nighthawk2174 Posted December 11, 2019 Posted December 11, 2019 (edited) Current Public release version: 1.9.2 Download link: https://gitlab.com/Nighthawk2174/nha...public-release -Does not pass IC This mod is a complete overhaul of the vast majority of the missiles and guns in the game, in particular, SAM's. I made this mod over a year ago for the group that I fly with UOAF as I was tired of the poor performance of missiles and very high dispersion of guns in the game. We used this mod for quite a while while we hosted regular DCS events. Even after these died off I have continued to develop and tweak the mod. I had refrained from posting it on the forums due to a feeling that it wouldn't cause much to change and would just be a hassle. Although after quite some time I have been somewhat convinced to at least put a version out there for people to try out. This mod was created with the express purpose of tiring to make missiles as accurate to rlf as possible with both the information at hand and without access to the core API. Meaning I can only really fix the drag part of the issue (well at least part of the drag issue) changes to guidance behavior, equations, and CCM are all in ED's hands. As such without finding either a drag curve or a flyout chart for said missile the best option for tweaking the performance was CFD. The CFD program I used was the Solidworks CFD plugin for their program. This program has proven to be quite accurate and in my validation tests, I got within a 5% of IASGATG's results for the AIM-120. The changes for the missile boil down to several categories that range from just simple CCM resistance changes to full drag curve changes and thrust value changes. Full CFD drag curve - A full drag curve was generated and this was used to fully tweak the drag performance -AA-10A | updated to new missile code; still wip -AA-10B -R-24R -R-24T -AIM-120B -AIM-120C *not my own work based off of IASGATG's work -AGM-88 -SD-10/LD-10 Simple CFD - in the old missile code you only need a few values, drag coefficient at a low and high mach number and the slope of the curve. As such for the below missiles only said values were calculated and used. With the slope curve being tweaked to match either DLZ data or performance in that other sim which I used as a reference point to see if I was on the right track. -MICA IR/RF -R-60M -AA-10C -AA-10D -SM2 | Thrust changes -KUB (SA6) | Thrust changes -OSA (SA8) | Thrust changes -BUK (SA11) | Thrust changes -MIM-104C | Thrust changes -MIM-23 HAWK | Thrust changes Drag Curve / Flyoutchart discovered: -SA3 | Thrust changes (WIP) -SA10 | Thrust changes -AIM7 - ED values are accurate to rlf drag curve hence no changes made here. Various other changes such as lifetime/thrust values but no drag changes -Magic II -CCM change -Super 530D - Lifetime change -R33 - given similar drag to HB Phoenix -AIM7 - Thrust changes -R73 - CCM changes -AIM9 - various CCM changes -FIM-92 - CCM changes -MIM-72G - updated to ED drag standard -AGM-88C - Thrust and Drag changes Gun Changes M61 Vulcan - Dispersion reduced significantly | Tracers changed to red GAU-8 Avenger -Dispersion reduced significantly M38 Revolver canon - Dispersion reduced significantly M2/M3 50 call initial velocity increased slightly | M3 barrel heat effect significantly reduced Example Graphs: R77 Old AA-10A AIM-120 SA10: Installation - Go to the above link and download the mod using the download button - Once downloaded unzip the file and go two folders in until you see a folder named "Weapons Mod V1.0" - This folder is JSGME ready - Or if you don't use mod enablers drop the two folders inside of that folder into your DCS folder, if you wish to unisntall just run the DCSrepair.exe Multiplayer: To use this in multiplayer two conditions must be met The server has the mod installed and integrity checker is disabled Each Player has the mod installed. -Using this is multiplayer is a pain but for organized groups is quite doable. Of note, if a person doesn't have the mod, but the server does and another player does the following will happen: They launch a missile and on their screen, it will perform as normal. And a missile is launched at them it will appear normal. But all of a sudden they will explode for no apparent reason and their target as well. What is happening is that the server, with the mod, is effectively god; what it sees is law. If the server, with the mod, sees on its screen Z missile hit X Player (even if it hasn't on X's screen due to worse performance) it will explode said player. So, in the end, the server doesn't care what each player has what it sees it is the law. So for consistent performance and visuals, everyone and most importantly the server must have the mod installed. -------------------------------------------------- V1.9.2 - Fixed MIM-104 bug causing game crash -Updated AIM-7F/MH to latest standard (again) -Tweaked motor values for AIM-7 changelog here: https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release/-/commit/f1b1abdbc6cf8adcf946fd3b3cc251807640eb49 and https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release/-/commit/164e4a5586ca611ec70d2093e17c47b7650976e5 -------------------------------------------------- V1.9 - New AIM-120B thrust estimated from NASMS footage -Updated HB AIM-7 to latest standard changelog here: https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release/-/commit/a8fb45bfb0bdf195c8fe13a0a3f350224a62b6a0 -------------------------------------------------- Past updates Spoiler V1.8.1 *Mod has been hotfixed for latest OB as such make sure to FULLY DELETE THE OLD MOD and reinstall the new files. -Small tweaks to CM performance of a few missiles -Small tweaks to potency of a few bombs -Fixed Jeff "In Range" cue for SD-10 https://gitlab.com/Nighthawk2174/nha...public-release changelog here: https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release/-/commit/bc5324bbe90581df3536f18f0ee99d152b24179b -------------------------------------------------- V1.8 *Mod now works with current Open Beta Version but is INCOMPATABLE with previous versions. - R-77 New ED thrust added - SD10 - Now uses full drag curve similar to AIM-120C - SD10 - Now uses AIM-120C guidance - SD10 - Tweaked Drag curve/Thrust values - AIM-9L/M - Tweaked Thrust to better match thrust curve values: - AIM-9L/P5 - Tweaked CCM - Some Tweaks to AK630 Ammo *Adjusted weights, muzzle V, Lifetime, Explosive weights, and dispersion. *New Feature -Adjusted explosive damage of MK80 series of bombs, - tweaked explosion effects to stay consistent with current values - Gave armor penetration values to most American rockets and bombs (should help with damage on direct hit) - Adjusted explosive damage of Hydra70 HE/HEAT and Zuni rockets. changelog here: https://gitlab.com/Nighthawk2174/nha...16f63d32c0f7c5 ----------------------------------------------- V1.7 -F86F M3's now have 300 rounds per gun -M3 dispersion reduced -Dispersion of some M61 rounds tweaked -F5 given red tracers. -CCM tweaks for quite a few missiles -Restored F14 loadouts -Added PGU rounds to F18 -Old Deka SD10 thrust restored changelog here: https://gitlab.com/Nighthawk2174/nha...fea229061d87f9 -------------------------------------------------- V1.6 ---------------Guns---------- -Adjusted the names of some round when in game hit is displayed -Adjusted drag of some rounds to new tweaked ED standards -Adjusted performance of MK149 round adjusted drag curve slightly -Adjusted M117 dispersion to 6x18 mills for the 100% as per new documents -Dropped Russian CIWS dispersion even further down to ~5mills for 100% circle -Added PGU rounds to F/A-18C hornet ---------------MISSILES---------- -New ED drag curve added for AIM-120B|C -Kept thrust the same as in the current mod -Updates to AIM-7 AP added -Scud Data added ---------------OTHER---------- -Editing of AIM-54, F86, and SD10 appears to have been restored. If you get issues try deleting the entire CoreMods folder from the mod and see if that works. Havn't found any on my end yet. -------------------------------------------------- V1.5 Hotfix, incompatible with previous versions, make sure to fully delete the mod before reinstalling. -------------------------------------------------- V1.4 Hotfix -------------------------------------------------- V1.3 ---------------Guns---------- -Adjusted the names of some round when in game hit is displayed -Adjusted performance of MK149 round learned its a heavier round with significantly improved performance over the M56 series. I'm working on getting figuring out a drag curve/weight for the round to update it further. For now i've given it the PGU drag as they are very similar in shape and an increased weight for the DU/Tungsten perpetrator. -Adjusted the size of some tracers to make them appear less like lasers ---------------MISSILES---------- AGM-88 HARM - Added new ED drag curve 5V55R (SA-10B) - gave new smoother loft - tweaked turning performance slightly - Adjusted chaff resistances MIM-104 Pac 2 (Patriot) - New smoother loft - Adjusted performance, is slower in general - Adjusted chaff resistances -Adjusted CCM of several missiles -------------------------------------------------- V1.2 All M61/M39 20mm rounds -Drag reduced -https://www.dropbox.com/s/biaq3mfx7e...ellV4.pdf?dl=0 Added MK141 APDS-HE-T shell for American Phalanx CIWS: -Velocity increased -Red Tracer used -Drag reduced -Dispersion set to realistic levels. Added specific shell for M117 -Dispersion set to 13milliradians Adjusted Dispersion of Russian CIWS down substantially. -From 20+ milliradians down to 10, better aligns with video evidence -From said videos noticed some used red tracers other yellow, compromised with the HE mix being yellow and AP red (seems to be a timeperiod discrepancy) ---------------MISSILES---------- S-125 GOA-B (SA-3B) -Renamed too "5V27 GOA Mod.1 (SA-3B)" -Adjusted PN coefs (removed due to issues causing the missile to not exceed 2-4 g's no matter the setting) -Adjusted thrust -Adjusted drag -Adjusted missile weight -Adjusted Autopilot delay -Adjusted maneuvering performance -Adjusted CCM SM2 -Renamed too "RIM-66M-2 (SM-2MR)" -Adjusted PN coefs -Adjusted thrust -Adjusted drag -Adjusted maneuvering performance -Adjusted CCM SA2 -Adjusted Aiming error radius -Adjusted Max G, down to 6 from 17 -Adjusted PN coefs to give missile 'half lead' targeting -Second stage smokiness increased -Adjusted CCM 48N6 -Gave same drag profile as 5V55R -Adjusted CCM ----------------------------------------------- V1.1 -F86F M3 heat effect reduced substantially -Updated AIM-120B|C lift curves to ED standard -Fixed AIM-120B lifetime (up to 80sec from 40sec) -slight adjustments to DLZ in FC3 aircraft for AIM-120 and AI launch paramaters R24 series AGM-88: -New Drag curve -New Motor Data -------------------------------------------------- V1.0 - Inital Release Edited February 14, 2021 by nighthawk2174 2
Harker Posted December 11, 2019 Posted December 11, 2019 (edited) Thanks for uploading this! I've been contemplating converting IASGATG's mod to run in 2.5.5 for personal use in SP, but never got around to it. And this looks like it addresses more stuff too. I'll give this a try later today! EDIT: Quite extensive work, this must've taken dozens of hours! I did some limited testing for A2A missiles and they perform much better, as expected. I haven't checked SAMs yet. One thing I noticed is that despite the new definitions for max range, motor burn time etc, the DLZ calculation doesn't change, making it too conservative now. I tested with F-18, F-16 and F-15. I understand that the DLZ calculation is apparently not related to missile_data.lua or missile_table.lua, so I'm not sure that anything can be done about it, but it's just something I noticed. Other than that, it looks good, I'll keep playing around. :thumbup: Edited December 12, 2019 by Harker The vCVW-17 is looking for Hornet and Tomcat pilots and RIOs. Join the vCVW-17 Discord. F/A-18C, F-15E, AV-8B, F-16C, JF-17, A-10C/CII, M-2000C, F-14, AH-64D, BS2, UH-1H, P-51D, Sptifire, FC3 - i9-13900K, 64GB @6400MHz RAM, 4090 Strix OC, Samsung 990 Pro
nighthawk2174 Posted December 12, 2019 Author Posted December 12, 2019 Yeah on the newer jets the dlz is hard coded into the sim. The 15 is a bit different as it did update it for some missiles others didn’t seem to change much.
Nightstorm Posted December 12, 2019 Posted December 12, 2019 Thank you for posting this. I've been using a personal mod for some time that I update upon every release as needed. This looks like it does a lot more.
gunterlund21 Posted December 14, 2019 Posted December 14, 2019 Good stuff nighthawk I was in Art of the Kill D#@ it!!!!
Invisibull Posted December 15, 2019 Posted December 15, 2019 Thx Nighthawk! IFC is testing it out now, so far so good. i9 9900k - GTX 2080 Ti - MSI Z87 GD65 Mobo - 64GB HyperX Predator RGB DDR4 3200MHz - Win10 64 bit - TM Warthog w FSSB R3 mod - TrackIr 5.
nighthawk2174 Posted December 16, 2019 Author Posted December 16, 2019 Cool if you find any issues just report them here and i'll look into fixing them if I can.
Invisibull Posted December 16, 2019 Posted December 16, 2019 Thx, Nhawk. The only issue I have now is that unfortunately, the Dynamic Launch Zone in the Viper (and presumably any other a/c affected by the mod) doesn't accurately reflect the longer ranges your mod implements for the Aim 120, which def intrudes on the BVR experience. Is there any way to address that? Thx i9 9900k - GTX 2080 Ti - MSI Z87 GD65 Mobo - 64GB HyperX Predator RGB DDR4 3200MHz - Win10 64 bit - TM Warthog w FSSB R3 mod - TrackIr 5.
nighthawk2174 Posted December 16, 2019 Author Posted December 16, 2019 No, unfortunately, the DLZ's for these jets seem to be hardcoded and I haven't been able to figure out how to change them.
Invisibull Posted December 16, 2019 Posted December 16, 2019 Was afraid of that. i9 9900k - GTX 2080 Ti - MSI Z87 GD65 Mobo - 64GB HyperX Predator RGB DDR4 3200MHz - Win10 64 bit - TM Warthog w FSSB R3 mod - TrackIr 5.
nighthawk2174 Posted December 17, 2019 Author Posted December 17, 2019 Yeah, I've looked to see if I can change it but I think it's in some locked file somewhere that I can't edit. For now though it's not too hard to just adjust based on the new performance. Its what I do with the default missile anyway.
Invisibull Posted December 17, 2019 Posted December 17, 2019 Here's hoping the announced AIM120 overhaul happens quickly. i9 9900k - GTX 2080 Ti - MSI Z87 GD65 Mobo - 64GB HyperX Predator RGB DDR4 3200MHz - Win10 64 bit - TM Warthog w FSSB R3 mod - TrackIr 5.
TLTeo Posted December 17, 2019 Posted December 17, 2019 Out of curiosity (and seeing your results about the R24), could you do some CFD runs on the AIM7 and compare it to ED's updated model? I think that could give us a good feel for what to expect in the missile update everyone is waiting for.
nighthawk2174 Posted December 17, 2019 Author Posted December 17, 2019 (edited) ED's AIM-7 is just about spot on with what I have Their Drag matches: almost exactly The main difference is in the thrust which I have no clue where their values come from. Edited December 17, 2019 by nighthawk2174
nighthawk2174 Posted December 18, 2019 Author Posted December 18, 2019 NP, now in the mod I did change the thrust values to match the 'Expected AIM7' performance but made no changes to drag.
nighthawk2174 Posted February 7, 2020 Author Posted February 7, 2020 Updated the mod to V1.1 ----------------------------------------------- V1.1 -F86F M3 heat effect reduced substantially -Updated AIM-120B|C lift curves to ED standard -Fixed AIM-120B lifetime (up to 80sec from 40sec) -slight adjustments to DLZ in FC3 aircraft for AIM-120 and AI launch paramaters R24 series AGM-88: -New Drag curve -New Motor Data https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release
nighthawk2174 Posted February 8, 2020 Author Posted February 8, 2020 Quick fix for HARM lofting, forgot to reset it back to default after testing. Fix is up live. https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release
nighthawk2174 Posted February 25, 2020 Author Posted February 25, 2020 (edited) https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release Weapons Mod has been updated to work with 2.5.6, this patch I focused on cleaning up the mod (such as more consistent CCM values) and introduced the drag and thrust overhaul i'd been working on to the SA3. Key changes: All M61/M39 20mm rounds -Drag reverted, error in research on my end. Added MK141 APDS-HE-T shell for American Phalanx CIWS: -Velocity increased -Red Tracer used -Drag reduced -Dispersion set to realistic levels. Added specific shell for M117 -Dispersion set to 13milliradians Adjusted Dispersion of Russian CIWS down substantially. -From 20+ milliradians down to 10, better aligns with video evidence -From said videos noticed some used red tracers other yellow, compromised with the HE mix being yellow and AP red (seems to be a timeperiod discrepancy) ---------------MISSILES---------- S-125 GOA-B (SA-3B) -Renamed too "5V27 GOA Mod.1 (SA-3B)" -Adjusted PN coefs (removed due to issues causing the missile to not exceed 2-4 g's no matter the setting) -Adjusted thrust -Adjusted drag -Adjusted missile weight -Adjusted Autopilot delay -Adjusted maneuvering performance -Adjusted CCM SM2 -Renamed too "RIM-66M-2 (SM-2MR)" -Adjusted PN coefs -Adjusted thrust -Adjusted drag -Adjusted maneuvering performance -Adjusted CCM SA2 -Adjusted Aiming error radius -Adjusted Max G, down to 6 from 17 -Adjusted PN coefs to give missile 'half lead' targeting -Second stage smokiness increased -Adjusted CCM 48N6 -Gave same drag profile as 5V55R -Adjusted CCM full git changelog: https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release/-/commit/94f9338d1a7601aecc7d7768e9f187076642943e Edited February 26, 2020 by nighthawk2174
Aries144 Posted March 8, 2020 Posted March 8, 2020 All we need now is to convince ED to make Integrity Check server-based so we can make the dynamics run the way we think they ought to without having hours of people's playtime spoiled by a lonely sadistic rich kid with his daddy's wallet and CheatEngine. Have the client's game download any different weapon config files from the server and place them in a [servername]config folder.
nighthawk2174 Posted March 10, 2020 Author Posted March 10, 2020 Agreed, this would also be nice for such things as custom labels settings or smaller asset packs.
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