VR Flight Guy in PJ Pants Posted Monday at 07:22 PM Posted Monday at 07:22 PM Great, we have another nuclear option (cough) this plane, not the other game... May be we can ask the splash script to do something more...visually stunning explosion! Just fantasising... I Fly, Therefore I Am. One cannot go around not saying "Thank you" every time these days, can't you? YouTube: https://www.youtube.com/channel/UCc9BDi-STaqgWsjNiHbW0fA
Nightstorm Posted Monday at 07:55 PM Author Posted Monday at 07:55 PM 31 minutes ago, VR Flight Guy in PJ Pants said: Great, we have another nuclear option (cough) this plane, not the other game... May be we can ask the splash script to do something more...visually stunning explosion! Just fantasising... Yea, from what I'd read / heard previously ED wasn't going to simulate the explosions. Even on the nuke they have in the game from the MiG-21. I don't know of a way to create a new explosion effect through mods.
Uxi Posted Monday at 08:00 PM Posted Monday at 08:00 PM There's probably no way to simulate half of the modeling that would need to be done. Heat? EMP? Moving bushes or even dust/dirt? Specs & Wishlist: Core i9 9900k 5.0Ghz, Asus ROG Maximus XI Hero, 64GB G.Skill Trident 3600, Asus RoG Strix 3090 OC, 2TB x Samsung Evo 970 M.2 boot. Samsung Evo 860 storage, Coolermaster H500M, ML360R AIO HP Reverb G2, Samsung Odyssey+ WMR; VKB Gunfighter 2, MCG Pro; Virpil T-50CM v3; Slaw RX Viper v2
Nightstorm Posted Monday at 08:18 PM Author Posted Monday at 08:18 PM 17 minutes ago, Uxi said: There's probably no way to simulate half of the modeling that would need to be done. Heat? EMP? Moving bushes or even dust/dirt? Yea, I'd think so. I did have my entire cockpit reflect red for a split second before I was vaporized when I dropped a B61 on a base and tried to climb away.
Archangel44 Posted Tuesday at 02:46 AM Posted Tuesday at 02:46 AM Thank you again for such a great mod. I can only imagine all the effort put into this. Again thank you. During the install, I found one file that wouldn't load and I'm not sure its needed because the bird and everthing else from this mod seems to be working fantastic. The file in question is: AIM-132.edm. Its located here ==> Mods/aircraft/F-22A/Weapons/Shapes. However, I did not see it located here ==> Mods/aircraft/F-22A/Weapons/Textures/A2A_missiles. Hope this helps. F-4E, F-5E-3, F-14, F-15E, F-16C, FA18-C, F-86, A-10C, Spitfire, AJS-37, KA50, MiG-19, L-39, P-51, Flaming Cliffs, All maps, WWII Assets, Combined Arms, Super Carrier.
The Stick Posted Tuesday at 04:19 AM Posted Tuesday at 04:19 AM Even I was getting an error message relating to the ASRAAM when unzipping but it has no adverse effect - mod works just fine.
VR Flight Guy in PJ Pants Posted Tuesday at 08:36 AM Posted Tuesday at 08:36 AM 12 hours ago, Nightstorm said: I don't know of a way to create a new explosion effect through mods. This is not our job. There will be some other geniuses out there who would figure this out. 1 I Fly, Therefore I Am. One cannot go around not saying "Thank you" every time these days, can't you? YouTube: https://www.youtube.com/channel/UCc9BDi-STaqgWsjNiHbW0fA
Wiggo Posted Tuesday at 11:08 AM Posted Tuesday at 11:08 AM 17 hours ago, Nightstorm said: No, the auto-pilot isn't implemented in the EFM despite those commands being there. However, it does a pretty good job of maintaining level flight. If you downloaded the enhancement mod, they're in there. They're the B-61's and you'll find them at the top of A2A missiles on pylon 5 and 7. "The F-15C avionics is still used for the F22. Since the 15C is an air to air only fighter, the avionics have no actual A2G capability. I fooled it by telling the avionics that the A2G weapons are A2A missiles of some flavor. As a result, the A2G bombs are gravity bombs only. There is no sight for them. The A2G missiles are anti-radiation missiles and will function in "self-protect" mode. They will go after the strongest and closest Radar signal they detect. Sometimes that will be an aircraft. Since they are anti-radiation, they're completely passive and can often catch an enemy unaware." We did the best we could with the missile code. Ranges beyond 100nm are iffy sometimes it works, sometimes it doesn't. And chaff is a thing baked into the code. The nuclear weapons do have nuclear warheads. The A2G anti-radiation missiles are pretty small, 0.05kt. So, they don't have a huge blast radius. Still, don't be right over one or near one when they detonate. Great for taking out an entire SAM site. The A2A ones have a 1.5 kt warhead and a much larger blast radius. Best to be >15nm away from the target. And remember, they will still detonate if/when they impact the ground. At the top of the A2G_Missiles.lua is the warhead definition. local W54_tactical_nuclear_warhead = { mass = 50000, -- mass = 1000000, caliber = 254, expl_mass = 50000, --NIGHTSTORM 0.05kt nuclear warhead. The smallest tacticasl nuclear weapon ever deployed, 0.01kt - 1.0kt yield. -- expl_mass = 1000000, --NIGHTSTORM 1.0kt nuclear warhead. The smallest tacticasl nuclear weapon ever deployed, 0.01kt - 1.0kt yield. piercing_mass = 6000, other_factors = { 1.0, 1.0, 1.0 }, concrete_factors = { 1.0, 1.0, 1.0 }, concrete_obj_factor = 1.0, obj_factors = { 2.0, 1.0 }, cumulative_factor = 2.0, cumulative_thickness = 0.0, } As you can see, I left the 1kt (max yield for that warhead) option in there but commented out. Switch it out for the mass/expl_mass and you'll get a much larger bang. Yeah actually I noticed that it truly keeps lvl nicely / autotrims itself. And gotta say nicely done that "automodebehaviour" (like on take-off). Thats how it really works. IRL F22 "knows" what pilot is doing and changes modes by computer (atleast according to MIT FAA courses f22 testpilot lecture in youtube - btw truly recommend to watch if not seen that vid! I liked the wpns here. BTW is aimd-3 version that comes with this package or d3 (I assume d3 is the one coming with raptor or that wpn package, atleast it has aimb´s graphics in msn editor :)? Thanks for your great work trough the years. I have hundreds of hours with f22 and most of em is with this ench. package of yours
Nightstorm Posted Tuesday at 01:51 PM Author Posted Tuesday at 01:51 PM (edited) 11 hours ago, Archangel44 said: Thank you again for such a great mod. I can only imagine all the effort put into this. Again thank you. During the install, I found one file that wouldn't load and I'm not sure its needed because the bird and everthing else from this mod seems to be working fantastic. The file in question is: AIM-132.edm. Its located here ==> Mods/aircraft/F-22A/Weapons/Shapes. However, I did not see it located here ==> Mods/aircraft/F-22A/Weapons/Textures/A2A_missiles. Hope this helps. Use 7Zip to extract it. The Windows extractor is having issues for some reason. 9 hours ago, The Stick said: Even I was getting an error message relating to the ASRAAM when unzipping but it has no adverse effect - mod works just fine. Same, use 7Zip, it's a free program. I've been building the mod with OvGME, no idea why it's having issues, but 7Zip does not. Edited Tuesday at 01:52 PM by Nightstorm 1 1
Nightstorm Posted Tuesday at 02:02 PM Author Posted Tuesday at 02:02 PM 2 hours ago, Wiggo said: Yeah actually I noticed that it truly keeps lvl nicely / autotrims itself. And gotta say nicely done that "automodebehaviour" (like on take-off). Thats how it really works. IRL F22 "knows" what pilot is doing and changes modes by computer (atleast according to MIT FAA courses f22 testpilot lecture in youtube - btw truly recommend to watch if not seen that vid! I liked the wpns here. BTW is aimd-3 version that comes with this package or d3 (I assume d3 is the one coming with raptor or that wpn package, atleast it has aimb´s graphics in msn editor :)? Thanks for your great work trough the years. I have hundreds of hours with f22 and most of em is with this ench. package of yours All of the flight behavior is the work of @bhoop19. I was just lucky enough to help with testing. He developed the auto-trim and auto-flap systems. I have watched that video, very interesting. AIMD-3 and AIMB's graphics? I'm not sure what you're referring to there. I purchased a few missiles from 3D model makers to convert and use. I think multiple missiles used in the weapons came that route. The ones I know of for sure: IRST Pod - Me Mako - Me LRAAM (272) - Me Peregrin - Spino 260A/260B JATM - Spino though the A was custom. Meteor - JAS39C IRIS-T - JAS39C ASRAAM (132) - JAS39C A-DARTER - JAS39C Python-5 - LAHAK AGM-88G - CurrentHill AIM-174B - CurrentHill All credits were included in the Readme.txt. I think that's everything. I've seen most of these models available on the same site that I bought the ones used here, and for the PUBLIC RECORD, any other mod team or individual modder is FREE to use the missile models that I bought, LRAAM, Mako for whatever you want. I can't speak for the others. 3
Wiggo Posted Tuesday at 06:25 PM Posted Tuesday at 06:25 PM (edited) 4 hours ago, Nightstorm said: All of the flight behavior is the work of @bhoop19. I was just lucky enough to help with testing. He developed the auto-trim and auto-flap systems. I have watched that video, very interesting. AIMD-3 and AIMB's graphics? I'm not sure what you're referring to there. I purchased a few missiles from 3D model makers to convert and use. I think multiple missiles used in the weapons came that route. The ones I know of for sure: IRST Pod - Me Mako - Me LRAAM (272) - Me Peregrin - Spino 260A/260B JATM - Spino though the A was custom. Meteor - JAS39C IRIS-T - JAS39C ASRAAM (132) - JAS39C A-DARTER - JAS39C Python-5 - LAHAK AGM-88G - CurrentHill AIM-174B - CurrentHill All credits were included in the Readme.txt. I think that's everything. I've seen most of these models available on the same site that I bought the ones used here, and for the PUBLIC RECORD, any other mod team or individual modder is FREE to use the missile models that I bought, LRAAM, Mako for whatever you want. I can't speak for the others. Ok I was littlebit unclear maby. Sry my thumbly English as Finnish person. All I ment is - after that msl package version 1.2 there are two aimd3´s in mission editor wpn list of f22 (the one opening for every pylon where wpn is choosed). Other one is marked AIM120D3 and the other one marked AIM120D-3. Which one is the one coming with your mod? (I assume here: the otherone is from that msl package (optional) Ofc I can try starting the mod without that msl package also, but just thought I would ask instead of reverting my installement. (with "AIMB´s" graphics I just referred to marking shown in pylon "box" when you choose the wpn in msn editor Otherone has long fins in that pylon "box" showing the chosen wpn in mission editor. Edited Tuesday at 06:29 PM by Wiggo
Nightstorm Posted Tuesday at 08:41 PM Author Posted Tuesday at 08:41 PM 2 hours ago, Wiggo said: Ok I was littlebit unclear maby. Sry my thumbly English as Finnish person. All I ment is - after that msl package version 1.2 there are two aimd3´s in mission editor wpn list of f22 (the one opening for every pylon where wpn is choosed). Other one is marked AIM120D3 and the other one marked AIM120D-3. Which one is the one coming with your mod? (I assume here: the otherone is from that msl package (optional) Ofc I can try starting the mod without that msl package also, but just thought I would ask instead of reverting my installement. (with "AIMB´s" graphics I just referred to marking shown in pylon "box" when you choose the wpn in msn editor Otherone has long fins in that pylon "box" showing the chosen wpn in mission editor. I see, you have another missile mod installed that replaces the stock AIM-120B and 120C. That's fine. No issue. The one that comes with this mod is AIM-120D-3.
Nightstorm Posted Tuesday at 09:20 PM Author Posted Tuesday at 09:20 PM (edited) -------UPDATE 250527 Added a new model and code for a pair of IRST pods that can now be mounted on pylon 6. This was accomplished by changing the pylon 6 connector to pylon 4. Because pylon 6 is using that new connector, the smoke generator pods became visible. Added an invisible model in the shapes folder with a text file to make them invisible again. Modified the UFD/ADI pages to be closer to the original and to the actual known layout. I still took some liberties and included a Radar Altimeter above the VVI in the lower right. I like to know how far above the rocks I am. The Geforce/Mach/AoA was restored to the lower left. Enabled a BINGO FUEL indictor or the ADI Fuel gauge that will turn red with 3500 lbs or less of fuel. The nature of how the textures work on those displays prevented me from being able to retain the swapping function along with the BINGO indicator. So, I set up three options located in the new _SwapScripts folder. They allow for ADI on the Right with BINGO (default), ADI on the left with BINGO, or ADI Swappable as before without BINGO. Just run the desired script file and it will copy the files as needed. Removed the AIM-120D-2 AMRAAM as it actually doesn't exist. Added AIM-120C-6 and adjustments to A2G missiles. Added the NEW AIM-120E AMRAAM to compensate and compete with the AIM-260's. Now, if you want a long range missile, you can still use an AMRAAM. https://www.twz.com/air/new-aim-120e-air-to-air-missile-variant-hinted-at-by-usaf DCS RWR Symbology mod also updated for the new missile. All links are the same in the first post. Edited Tuesday at 10:02 PM by Nightstorm 2
Nightstorm Posted Tuesday at 09:29 PM Author Posted Tuesday at 09:29 PM For the updates, if you have the mod already installed, you can just copy/paste/overwrite from the new download. 4
HighMaintenanceB Posted Wednesday at 09:45 AM Posted Wednesday at 09:45 AM 12 hours ago, Nightstorm said: For the updates, if you have the mod already installed, you can just copy/paste/overwrite from the new download. Unfortunately, after I tried installing the new update, I lost all the air-to-ground weapons and am down to AMRAAMs, Meteors, and AIM-9s. Is there anything I am doing wrong here, and is there any way I can restore the previous functionality of the mod? 1
Corrêa Posted Wednesday at 01:54 PM Posted Wednesday at 01:54 PM with this new update, can we refuel in the air?
Nightstorm Posted Wednesday at 04:36 PM Author Posted Wednesday at 04:36 PM I just re-uploaded a version of the enhancement mod built with 7Zip and not OvGME. Hopefully that resolves the extraction issues, which had to be the cause of missing textures too. They were all there. 6 hours ago, HighMaintenanceB said: Unfortunately, after I tried installing the new update, I lost all the air-to-ground weapons and am down to AMRAAMs, Meteors, and AIM-9s. Is there anything I am doing wrong here, and is there any way I can restore the previous functionality of the mod? Try the new upload. OvGME was doing something odd though it works fine for me. 2 hours ago, Corrêa said: with this new update, can we refuel in the air? Yes, you should be able to. That's all a part of the EFM, I haven't personally tested it. Remember, I didn't create the EFM. 1 1
Nightstorm Posted Wednesday at 05:40 PM Author Posted Wednesday at 05:40 PM I found the problem Open the entry.lua in the root F22 folder --dofile(current_mod_path.."/Weapons/Weapons.lua") --NIGHTSTORM Comment out for Realistic Weapons mod or DCS will crash. Uncomment to load for F-22 mod ONLY. Remove the -- from the start of it. I'll reupload again The issue is I copied my entry.lua into the mod. I have to have that line disabled or it conflicts with another mod I'm running. But, without that weapons.lua being loaded, you get none of the weapons or textures. 5
Nightstorm Posted Thursday at 05:12 AM Author Posted Thursday at 05:12 AM (edited) Been a productive day. I essentially rebuilt the PMFD page to combine the stock version with the one I had done a couple years ago. At the time, it was a decrypted version of the PMFD system file and it didn't have everything. Now the config functionality is restored, although the status part is different because of the changes I made to the page and the code. However, I also enabled keyboard and joystick binds for all of them. The buttons on either side of the PMFD will also activate the choice. Canopy/Tint, Visor/Type, Flood/Color etc. Changing the options no longer requires weight on wheels, so you can do it any time. From the external view you'll be able to cycle the canopy and visor options, from inside, the photo, the flood lights and the Garfield clinger. And speaking of canopy, I was inspired by Speaker's work, and I really liked the rose-colored option. I've created my own and replaced the clear canopy with it. All of these options will be in the next release, probably tomorrow or so. Edited Thursday at 05:14 AM by Nightstorm 6 1
Wiggo Posted Thursday at 08:09 AM Posted Thursday at 08:09 AM (edited) 2 hours ago, Nightstorm said: Been a productive day. I essentially rebuilt the PMFD page to combine the stock version with the one I had done a couple years ago. At the time, it was a decrypted version of the PMFD system file and it didn't have everything. Now the config functionality is restored, although the status part is different because of the changes I made to the page and the code. However, I also enabled keyboard and joystick binds for all of them. The buttons on either side of the PMFD will also activate the choice. Canopy/Tint, Visor/Type, Flood/Color etc. Changing the options no longer requires weight on wheels, so you can do it any time. From the external view you'll be able to cycle the canopy and visor options, from inside, the photo, the flood lights and the Garfield clinger. And speaking of canopy, I was inspired by Speaker's work, and I really liked the rose-colored option. I've created my own and replaced the clear canopy with it. All of these options will be in the next release, probably tomorrow or so. Wow. Thats nice. HAH I jumped into f-15 just for kicks with alt+j when thumbled my f22 into the ground kaboom. F-15 avionics were pretty interesting.. it autorudders itself in very funny ways. Which is ofc understoodable (AI flies it, the f-15C during missions, no problemo!). Wpns in this mod are very nice. Have tried pretty much every (and hit) wpn. I havent seen any problems. OFC weird behaviour if not hit with msls but thats understoodable also (I have no comptense what so ever anyway to say how they should behave if not hit..) (msl lofts with almost no speed left..) But thats nothing as usually they hit, even with pretty far ranges. I even kaboomed everything with AGM antirdr msl to s-300 (and 3 of my flying nukes the first one blew the up so I assume it nukes pretty nicely Anyways just wanted to tell -> evey wpn tested and seen no problems. (not every combo but atleast every msl more or less) and they seem to work, actually confusingly nicely compared what it was before the update. And as a coder I tell to fellow coder: Remember to also to sleep and eat OK ? Played almost trough the whole bear trap campaing, and everything has gone fine. (few bugs in missions itself, but nothing that I wasnt aware of before, not because the f22). Even f-16´s seemed to sead fine even after my nuke the s-300 black op... Edited Thursday at 08:11 AM by Wiggo
Nightstorm Posted Thursday at 12:17 PM Author Posted Thursday at 12:17 PM 4 hours ago, Wiggo said: Wow. Thats nice. HAH I jumped into f-15 just for kicks with alt+j when thumbled my f22 into the ground kaboom. F-15 avionics were pretty interesting.. it autorudders itself in very funny ways. Which is ofc understoodable (AI flies it, the f-15C during missions, no problemo!). Wpns in this mod are very nice. Have tried pretty much every (and hit) wpn. I havent seen any problems. OFC weird behaviour if not hit with msls but thats understoodable also (I have no comptense what so ever anyway to say how they should behave if not hit..) (msl lofts with almost no speed left..) But thats nothing as usually they hit, even with pretty far ranges. I even kaboomed everything with AGM antirdr msl to s-300 (and 3 of my flying nukes the first one blew the up so I assume it nukes pretty nicely Anyways just wanted to tell -> evey wpn tested and seen no problems. (not every combo but atleast every msl more or less) and they seem to work, actually confusingly nicely compared what it was before the update. And as a coder I tell to fellow coder: Remember to also to sleep and eat OK ? Played almost trough the whole bear trap campaing, and everything has gone fine. (few bugs in missions itself, but nothing that I wasnt aware of before, not because the f22). Even f-16´s seemed to sead fine even after my nuke the s-300 black op... Thanks for the feedback! And yea, I've noticed that I'm skipping meals and not getting as much sleep as I should. I have a full-time job but took this week off. I was actually intending to FLY this thing, but I've spent all of my time working on it instead. 5 1
stevey666 Posted Thursday at 05:27 PM Posted Thursday at 05:27 PM (edited) In regards to nukes, given how limited we are to do anything the best I could manage was a series of 500 or so very large explosions to get at least some sort of mushroom smoke effect Edited Thursday at 05:27 PM by stevey666 1 1
Nightstorm Posted Thursday at 09:08 PM Author Posted Thursday at 09:08 PM (edited) -------UPDATE 250529 Rebuilt the PMFD system file. Canopy Tint, Visor, Flood Color, Photo, Garfield Clinger, Left and Right Kneeboards are all selectable from the Checklist page (CHK) or from newly created keyboard/joystick bindings found under F-22 Misc. These can be changed at any time, weight on wheels isn't required. The status part is different because of the changes I made to the page and the code. The buttons on either side of the PMFD will also activate the choice. Canopy/Tint, Visor/Type, Flood/Color etc. Added working menu selections to all PMFD pages. Rescaled the VVI G Meter for 4/8/12 G indications with a limit of 14 G. Added a rose colored canopy tint option inspired by Speaker's work. It is not the same texture or rough material as his. It replaces the clear canopy option. Edited Thursday at 09:12 PM by Nightstorm 7
anlq Posted Thursday at 10:07 PM Posted Thursday at 10:07 PM I dropped the mod into Saved Games\DCS.openbeta\Mods\Aircraft but it doesn't work. The plane appears and flies itself, I can't get into cockpit. What's wrong ? Mod 2.0 works fine.
VR Flight Guy in PJ Pants Posted Thursday at 10:30 PM Posted Thursday at 10:30 PM (edited) 26 minutes ago, anlq said: I dropped the mod into Saved Games\DCS.openbeta\Mods\Aircraft but it doesn't work. The plane appears and flies itself, I can't get into cockpit. What's wrong ? Mod 2.0 works fine. I don't mean to sound harsh but it does not install straight away. The first page says so. To reiterate, you have to put the GD EFM 2.0 files to a temp location, not in the DCS Saved Games. Remove the the F-22A folder in the DCS Saved Games, <- May be it is just me, cause I cannot just "update" the mod by dropping the updated Enhancement right on the existing folder. I need a clean install some how. Unpack the Enhanced Mod zip file into the DCS Saved Games. Then, lastly, copy the folders bin, fm and shapes to the F-22A folder under DCS Saved Games. Hope this helps. Do I still need the "AIM-120 D3 and C8" mod installed when these 2 sets of missiles with the "same" name -- one spells "AIM-120D-3" and the other says "AIM-120D3"? Thanks. Edited Thursday at 10:34 PM by VR Flight Guy in PJ Pants 1 I Fly, Therefore I Am. One cannot go around not saying "Thank you" every time these days, can't you? YouTube: https://www.youtube.com/channel/UCc9BDi-STaqgWsjNiHbW0fA
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