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DCS: F-100D Super Sabre Introducing the Hun We are thrilled to announce DCS: F-100D Super Sabre by Grinnelli Designs. The “Hun” is a single seat, single engine fighter designed by North American Aviation that was the original fighter in the legendary Century Series. The Super Sabre was the first USAF fighter capable of supersonic speeds in level flight. Flown extensively in Vietnam, its contribution was irreplaceable. The F-100D is an advanced version of the Super Sabre that features improved avionics, landing flaps, and larger wings and tail fin. The upgraded avionics include the AN/AJB-1B low-altitude bombing system and an AN/APR-25 radar homing and warning system. The F-100D has four 20 mm Pontiac M39A1 cannons, and it has six hardpoints capable of carrying AIM-9 Sidewinders, LAU-3/A unguided rocket pods, and conventional bombs. The Super Sabre fighter bomber flew extensively over Vietnam as the United States Air Force's primary close air support jet. The F-100 was in service for 17 years and flew over 360,000 combat sorties before it was retired in 1971. DCS: F-100D Super Sabre aspires to be the most faithful re-creation of the Hun ever produced for flight simulation. Working with veteran Hun pilots, the Grinnelli team is dedicated to simulating the avionics systems, weapons, performance, and unique flight model in high fidelity. Bye Phant
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So, I'm the guy that wrote the EFM for Grinnelli's F-22 mod. I wrote it from scratch in my spare time as a drop-in addition to Grinnelli's 3.0 release on his website and GitHub. I thought I'd start a post here and not only share my newly created discord (https://discord.gg/cNZjqN2rP6) that has more info, but also put out info and progress on merging the EFM with the next official release, enhancements to the EFM, and the stand-alone avionics that I started building. I'm the only one working on it. I've flown the GD F-22 for a year or so and got tired of the dog<profanity> F-15C flight model so I started building it in late February. I've never coded before, but I learn quickly. It's just me writing the code and testing it. The EFM features a full FBW system just like the real F-22. Pilot inputs tell the FCS to do X and the control surfaces move to make that happen but stay within specific control laws to ensure the jet doesn't go out of control. Example: at 300kts if you jerk the stick back the jet will not allow -180 degree AOA. It was built to destroy things, not an airshow. The jet will stay in control and is very stable. It auto trims to 1G or 0 pitch rate. There's also a G limiter at 11.5G. Yes, it's higher than public data shows, but the F-18C can pull 12 and we can't have something from the 80s out perform the Raptor (ha). There is no autopilot. I've gone back and fourth on building one. Maybe. Obviously it has thrust vectoring. All control surfaces deflect based on real world data, thrust, weight, aerodynamics, fuel management, suspension/gear physics and top speed (supercruise and max mach) are all based on public data. My intent was to make it as real as possible based on available data. Flaps automatically extend/retract, and the gear has a speed limit - you can't extend it when above 275kts IAS. For those that have the issue with the screen going black (not GLOC): Fix: -Open Cockpit\Shape folder and rename Cockpit_F-22A.EDM to F-22A-Cockpit.EDM -Delete all the other files. -Open mainpanel_init.lua in Cockpit\Scripts folder and update the shape_name line to reflect the updated name of the EDM file: As mentioned earlier in this post, I am working on a fully stand-alone version. It's going to take a while, but will happen eventually. More to come on that. If you have questions, feel free to respond here or check out discord.
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I installed the mod into my Mods folder under User/Saved Games/Mods, just as the Grim Reaper has recommended in one of his videos. The mod itself seems to be installed properly, since it shows up in game and can be flown, although when I fly it the pitch controll is not working despite the controlles being assinged in the game menu. Also bots have no problems in controlling the pitch. I have already tried unplugging the unnessacary devices (only KbM, Hotas and TrackIR plugged in) since maybe my game controller could have interfered with the controlls. After that didn't change the outcome I tried reinstalling the mod, which once again did not change anything. I'll attach a short video to let you see what I mean by the pitch controll bug. I hope some of you can help me fix this problem. Have a good day, simfisch Unbenanntes Video – Mit Clipchamp erstellt.mp4
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