models available on the same site that I bought the ones used here, and for the PUBLIC RECORD, any other mod team or individual modder is FREE to use the missile models that I bought, LRAAM, Mako for whatever you want. I can't speak for the others. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Use 7Zip to extract it. The Windows extractor is having issues for some reason. Same, use 7Zip, it's a free program. I've been building the mod with OvGME, no idea why it's having issues, but 7Zip does not. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Yea, I'd think so. I did have my entire cockpit reflect red for a split second before I was vaporized when I dropped a B61 on a base and tried to climb away. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Yea, from what I'd read / heard previously ED wasn't going to simulate the explosions. Even on the nuke they have in the game from the MiG-21. I don't know of a way to create a new explosion effect through mods. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
No, the auto-pilot isn't implemented in the EFM despite those commands being there. However, it does a pretty good job of maintaining level flight. If you downloaded the enhancement mod, they're in there. They're the B-61's and you'll find them at the top of A2A missiles on pylon 5 and 7. "The F-15C avionics is still used for the F22. Since the 15C is an air to air only fighter, the avionics have no actual A2G capability. I fooled it by telling the avionics that the A2G weapons are A2A missiles of some flavor. As a result, the A2G bombs are gravity bombs only. There is no sight for them. The A2G missiles are anti-radiation missiles and will function in "self-protect" mode. They will go after the strongest and closest Radar signal they detect. Sometimes that will be an aircraft. Since they are anti-radiation, they're completely passive and can often catch an enemy unaware." We did the best we could with the missile code. Ranges beyond 100nm are iffy sometimes it works, sometimes it doesn't. And chaff is a thing baked into the code. The nuclear weapons do have nuclear warheads. The A2G anti-radiation missiles are pretty small, 0.05kt. So, they don't have a huge blast radius. Still, don't be right over one or near one when they detonate. Great for taking out an entire SAM site. The A2A ones have a 1.5 kt warhead and a much larger blast radius. Best to be >15nm away from the target. And remember, they will still detonate if/when they impact the ground. At the top of the A2G_Missiles.lua is the warhead definition. local W54_tactical_nuclear_warhead = { mass = 50000, -- mass = 1000000, caliber = 254, expl_mass = 50000, --NIGHTSTORM 0.05kt nuclear warhead. The smallest tacticasl nuclear weapon ever deployed, 0.01kt - 1.0kt yield. -- expl_mass = 1000000, --NIGHTSTORM 1.0kt nuclear warhead. The smallest tacticasl nuclear weapon ever deployed, 0.01kt - 1.0kt yield. piercing_mass = 6000, other_factors = { 1.0, 1.0, 1.0 }, concrete_factors = { 1.0, 1.0, 1.0 }, concrete_obj_factor = 1.0, obj_factors = { 2.0, 1.0 }, cumulative_factor = 2.0, cumulative_thickness = 0.0, } As you can see, I left the 1kt (max yield for that warhead) option in there but commented out. Switch it out for the mass/expl_mass and you'll get a much larger bang. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
The F-15C avionics is still used for the F22. Since the 15C is an air to air only fighter, the avionics have no actual A2G capability. I fooled it by telling the avionics that the A2G weapons are A2A missiles of some flavor. As a result, the A2G bombs are gravity bombs only. There is no sight for them. The A2G missiles are anti-radiation missiles and will function in "self-protect" mode. They will go after the strongest and closest Radar signal they detect. Sometimes that will be an aircraft. Since they are anti-radiation, they're completely passive and can often catch an enemy unaware. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Link updated in first post. -------UPDATE 250526 Re-added countermeasures sensitivity to IR missiles. This value might not be doing anything but they shouldn't be completely resistant. Added the ability to use PYLON SIX for the IRST pods. Created a new model of two pods and positioned it in the same location. Added a new GUI image for the pair. Added the new pair to the pods.lua as the IRST-21 sensor. Set up lockouts in the F-22A.lua so that only one copy of the pods can be equipped at a time. Attempting to equip another pod to the same location that one already exists will remove the one currently equipped in favor of the new selection. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Not yet. The instructions and the first post on this thread have links to all available F22's plus a couple of custom ones. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Thank @bhoop19 for all of his work on the EFM and tuning things! It's been a long time coming and its awesome to be able and enjoy this aircraft again. -
F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
FIRST POST UPDATED WITH NEW VERSION.- 1828 replies
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F-22A Raptor mod enhancement mod
Nightstorm replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
I haven't released a new version of the Enhancement mod yet. I plan to do that tomorrow. GD just released the new version of the F22 with EFM. Global fix for all FC3 Dependent Mods - Flyable/Drivable Mods for DCS World - ED Forums
