Nightstorm Posted May 29 Author Posted May 29 (edited) 29 minutes ago, VR Flight Guy in PJ Pants said: 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. The D3 and C8 missiles from the enhancement mod are 3rd party missiles and will not work on stock aircraft like the Viper or Hornet. That mod that you have installed, I have one similar, converts the 120B to a D and 120C-5 to a C-8. If you remove that mod, you're back to stock missiles for the Viper/Hornet. The Raptor can use them too, and the code is probably very similar but might be slightly out of date. Edited May 29 by Nightstorm 2
mrjay Posted May 30 Posted May 30 (edited) 9 hours 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. First of all download mod form release page on github not from main page. File should have 1.3GB size. Second edit F15C entry lua and add "load_immediately = true" line. Details in Readme file in "Important Note" section on github. Edited May 30 by mrjay 1
anlq Posted May 30 Posted May 30 13 hours ago, VR Flight Guy in PJ Pants said: 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. 4 hours ago, mrjay said: First of all download mod form release page on github not from main page. File should have 1.3GB size. Second edit F15C entry lua and add "load_immediately = true" line. Details in Readme file in "Important Note" section on github. Thank you guys but I still haven't managed to make it work. Don't know why because the instruction is very simple.
Taffster Posted May 30 Posted May 30 10 minutes ago, anlq said: Thank you guys but I still haven't managed to make it work. Don't know why because the instruction is very simple. Try logging into an FC3 or F15C aircraft and then into the F22. Alternatively, amend the F15C 'entry.lua' to add the "load_immediately = true" at the end; you'll need to amend this after every ED core update.
TheBiggerBass Posted May 30 Posted May 30 (edited) vor 56 Minuten schrieb anlq: Thank you guys but I still haven't managed to make it work. Don't know why because the instruction is very simple. Did you complete 1st step 1st (as mentioned in the 1st post)? 1. Download DCS Aircraft Avionics file and extract into your DCS MAIN Game folder, not your DCS SAVED GAMES folder. These files are required to use any third party mods that use the F-15C or other Flaming Cliffs avionics. Without this, the F-22 will not load properly. Example: .\DCS World OpenBeta or \DCS World Edited May 30 by TheBiggerBass System: HP Z2 Tower, Win11 24H2, i9-14900K, 64GB RAM, 2TB SSD (M2) + 18TB HDD (Sata), GeForce RTX4070 TI Super 16GB VRAM, Samsung Odyssey 57" curved monitor (main screen) + BenQ 32" UW3270 (secondary screen), VKB Gunfighter Ultimate MK4 + S-TECS Throttle DCS: A-10A Flaming Cliffs 3, A-10C II, A-4, AH-64D, AV8BNA, Bf-109, Black Shark 3, F-4E, F/A-18C, F-15, F-16C, F-22A, F-86, Fw 190 A8, KA-50, Mi-24P, MI-24P, MiG-29, Mosquito, P-47D, P-51D, TF-51D, UH-1H, UH-60L, all VSN - all maps - Combined Arms, WWII Assets
mangirose1125 Posted May 30 Posted May 30 I didn't turn on the engine of the f-22, I didn't turn on the display, but when I turn on the electronic power switch, the radar screen comes out like this. And it only looks like this at a certain angle
Tusk.V Posted May 30 Posted May 30 42 minutes ago, mangirose1125 said: I didn't turn on the engine of the f-22, I didn't turn on the display, but when I turn on the electronic power switch, the radar screen comes out like this. And it only looks like this at a certain angle I'm having the same issue. Main Pit: i7 13700KF, RTX 4090, Pimax Crystal Super Co-Pilot Pit: i7 11700K, RTX 3090, Pimax Crystal OG
mangirose1125 Posted May 30 Posted May 30 (edited) If I'm shot down, the cockpit's gone Edited May 30 by mangirose1125 1
Nightstorm Posted May 30 Author Posted May 30 2 hours ago, mangirose1125 said: I didn't turn on the engine of the f-22, I didn't turn on the display, but when I turn on the electronic power switch, the radar screen comes out like this. And it only looks like this at a certain angle 1 hour ago, Tusk.V said: I'm having the same issue. 1 hour ago, mangirose1125 said: If I'm shot down, the cockpit's gone All of these issues have nothing to do with my enhancement mod or the v2.0.0 EFM mod. They were all present for quite some time in the stock mod from GD. The Radar issue would need a modification and release of a new cockpit model by GD. I don't think they're going to do that, but it would be nice. The damage model was not modified by anyone either.
Tusk.V Posted May 30 Posted May 30 2 minutes ago, Nightstorm said: All of these issues have nothing to do with my enhancement mod or the v2.0.0 EFM mod. They were all present for quite some time in the stock mod from GD. The Radar issue would need a modification and release of a new cockpit model by GD. I don't think they're going to do that, but it would be nice. The damage model was not modified by anyone either. No worries. It's always been that way for me so I'm kind of used to it now. Goes away once everything is up and running. Thanks! Main Pit: i7 13700KF, RTX 4090, Pimax Crystal Super Co-Pilot Pit: i7 11700K, RTX 3090, Pimax Crystal OG
Nightstorm Posted May 30 Author Posted May 30 17 hours ago, Nightstorm said: -------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. I know these updates don't sound like much, but what's listed there, was two days of effort while I'm on vacation this week. 16 full hours of code work and testing. Today is my last day of vacation and I'll be returning to my full-time job. Everyone working on this project has full-time jobs and is doing this in their spare time for FREE. I appreciate folks pointing out issues though, but keep in mind that not everything is within our power to correct. We got a new 3D model for the F22, with new animations and it's awesome, but no other models were replaced. And for the time being, we're still limited by the F-15C avionics. 5
anlq Posted May 30 Posted May 30 2 hours ago, TheBiggerBass said: Did you complete 1st step 1st (as mentioned in the 1st post)? 1. Download DCS Aircraft Avionics file and extract into your DCS MAIN Game folder, not your DCS SAVED GAMES folder. These files are required to use any third party mods that use the F-15C or other Flaming Cliffs avionics. Without this, the F-22 will not load properly. Example: .\DCS World OpenBeta or \DCS World 3 hours ago, Taffster said: Try logging into an FC3 or F15C aircraft and then into the F22. Alternatively, amend the F15C 'entry.lua' to add the "load_immediately = true" at the end; you'll need to amend this after every ED core update. Thank you, I got it to work.
CarbonFox Posted May 30 Posted May 30 I'm assuming there is no way around breaking the IC check when installing the Avionics component? F/A-18C; A-10C; F-14B; Mirage 2000C; A-4E; F-16C; Flaming Cliffs 3
Nightstorm Posted May 30 Author Posted May 30 (edited) 52 minutes ago, CarbonFox said: I'm assuming there is no way around breaking the IC check when installing the Avionics component? You would have to remove the avionics, load into an F15 client and then load into an F22. Or use a mod manager like OvGME to turn off the avionics when you're going to play on a server that checks IC since you obviously won't be flying an F22 there. Edited May 30 by Nightstorm 1
Archangel44 Posted May 30 Posted May 30 Nightstorm, Did you mod the AIM-132 missile or someone else? Its a long range IR missle but after 8 miles, it just peeters out, slows way down and just kind of floats there in the air and slowly falls to the surface like a leaf in the wind. BTW, thank you and the team for all your hard work and a fine mod, a free to use mod I might add. 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.
TheBiggerBass Posted May 30 Posted May 30 vor 20 Stunden schrieb Nightstorm: The D3 and C8 missiles from the enhancement mod are 3rd party missiles and will not work on stock aircraft like the Viper or Hornet. Before installing this mod I would like to better understand. Does this mean after mod installation D3/C8 missiles are not working anymore with F-16/F-18? Or are D3/C8 still available but with standard range? System: HP Z2 Tower, Win11 24H2, i9-14900K, 64GB RAM, 2TB SSD (M2) + 18TB HDD (Sata), GeForce RTX4070 TI Super 16GB VRAM, Samsung Odyssey 57" curved monitor (main screen) + BenQ 32" UW3270 (secondary screen), VKB Gunfighter Ultimate MK4 + S-TECS Throttle DCS: A-10A Flaming Cliffs 3, A-10C II, A-4, AH-64D, AV8BNA, Bf-109, Black Shark 3, F-4E, F/A-18C, F-15, F-16C, F-22A, F-86, Fw 190 A8, KA-50, Mi-24P, MI-24P, MiG-29, Mosquito, P-47D, P-51D, TF-51D, UH-1H, UH-60L, all VSN - all maps - Combined Arms, WWII Assets
Nightstorm Posted May 30 Author Posted May 30 54 minutes ago, Archangel44 said: Nightstorm, Did you mod the AIM-132 missile or someone else? Its a long range IR missle but after 8 miles, it just peeters out, slows way down and just kind of floats there in the air and slowly falls to the surface like a leaf in the wind. BTW, thank you and the team for all your hard work and a fine mod, a free to use mod I might add. I modified the AIM-132 code based on the 9X Block II. Even if you set the seeker sensitivity to long range, it doesn't get a tone. If you have information on performance of the missile, please point me to it. I'd be happy to evaluate it. 14 minutes ago, TheBiggerBass said: Before installing this mod I would like to better understand. Does this mean after mod installation D3/C8 missiles are not working anymore with F-16/F-18? Or are D3/C8 still available but with standard range? This mod doesn't affect them. In fact, I've received so many questions on this point, that I'm removing the ability to use stock missiles from the F22 period. So, there won't be ANY overlap of existing modded missiles and those added by this mod. 1
Nightstorm Posted May 30 Author Posted May 30 Links are the same in the first post. -------UPDATE 250530 Added net animations for new animations to F-22.lua net code. Removed all stock missiles, AIM-9L/M/X, AIM-120B/C Having them available was causing people confusion with other mods and they are not needed with the added weapons. AIM-260A/260B - Decreased the start time of the second stage burn. This should increase the speed in the mid-range flight envelope. Mako A2A Conventional - Increased warhead effectiveness. Updated all missiles to be consistent with v2.0.0. This should make the DLZ information more accurate. Modified Left and Right bay selects to use vertical scan mode vs flood mode. Selecting BVR or Dogfight modes will select All weapons bays. 3
Nightstorm Posted May 30 Author Posted May 30 -------HOTFIX 250530 Updated a few things that broke in DCS 2.9.16.10973 that was released today. Removed: Selecting BVR or Dogfight modes will select All weapons bays. Increased battery life on missiles to keep their guidance systems from shutting down too soon. This may improve long range shots. Type: Range: OLD > NEW Battery life MAKO 280km 240 > 300 174B 240km 240 > 280 260B 240km 240 > 280 260A 240km 240 > 280 Meteor 240km 240 > 280 272A 200km 200 > 240 120E 200km 200 > 240 120D3 180km 170 > 200 120C8 160km 140 > 180 120C7 120km 120 > 160 200A 120km 120 > 160 MICA 120km 120 > 160 120C6 63km 90 > 120 6
CTTillman Posted May 31 Posted May 31 (edited) 18 hours ago, mangirose1125 said: If I'm shot down, the cockpit's gone Hello everyone. This is my first post, but I've been modding aircraft and hacking video games since the early nineties. I noticed the same thing in the damage system, where the cockpit disappears, and also the smallest number of rounds impacting shreds the aircraft. I code for a living and I checked out @bhoop19 GitHub repository two weeks before this was released, and I've been playing with some of the C++. I'm trying changes with the damage events that have gotten different behavior when a tail is cut off, or an aileron or elevon is removed, but causing other issues I'm trying to address. I've separated the tails and rudders that currently are mapped in code to a single vertical tail, and applied independent damage and integrity. I've updated wing integrity to apply on percentages for the different sections instead of one part destroying the whole wing in code, and all it's aerodynamic forces. I think I can get the FCS page working again with good indicators on control surface position. And just for fun, I implemented a thrust vectoring roll assist that can independently point thrust for each engine to do some slightly faster rolls, but some real weird stall maneuvers lol (the real F-22 doesn't do this). I hope to contact @Nightstorm and @bhoop19 in a few weeks if I can get some things working well enough to contribute, if they'll allow it. Edited May 31 by CTTillman 4
Corrêa Posted May 31 Posted May 31 I just have to thank the creators, the bombs are perfect. Everything works with excellence and precision. This is the best plane in all of DCS, thank you 1 1
Nightstorm Posted May 31 Author Posted May 31 6 hours ago, CTTillman said: Hello everyone. This is my first post, but I've been modding aircraft and hacking video games since the early nineties. I noticed the same thing in the damage system, where the cockpit disappears, and also the smallest number of rounds impacting shreds the aircraft. I code for a living and I checked out @bhoop19 GitHub repository two weeks before this was released, and I've been playing with some of the C++. I'm trying changes with the damage events that have gotten different behavior when a tail is cut off, or an aileron or elevon is removed, but causing other issues I'm trying to address. I've separated the tails and rudders that currently are mapped in code to a single vertical tail, and applied independent damage and integrity. I've updated wing integrity to apply on percentages for the different sections instead of one part destroying the whole wing in code, and all it's aerodynamic forces. I think I can get the FCS page working again with good indicators on control surface position. And just for fun, I implemented a thrust vectoring roll assist that can independently point thrust for each engine to do some slightly faster rolls, but some real weird stall maneuvers lol (the real F-22 doesn't do this). I hope to contact @Nightstorm and @bhoop19 in a few weeks if I can get some things working well enough to contribute, if they'll allow it. I don't have any issues with anyone helping out. This is truly becoming a community project, and I encourage collaboration! 2
Nightstorm Posted May 31 Author Posted May 31 -------UPDATE 250531 Removed F-15C Fuel tank as the connector never did match up with the pylon on the F-22A model. Removed 4xAIM-200A Rack as it's redundant with having the 2x racks as you can load those on the inner and mid stations. Replaced AIM-200A model with a new version with corrected attachment point -Spino Aligned AIM-200A for all bays. Adjusted AIM-200A textures. Adjusted AIM-200A exhaust position. Adjusted AIM-272A exhaust position. Created W25 tactical nuclear warhead (The W25 was a small nuclear warhead that was developed by the Los Alamos Scientific Laboratory for air-defense use. It was a fission device with a nominal yield of 1.7 kt) Replaced the warhead on the nuclear Mako and Meteor with this warhead. The previous was a 5kt warhead which wasn't realistic so this is now based on an actual warhead and is 34% of the previous yield. The blast radius is about 5nm. I would not suggest shooting it at anything your flying towards that's less than 10nm away. This makes employing them somewhat more "practical" with less chance of nuking yourself. 4
mangirose1125 Posted June 1 Posted June 1 On 2025. 5. 31. at 오전 1시 36분, Nightstorm said: 항전 장비를 제거하고 F15 클라이언트에 로딩한 후 F22에 로딩해야 합니다. 아니면 IC를 확인하는 서버에서 플레이할 때는 OvGME 같은 모드 관리자를 사용해서 항전 장비를 꺼야 합니다. 당연히 그곳에서는 F22를 조종할 수 없으니까요. Is there any other way than this? For example, modify the mod file.
Nightstorm Posted June 1 Author Posted June 1 2 hours ago, mangirose1125 said: Is there any other way than this? For example, modify the mod file. I don't understand the question. Is there any other way for what?
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