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Nightstorm

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Everything posted by Nightstorm

  1. There corrections made, the B61 tactical nuke was added.
  2. Those B-61's I added to the F22 mod could be employed here. You have my consent to implement them if you wish.
  3. It might be possible via the MFD code, but it would have to be two versions. I don't want to have to maintain multiple versions. It's a single button push to turn on the photo.
  4. The only way to get the AIM-260 to work on those aircraft is to replace a missile that they can already use. It MUST be supported by the avionics. That's what I did with the AIM-120B to make it the AIM-120D in the Modern Missiles Mod. It wouldn't take a LOT of effort to convert the AIM-120D to the AIM-260 but that's what would need to happen. Maybe I can work that out in the not so distant future. I've got a week of vacation coming up in Feb. This would apply to the F-16/F/A-18. The F-14 it can be added in place of the Phoenix. Other 3rd party aircraft (mods) it should be possible to add. It's not as simple as just copying that A2AMissiles.lua. It depends on if they're official mods by ED (F-16/18) or Heatblur (F14) or others. Not that I know of. It wouldn't be hard to implement them. I'm not a texture artist myself. If anyone wanted to take that on, I could easily incorporate them into the mod.
  5. I included three different flight model variants in the mod. \Saved Games\DCS\Mods\aircraft\F-22A\_Backup\Stock\F-22a.lua contains the stock (Grinellie's) flight model. Just overwrite the one in the F-22A folder. The one that's installed by default is in the Custom folder. The original F-22A lua files from Grinelli's mod is encrypted and will not work with the weapons I've added. It has to be replaced.
  6. Should be fixed. I changed the files to "on line" only and that evidently changed the download links in Dropbox. Live and learn.
  7. Say you have the F-16 CFT mod installed that gives you access to multiple versions of the F-16. By default, the ICP will only work with the stock F-16C. This is because there is a file called dcs_event_bind_config.js in the SimAppPro folder located here: \SimAppPro\resources\app.asar.unpacked. You can edit that file and add additional F-16 versions and presumably F/A-18 versions for the SuperBug mod. However, that only affects the lights. Landing Gear handle, RWR power and panel lights. Which is cool, but what controls the DED display? There doesn't appear to be a similar file for that. The DED only works with the stock F-16. I've attached my modified version of the file for the F-16's. If anyone has any ideas on the DED, that would be awesome! Thank you. dcs_event_bind_config.js
  8. I believe it's in Kilograms. The warheads.lua used be accessible and had details of how the warhead information was done. The last version that was available was in DCS 2.5.6. After that, they encrypted/hid all of those files. I don't have information on exactly what each variable does. It was a lot of trial and error. The settings changes I suggested were based on an anti-ship missile, which one would presume is designed to damage ships....so, if it didn't affect it, I can't tell you why not.
  9. Hello. That's working as intended. You may notice that the liveries on the F-16EX done by @Texac are very similar to those of the F-22 Raptor liveries he also did. They have sawtooth patterns and the same appearance. The idea was to create a semi-stealth Viper. Not as good as the F22 or even the F35 but to have some stealth characteristics. The F-16EX is fictional. In the F-16EX.lua file you will find the RCS defined as well as some references. RCS = 0.010, -- Reduced RCS from 4 m2 for stock F-16C. 2 x F35A and 100 x F22A. -- RCS = 0.005, -- Radar Cross Section m2 F-35A Reference -- RCS = 0.0001, -- Radar Cross Section m2 F-22A Reference
  10. Do you also have the F-16 CFT mod installed? For the F-22 Single player mod it installs the A2A_Missiles.lua in your saved games folder .\Saved Games\DCS\Mods\aircraft\F-22A If you have the F-16 CFT mod it installs the exact same file in your main install folder .\DCS World OpenBeta\CoreMods\aircraft\AircraftWeaponPack DELETE the one from your saved games F22 folder. As mentioned on the first post: Single player external stores changes. This requires changes to one main install folder but allows missiles on wing pylons. USE THIS IF YOU ALSO HAVE THE CFT MOD OR THE CATM WEAPONS MOD INSTALLED. There is a common file A2A_Missiles.lua that you can't have two copies of.
  11. That's the 50kt explosive force. Yes, increasing that will have a direct affect on the damage done.
  12. It's probably the warhead parameters. It wasn't intended for anti-ship. I've adjusted the warhead. Try the attached file. It goes into the X:\DCS World OpenBeta\CoreMods\aircraft\AircraftWeaponPack folder. You can backup the original first. I only changed the 50KT one. Let me know how it works. A2G_Bombs.lua
  13. Yep, the way I dropped the B61's was from high altitude and loft them exactly that way. I'm pretty sure the RDR alt is in feet on my install. I don't know what would change that. No, the 152's are NOT added to the public release. You'll need to get that mod from CurrenHill if you want them. Some files are copied from my personal install as it makes it easier to maintain only one version. But, the assets wont' be available for mods I don't have permission to redistribute.
  14. Missile code has been updated with fixes for OB 2.9.2.49940. They are once again working correctly at long ranges. The links in the first post are current. This affects the Single Player version and the External weapons add on. And I know that they will sometimes detonate on your own aircraft if the angle is wrong. Example: The target you have locked is above you < 10 miles because your in dogfight mode. You lock up the target and fire a 120D. The missile drops from the bay, then fires and guides toward the target, in that time...you fly BETWEEN the target and the missile. The proximity fuse is armed. It's not particularly discriminating about WHAT it fused on. So, make sure you have a good angle when firing. This works for me nearly 100% of the time. And...I have seen other instances where stock missile explode on paid modules when launched. It's not just the F22. I've tried to tweak them as much as I can, increased the arming delay and such. It is what it is.
  15. I wonder if it's an RTX / Driver issue. It wasn't happening until recently. I don't have any code that defines the altitude in any specific type of measurement. At least, nothing I'm aware of. B61 is not a guided bomb. And since the only way to get bombs working on the Raptor was to use the AIM-7 Sparrow from the F15's avionics. So....it's a nuke. Like they say "Close only counts in horseshoes, hand grenades and tactical nuclear weapons." So, we're covered.
  16. I clear those shaders after every update. I'm seeing the Radar screen "clipping" in 2D and VR. It's only on the PMFD and its present at certain angles. The only screen that it doesn't interfere with is the RADAR of course. I see a part of the F15 Radar grid flashing or clipping through the other pages. If others are not seeing it, that's good. That means it's an issue with either video drivers or some graphics setting. When I turn off DLAA and select MSAA for example, that "clipping" is still there, but it's not flashing. I've got a 4090 and using latest drivers 546.33. If anyone comes across a solution, let me know thanks! The AIM-120D code was just fixed for the Modern missiles mod. I'll be implementing that same code into the F22 this week. The issue with the missiles detonating on the F22 has been a problem for a little while. The ONLY consistent solution I've found is to make sure the missile has a clear line of sight to the target. That means, if the target is say nose high at 30 degrees and you fire an AMRAAM, the missile may try to fly THROUGH you to get to the target. That makes it's warhead prox fuse on YOU. I've messed with delays, throwing the missiles farther away etc. Nothing has worked consistently.
  17. At present, with the current public release, no. The tanks it can mount are from the IDF mod and that part hasn't been integrated yet. It will have this capability in the near future I hope.
  18. I've downloaded it from Dropbox without issue. If you want to upload it somewhere else that's fine.
  19. I had so many issues with v3.13 that I scrapped it, reverted back to v3.12 and upgraded and integrated again. The mod is now in two parts. Make sure you download both as the second part contains the textures.
  20. I'm still trying to get to the bottom of the display "wierdness" in DCS OB 2.9.2. For me, I'm using a 4090 and both in 2D and VR I'm seeing the RADAR grid, or part of it, on the PMFD at certain angles. Additionally, I'm seeing delays in display elements being rendered. They do render, but what used to be "instant" when you switched pages now has a pause like it has to load everything. Is anyone else seeing this? And it'd be nice to have some idea of what's in common. I've updated to the latest NVidia drivers as well 546.33.
  21. Yes, adding the new weapons will break IC.
  22. Make sure you don't have the A2A_Missiles.lua file in two locations. From the first post: Single player external stores changes. This requires changes to one main install folder but allows missiles on wing pylons. USE THIS IF YOU ALSO HAVE THE CFT MOD OR THE CATM WEAPONS MOD INSTALLED. There is a common file A2A_Missiles.lua that you can't have two copies of. https://www.dropbox.com/s/zia323bvadtkznl/F-22A External Weapons.7z?dl=0 One is installed in the saved folder .\Saved Games\DCS\Mods\aircraft\F-22A and the other into the main folder under .\DCS World OpenBeta\CoreMods\aircraft\AircraftWeaponPack. Delete the one from your saved folder and comment it out of the entry.lua you find there. An example is in the linked mod. The F-22 isn't suffering from the same problem that the JAS39C and Su-30 mods did. There are fixes for both of those available now. Search these forums if you haven't already found them.
  23. Night visions goggles are not supported by the F-15C avionics, which this is based on. So, unfortunately no. The mod is current. That makes me wonder if it's a GPU/Graphics issue. I've got a 4090 and I'm using DLAA. I've tried a couple of other settings but it didn't seem to matter.
  24. So, the good news is that the F22 still works fine in 2.9.2 except for this odd F15 Radar peeking through the PMFD on every page except the RADAR where it's displayed intentionally. The bad news is that there doesn't appear to be anything I can do about it. The F15 avionics elements are tied to the cockpit model and positioned on the top three displays. If you notice now when you're loading into the cockpit you'll see them until you click play. Then they go dark except of the Radar one at certain angles. It's almost as if it was moved or something. I've tried adjusting the code for the display, tried using a mask or something like that for the background, no joy. As I said above, this isn't something introduced by my changes to the mod. This should also be happening in the original, though I haven't actually tested that theory. I could remove the other pages and ONLY have the RADAR for the PMFD, but that's like putting a piece of electrical tape over the check engine light. If anyone has any ideas, I'm open to suggestions. Thanks.
  25. Thank you same to you all. I don't know what went sideways, there were multiple corrupted LUA files. That's never happened in an upload before. I verified everything last night though, so it should be good to go.
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