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Nightstorm

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Everything posted by Nightstorm

  1. This is the FULL installed v2 of the mod with everything. Since it's now open source, I don't see an issue with reuploading this. It was last updated June 10, 2023 and should be working fine pre 2.9.6. I think that was the last version where it worked ok. https://www.dropbox.com/scl/fi/ymmjdg3wj728c1cddnslz/F-22A-Raptor.zip?rlkey=it3mzhakru8h1q6tlpx4hzza9&dl=0
  2. I still have the older version. I'll upload it and link it.
  3. That is awesome news. Both the release of the code and the EFM work. "I'm just glad I kept a copy of DCS 2.8.6 on an external drive so I can still play this mod." I think there was a way to install an older version. I'll need to look into that.
  4. F-22A, RWR Symbology and Modern missiles updates. I linked Modern Missiles in my drop box on the first page. I'm trying to update them on User Files but that's going sloooowly. F-22: I found out how to remove drag from the internal missiles in the current iteration of DCS. That's been implemented. Using a negative drag value for example cx_gain = -2.5 used to work, but now it literally applies a negative drag, not a drag reduction. For the F-22 what this did: You fire a missile from the left side of the bay, you now have two in the left and three in the right, the plane would start banking left toward the side with "more" drag since the left side now has less "negative" drag. It was weird, but that's what it's doing. Now there is no drag on the internal weapons and firing them does nothing to the bank of the F22. Now...super cruise....rest in peace. It's gone folks. I know the other release last week seems to super cruise at M 1.8...and it does, until you fire a missile. Then it starts to slow down. I do not understand how or why this is happening. I tested with just stock missiles and no other changes and it would still slow down. Sometimes it slows down faster than other times, I can use the EXACT same load out with only the pylon section being replaced with the EXACT same zero drag or even negative drag and one will slow down at a different rate than the other. I can't find any logic to it. I've spent hours trying different things and I'm done with it. As far as I can tell, we're now flying an F-15C (and a crapy version at that) that happens to look like an F22. All parameters related to thrust and drag and the simple flight model data no longer apply to the aircraft. It sucks in turns, it sucks in acceleration and it sucks in combat. It was a fun plane to fly while it lasted. I mean, it still LOOKS cool, just don't expect it to be king of the sky's. I know there's a working thrust vectoring version out there, Growling Sidewinder uses it all of the time, and its using a different flight model. You can watch any of those videos and see what the potential is. Unfortunately, they have chosen not to release those modifications. And since GS has it installed in his copy of DCS, its definitely accessible if they chose to make it available. Once it goes open source, perhaps someone will be able to unlock this thing finally. I don't know if there's anything more that can be done right now, if someone wants to take a crack at it, be my guest. RWR: Updated with current DCS version. If there are new mods/missiles etc missing, let me know where to find them and I can see about updating it. I've updated it with all of CurrenHills assets as of today. Modern Missiles: Updated with current DCS version, improves the AIM-9L/9X and AIM-120B/C to be 9X/9X2+ and 120C/120D. The 120C has a range ~85 NM and 120D 110 NM under ideal circumstances and provided your RADAR and lock a target that far away and keep the lock. The F-22 is STILL really good as a BVR platform.
  5. Good morning. I'll just answer your questions as best I can like you asked them. First: Depending on the yield (how big) of a bomb you drop you have to either be pretty high or pretty far away for it not to kill you too. Second: The bombs were added to the F22 by me using the AIM-7 Sparrow missile code (Which the F-15C uses but the F-22A does not, so there is no air to ground bomb site or anything similar. It was more of a fun thing to see if it could even be done. Third: I'd like to know the answer to this too. The autopilot hasn't worked for me since the new version three of the F22 was released. You used to be able to select from the UFC (which now does nothing) or bind it to a control, which also now does nothing. Fourth: Sever settings I would imagine. I'm not very experienced in multi-player so I don't know for sure.
  6. F-22A - GrinnelliDesigns It's required as was stated because the F22 is not a standalone/separate flight model. It uses the F-15C avionics and flight model. The requirement is listed on the page where you download the mod. I don't know how else to answer that question. null
  7. Yes, stock missiles would be the modified AIM-120B to be a AIM-120D and the 120C. I modified the 120B to a D so that they could be used on aircraft like the Viper and Hornet. The values are pretty much the same as the 120D used on the Raptor. Using the "stock" ones I could super cruise, using the 3rd party one, it doesn't. And that doesn't make sense lol.
  8. I'm going to work on it today. I have not tried it yet, but what causes me to question the outcome is that for the stock missiles that DO work, the CX_gain was set to a negative number. So, why would the behavior be different for added missiles that use the same schema as the stock ones? That's more rhetorical than actually expecting an answer. I'll see what experimentation proves out, which was going to be time consuming. I've got a three-day weekend so I'll see what I can figure out. I'm starting to think this is akin to quantum physics. "We don't know why it does what it does, it just does."
  9. I did that to the F22 a long time ago. All of the added weapons I put in have a negative drag value to negate the drag they have. However, that no longer appears to work with third party missiles. In fact, they seem to ADD a tremendous amount of drag. I've modified the AIM-120B to be an AIM-120D. If I use it, or the AIM-120C on the Raptor, it can super cruise and seems to accelerate a lot better. If I use ANY of the third-party AMRAAM missiles, it's awful. So, I think he came to the same determination, he talked about the weapons in the F22 mod being broken. He removed them and replaced them with the 120B and 120C (modified) and it works ok. Obviously, this is some OTHER limitation introduced by ED, intentional or otherwise. My version of the F-22A.lua currently doesn't use the stock missiles, adding them back in and using them seems to work. The AIM-260A seems to work much better than the others too, I didn't test extensively. More testing needed but it definitely has something to do with the add-on missiles. I tested my entire enhancement mod and JUST changed the missiles to stock and everything else works fine.
  10. I downloaded the mod and looked over the F-22A.lua file. I don't understand how he got any different result. He adjusted the RADAR range, and he removed the drag from the internal weapons. I had already done all of that. There were not changes to the stock thrust amounts, SFM or thrust tables. Has anyone confirmed that this does supercruise? I'll try it out over a stock install and see but I can't see how it should make a difference.
  11. Yea, that matches my experience as well. I even adjusted the aircraft drag to a lower number just to see if it would accelerate faster etc, no effect. As far as I can tell, it's completely ignoring the SFM data in the F-22A.lua now.
  12. #1: Download and install the F22 v3 mod from GD here: F-22A - GrinnelliDesigns (You have to own the F15C or the new 2024 Flaming Cliffs) At least I don't think it will work with the old version any longer, someone correct me if I'm wrong. #2: Ensure that it works in game as is by making a test mission or something to fly it. #3: Download the version of the enhancement mod from page one of this thread. Single player or Multi, if you want the weapons etc, single player. #4: Extract the zip file and then copy the contents to your ..\Saved Games\DCS\Mods\aircraft\F-22A folder overwriting what's there.
  13. Bummer. I was hoping I'd missed something. I think the limitations of the new F15 flight model really impacted what can be done with 3rd party aircraft mods. I saw in the F23 Discord and spoke to @Thunder Chicken22 in an email that they ran into the same problems which lead them to start looking into the EFM route. Developing an EFM is way beyond my current understanding, could it be done, probably, but I don't have the spare time to invest in something like that. I share the opinion that the F22 now flies much worse than it used to, and that's a shame. If it does go open source, perhaps a better flight model can be developed for it. I was having a great deal of trouble in two circle with a Mig29A and was really disappointed. This version isn't a dog fighter anymore. Flies more like an F35 probably. If you engage BVR with the 120D's it does really well. Gunfighter? Not anymore. I've not yet looked into the other 3rd party mods to see what issues they're having. Some were similarly based on the F15C or on the SU27. I can only imagine that they have the same issues now. If anyone has any breakthroughs on how to improve the performance, please share.
  14. If you go by the values in the F-22.lua file, this version has more thrust (it used to be accurate) and a better thrust table than the stock files. How that's being translated by the new flight model I have no idea. Are you saying that the stock version flies better? I'm not offended or anything, I'm still trying to figure out what changed, where and how. I haven't updated anything else. The weapons that come with this work as far as I know, I've not tested everything. Since I now have Windows 11 24H2 I found out my VR doesn't work any longer. (Thanks M$). I just got a Pimax Crystal Light delivered this evening but won't have time to test it until tomorrow. I don't know how much more updating will happen this weekend. And as far as the RWR mod is concerned, I'd have to know what needs to be updated. I have zero clue what has been released in the last year.
  15. Here's the best I've been able to do. I have the RPM reading from 0 through 100. I have the EGT turning yellow as you go into afterburners. Idle is now 70% but the engine cutoff is still 67%. For whatever reason the RPM and EGT will not change above 100% military power. The plane obviously goes into AB but there isn't a reading on the avionics. The EGT seems to max out at 970. I have it set to turn yellow at 967. As you can see in the pictures, it's possible to be at 100% military but not quite in AB. And it's also possible to have the EGT turn yellow and not quite be in AB. At least there will be an indication when you're in AB. This will have to do until someone smarter than me can figure out why this quit working with the new FM. Oh yea, The Fuel Flow indicator is also broken. Sometimes it works, sometimes it doesn't. As you can see in these screens it's always reading zero. I guess we should be happy that the F22 works at all anymore? If it's going to be released as open source, maybe someone will be able to make an EFM for it with true thrust vectoring etc. We can hope Uploads were updated in the first post.
  16. Both mods should be installed in your saved games folder, not the main game folder. GD is Grinnelli Design's, the author of the F-22A Raptor mod. Once you have the v3 of the F22 installed and working, you would copy the folders/files from the enhancement mod over top of them.
  17. You download and install the F22 v3 from GD, it's linked in the first post. Then, verify it's working in your set up. Then, download the version of the enhancement mod you want and extract/copy its files over top of the GD main install. The enhancement mod does not contain everything in the main mod and does require the main mod to be loaded first. Also, I'm still experimenting and tweaking things with the updated version, so there may be some frequent updates for a little bit.
  18. I've adjusted the MFD Engine page logic and the textures used for the EGT gauges. They will be green up to ~84% thrust and then change to yellow at the yellow "tick" on the indicator ring. They will stay yellow all the way up to 96% aka AB thrust levels. The red "tick" is above that point and IF you get an engine fire it *should* go higher and turn red. I've not had an engine fire to confirm. In my mind, the yellow indication above 85% military thrust is probably ok. From what I can tell, the new FM is sending different readings to the avionics and the EGT is actually higher than it was previously. At least now, they're not showing RED "on fire" when you're just cruising at full military power. Versions updated and links in first post. Thanks, I think I'm still banned from that discord. One of the devs/moderators (not Grinn) doesn't like me. Grinn actually lifted the ban ironically. Only to have it put back as soon as I posted something. /shrug This was a couple of years ago now, give or take.
  19. Try this: Open up the entry.lua in your ..\Saved Games\DCS\Mods\aircraft\F-22A folder. At the very top there is this: --self_ID = "F-22A by GrinnelliDesigns" self_ID = "F-22A" --NIGHTSTORM previous version had this ID. Uncomment the first one and comment out the second one and try again. The instant action missions are probably looking for the ID "F-22A by GrinnelliDesigns". The reason for that change was that I had tons of missions that have the F-22 in them and I would have to edit all of those missions since the ID was changed. Or, I could change the ID to what I had before.
  20. I'm not sure what you're referencing. I was talking about the LUA files for the F22 mod being released unencrypted by GD. That wasn't the case before this version. I'd love to see what's posted there. Unfortunately, I don't have access to the channel.
  21. Hey everyone. Real life and other issues got in the way for the last year or so. I just got to get back into things a bit in the last week. LOTS of CHANGES. I've got the enhancement mod working on V3 of the F22 in the current 2.9.12 DCS. The displays all work etc. It was actually just one line on the entry.lua that needed to be changed to call the new FC3 2024 FM I assume. Now...what doesn't work? Well, that FC3 FM seems to have changed and limited what can be done with SFM. Before, the F22 would supercruise at altitude and I spent a lot of time tweaking those things to use the actual thrust values of the engines. Now...well...I think it flies like an F15 with maybe more thrust. I don't know of a way to adjust/correct that at this time without an EFM. The FCS stuff was removed from V3 of the F22 as it now uses that FC3 FM we're talking about. The controls that used to modify the FCS are inoperative. Those parts of the displays are not just informational but don't cause any harm. I quoted the above as I too found a couple of issues with the avionics in the V3 F22 that I don't know yet how to fix. Don't get excited lol. RPM limited to 96% as others have stated and the EGT is higher than is used to be causing the gauges to go red as if the engines were on fire. The above work on the avionics LUA will allow the RPM to go up to 110 but it will not go LOWER than 67. So, even off on the ramp your RPM gauges show 67%. I think I grasp what was done and it was a modification to the RMP amount indicated so that it will read a range from 67-110 but not below 67. As for the EGT....I've got some ideas, what's interesting to me is that they will actually change color properly at the thresholds from green>yellow>red and back again. Unfortunately, normal operation is in the red. I don't know if I can adjust the values, but I CAN adjust the gauge colors at those transition points. I'm very happy to see that v3 has all of the files unencrypted. That's fantastic for the community as a whole and for modding. I don't plan to start over again with the unencrypted files as I put a ton of time into what's already done for the enhancement mod. Like, I worked on it for some two years here and there making changes and adding things. Never say never, but for right now, I don't have the time to dedicate to starting all over. I'll be tweaking the EGT at least and poking around at the RPM issue. If anyone has any ideas on how to get the original functionality back, that'd be awesome. @talagompie thank you for your efforts. It's certainly an option. The downside is on cold starts. I'm not sure which is better, not going above 96% or not going below 67%. The uploads have all been updated. Links in the first post.
  22. I know you can add them to the aircraft that way and get the AI to use them. Can the PLAYER use them? In the past they had to be supported by the avionics. The only work around was to replace a weapon that was. There have been several mods that add AI use only additional weapons to aircraft. If that's all you're looking to do, that method works fine.
  23. Yes, I think it's in the public release, I'd have to confirm. I'm at work right now.
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