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Posted

@GrinnelliDesigns - The only system error I remember getting last night was "flaps" being displayed on the MFD. Not sure if that went away or not.

PC specs:

Intel Core i7-13700K [Raptor Lake 3.4GHz Sixteen-Core LGA 1700] (stock clock)/64.0 GB RAM/RTX 3080 GPU (stock clock)/Windows 10 Home/Multiple M.2 SSD Drives/T.Flight HOTAS X/HP Reverb G2

Posted
18 hours ago, mrjay said:

Ok. It's working. I can confirm that

adding:

 

F15FM.old = 6
make_flyable('F-22A',current_mod_path..'/Cockpit/Scripts/',F15FM, current_mod_path..'/Comm.lua')--F-15 = 6  ------this is the F-15 SFM VERSION

 

did it. Good Job!!! And gear also works.

 

So those two lines are all that is required or was there more in the declaration block?

Posted
23 hours ago, MAXsenna said:

I guess the F-100 is more important. Good on them. Aren't you making an F-35? Why not ask OP if he can fix it. 

One who’s OP, and 2 yes you’re correct the F-100 takes priority for him, I’ve asked. And his partner is busy with a bunch of IRL stuff. According to him the chances of working on the F-22 are not high.

  • Like 1
Posted
12 hours ago, Grinnelli said:

Do you happen to recall what systems and controls were not working for you?

It sounds like landing gear, speed brake, flaps, that kind of thing is no longer working for a lot of people in SFM mods. Not just the F-22. Sorry for doubting you caring about the mod though.

Posted

@Thunder Chicken22

For me it was enough to comment out or delete:

Quote

make_flyable('F-22A',current_mod_path..'/Cockpit/Scripts/',{nil, old=6}, current_mod_path..'/Comm.lua')--F-15 = 6  ------this is the F-15 SFM VERSION

and add inplace:

Quote
F15FM.old = 6
make_flyable('F-22A',current_mod_path..'/Cockpit/Scripts/',F15FM, current_mod_path..'/Comm.lua')--F-15 = 6  ------this is the F-15 SFM VERSION
  • Thanks 1
Posted
10 hours ago, SkateZilla said:

I personally did not have any issues,

It was noted because a few other users were having issues:
https://forum.dcs.world/topic/252855-f-22a-raptor-mod-enhancement-mod/?do=findComment&comment=5493409

@Grinnelli The issues with landing gear, flaps speedbrake are gone now for me with @SkateZilla fix. They were only observable with a workaround to load f-15c before f-22a.

I see the issue with landing gear handle going up and down few times before gears comes down.

 

@SkateZilla what tools did you use to debug that? This simple fix looks like a lot of work. I'm asking because I want to learn new things ;-).

Posted

So this fix works with my project but for some reason when spawning in on the ground it spawns in then drops a couple feet and the wheels end up under ground.  You can get it airborne but just barely. Is this a issue with the F-22 mod?

Posted

So wanted to follow up.  For our project at least, ground detection is broken.  It appears that the wheels drop through the terrain mesh a couple feet yet it acts like it is off a runway.  Landing damages the wheels etc.  The other is that this does not fix the issues with calling the flaps and speed brakes.  The landing gear does work normally now. 

Posted
3 minutes ago, Thunder Chicken22 said:

So wanted to follow up.  For our project at least, ground detection is broken.  It appears that the wheels drop through the terrain mesh a couple feet yet it acts like it is off a runway.  Landing damages the wheels etc.  The other is that this does not fix the issues with calling the flaps and speed brakes.  The landing gear does work normally now. 

I have not seen this ground detection issue. But I will double check. @Skatezilla 's fix has me up and flying the F-22A again. We will just have to keep tweaking until we get it right.

PC specs:

Intel Core i7-13700K [Raptor Lake 3.4GHz Sixteen-Core LGA 1700] (stock clock)/64.0 GB RAM/RTX 3080 GPU (stock clock)/Windows 10 Home/Multiple M.2 SSD Drives/T.Flight HOTAS X/HP Reverb G2

Posted (edited)

@SkateZillaawesome work.

Did you test those entries as well regarding EFM-mods:
-[[ DEFINE EFM CFG PATH   ]] --local cfg_path = current_mod_path ..  "/FM/F22A/config.lua"
--[[ DEFINE EFM DO FILE    ]] --dofile(cfg_path)
--[[ DEFINE EFM SELF ID    ]] --F22A[1] = self_ID
--[[ DEFINE EDM BINARY        ]] --F22A[2] = 'F22_EFM'
--[[ DEFINE EFM CFG PATH   ]] --F22A.config_path = cfg_path
--[[ DEFINE EFM OLD VALUE  ]] --F22A.old = 6 -- SU27-3, SU33-4, F-15-6, SU25-54
 
--[[ DEFINE F15C EFM CFG   ]] --local cfg_path = DCS_ROOT_PATH ..  "/FM/F15/config.lua"
--[[ DEFINE F15C EFM DO    ]] --dofile(cfg_path)
--[[ DEFINE F15C EFM ID    ]] --F15FM[1]                 = self_ID
--[[ DEFINE F15C EFM BIN   ]] --F15FM[2]                 = 'F15'
--[[ DEFINE F15C EFM CFG   ]] --F15FM.config_path         = cfg_path
--[[ DEFINE F15C EFM OLD   ]] --F15FM.old                 = true

Do we just need to define F15FM.old = 6 before we define the mod as before:

(may-be like this?)

local cfg_path = current_mod_path ..  "/FM/F22A/config.lua"
dofile(cfg_path)
F22A[1] = self_ID
F22A[2] = 'F22_EFM'
F22A.config_path = cfg_path
F22A.old = F15FM -> that can not work! May be F15FM.old???

Just thinking "loud"....

But it will not work since the ID will be wrong for the F15CCWS.DLL. I guess it needs to have as ID 'F15C" and not "F22A"...

 

Edited by PeeJott17
Posted (edited)

This works for me too, without using the global F15FM table

make_flyable('F-22A', current_mod_path..'/Cockpit/Scripts/', { 'F-15C', 'F15', old = 6 }, current_mod_path..'/Comm.lua')

I found this as comment in some LUA file, which gave the hint that first parameter can also be used to reference origin/source fm via its module name (?)

-- make_flyable ( obj_name, optional_cockpit path, optional_fm = {mod_of_fm_origin,dll_with_fm})

 

Edited by ops
  • Like 2
Posted

@opsyou are a magician. Got it working with your ideas for A-10A avionics like this:

MAC_flyable('VSN_F80C',current_mod_path..'/Cockpit/A10A/',{'A-10A by Eagle Dynamics','A10A', old = 17}, current_mod_path..'/comm.lua')--SFM

Now I need to find a way how I can use the FC avionics-pack with an EFM-Mod...than we are back to "old form" :-)

  • Like 1
Posted
14 minutes ago, PeeJott17 said:

@opsyou are a magician. Got it working with your ideas for A-10A avionics like this:

MAC_flyable('VSN_F80C',current_mod_path..'/Cockpit/A10A/',{'A-10A by Eagle Dynamics','A10A', old = 17}, current_mod_path..'/comm.lua')--SFM

Now I need to find a way how I can use the FC avionics-pack with an EFM-Mod...than we are back to "old form" 🙂

This is great news, when modders get together to find solution 🙂

  • Like 1
Posted
1 hour ago, plott1964 said:

I have not seen this ground detection issue. But I will double check. @Skatezilla 's fix has me up and flying the F-22A again. We will just have to keep tweaking until we get it right.

Current state of things lol.  I'm going to have a look at the suspension code in a bit but it is fundamentally the same as the F-22's; just different values.

 

not so nice.png

  • Like 1
Posted
22 hours ago, mrjay said:

Ok. It's working. I can confirm that

adding:

 

F15FM.old = 6
make_flyable('F-22A',current_mod_path..'/Cockpit/Scripts/',F15FM, current_mod_path..'/Comm.lua')--F-15 = 6  ------this is the F-15 SFM VERSION

 

did it. Good Job!!! And gear also works.

 

This worked fine for me by replacing that line. Gear and flaps working fine now. As before the trigger wouldn't work for the cannon, but this time it worked using the keyboard command so knew it was a binding issue. As soon as I cleared the binding in the F-22 section (first detent) and assigned the normal 'fire guns' key binding it worked fine. Haven't tested much else as don't have time tonight but majority of stuff is working, weapons launch worked fine out the F-22 bindings section so apart from the trigger issue I've not had to reassign anything else.

Only thing I did notice is it's a bit sluggish in the turns, I think 'pitch' and 'roll' are in the F-22 section so might try reassigning to normal pitch and roll on the joystick axis if I get chance tomorrow. 

Posted (edited)
17 hours ago, VR Flight Guy in PJ Pants said:

I think F22 use its own pitch mapping. And the nose trimming up and down, are also specialised in the key bing. I find them very sluggish too and the controller indicator does not move accordingly.

Least I'm not the only one that thinks it's sluggish. Just wondered with the F-22 mappings, there was quite a few in the PDF that came with it where it said unless you used the special F-22 mappings things wouldn't work. Just seemed a bit odd that the trigger that is in that list no longer works unless you select DCS mappings.

As far as I could tell from what I tested it was just the trigger. Maybe have a look at the curves for the joystick over the weekend, pulling the stick fully back results in a gentle climb, takes off fine it's when it's in the air :lol: 

Edited by TKhaos
Posted

It's a bit sluggish for me as well in the air and easily stalls on turns when before I could keep a steady 8-9 Gs.  Also noticed that the max throttle does not go over 96% for me, before it would go as high as 110%.  it's a lot closer than before though and we are back on the F-22's cockpit!  

Posted (edited)
16 hours ago, ops said:

This works for me too, without using the global F15FM table

make_flyable('F-22A', current_mod_path..'/Cockpit/Scripts/', { 'F-15C', 'F15', old = 6 }, current_mod_path..'/Comm.lua')

I found this as comment in some LUA file, which gave the hint that first parameter can also be used to reference origin/source fm via its module name (?)

-- make_flyable ( obj_name, optional_cockpit path, optional_fm = {mod_of_fm_origin,dll_with_fm})

 

 

this is the correct way to load, I would recommend using this line, it was changed w/ 2.9.6

My work around simply adds the Old info to force a binary load, this properly loads the DLLs and systems.

Edited by SkateZilla
  • Like 2

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted

I have that line in my F-15EX and it works too.  Only issue for me is that the landing gear doesn't work.

  • Like 2

Website (DCS Content): https://sites.google.com/view/spinossimulationsite/home?authuser=0

Discord: discord.gg/V6W8gJSx83

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System Specs: Ryzen 7 5800X, RX 7800 XT, 32GB DDR4-3200 RAM

DCS Wishlist: F-8E/J Crusader, UH-1Y/AH-1Z, F-14B(U), F-14D/ST-21 Super Tomcat

Posted (edited)

Is this happening to anyone else?  Throttle at max and afterburner on, but RPM only shows 96%. 

image.jpeg

Edited by hoff1218
  • Like 1
Posted

anyone having issues with pitch authority?

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted

I'm pulling the stick, and I see the elevators deflect, but the aircraft is barely moving,

if I revert the lines back from the {'F-15C''F15'} fm lines to what I had before it seems to work.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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