VR Flight Guy in PJ Pants Posted December 22, 2021 Posted December 22, 2021 The reason I asked is I watched the video of Eurofighter vs F-22A in which the latter can really turn amazing, but I cannot do it myself. 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 December 23, 2021 Author Posted December 23, 2021 1 hour ago, VFGiPJP said: The reason I asked is I watched the video of Eurofighter vs F-22A in which the latter can really turn amazing, but I cannot do it myself. I don't know what flight model the Eurofighter mod will be using. I watched that video myself. Looks VERY impressive. I suspect it might be an EFM. Whereas the Raptor currently uses an SFM. Granted there are three options. If you want some really cool low speed maneuvering use the PSR flight model. If you want low speed sustained high AOA use the enhanced flight model. The stock flight model is in between those two. I've set up CMD files in the root of the mod to easily switch them out. You can try what you like. Single player version of course. 1
VR Flight Guy in PJ Pants Posted December 23, 2021 Posted December 23, 2021 In case anyone wondering, we are talking about this video in which the F-22A did something very amazing: As for the Eurofighter mod, it is said ready "in 2 weeks". 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 December 25, 2021 Author Posted December 25, 2021 Updated to 2.7.9 today. This second blurb seems to have had a serious impact. AA missiles. The Dynamic Launch Zone (DLZ) algorithm was updated for all modern aircraft. It provides much more accurate launch data, correct range dependence on launcher and target velocities, target aspect, and bearing. Added range limitation by battery life time. From what I can tell now, every single 3rd party missile in the game has no range at all. While the missile might still be capable of hitting a target, as far as the sim is concerned if it's outside of 5 miles it's out of range for EVERYTHING. I'm trying to find a solution, I copied the changed elements from the AIM-9L to another missile, but they seem to be ignored. Merry Christmas? 1
Nightstorm Posted December 25, 2021 Author Posted December 25, 2021 Updates from 12/23 that I finished up early this morning. Removed "Bay Door" message from SMS page and replaced with yellow surround on the bay select box. Added yellow bay select box to bay pages to match other pages. Revamped flight model for increased performance and a closer approximation of true performance. Maximum sustained AoA 30 degrees, instantaneous peak 33 degrees. Modified VVI pages to allow for increased AoA and G force scales. I'm pretty happy with the flight model now. It allows for some of the cool maneuvers we've seen the Raptor perform. While a picture in this case doesn't quite do it justice, I was able to balance on the tail and still climb for a while and I was able to fly slowly forward while pitched up at over 80 degrees. Both versions updated. 1
RaptorFighter Posted December 25, 2021 Posted December 25, 2021 (edited) 11 часов назад, Nightstorm сказал: Updated to 2.7.9 today. This second blurb seems to have had a serious impact. AA missiles. The Dynamic Launch Zone (DLZ) algorithm was updated for all modern aircraft. It provides much more accurate launch data, correct range dependence on launcher and target velocities, target aspect, and bearing. Added range limitation by battery life time. From what I can tell now, every single 3rd party missile in the game has no range at all. While the missile might still be capable of hitting a target, as far as the sim is concerned if it's outside of 5 miles it's out of range for EVERYTHING. I'm trying to find a solution, I copied the changed elements from the AIM-9L to another missile, but they seem to be ignored. Merry Christmas? Hi, Nightstorm! Merry Christmas! In my opinion, it's need to look at the new implementation of the launch zone for missiles as it is implemented in the files "aim7_family" in the folder "... CoreMods / aircraft / AircraftWeaponPack ..." now. ---------------------------------------------------------------------------------------------- I just managed to restore the missile launch zones for version 2.7.9.17830.))) I am currently repairing one of my modified missiles. Then I'll deal with all the other missiles... ----------------------------------------------------------------------- Ready) A2A_Missiles.lua Edited December 25, 2021 by RaptorFighter Дополнение
Nightstorm Posted December 25, 2021 Author Posted December 25, 2021 (edited) 7 hours ago, RaptorFighter said: Hi, Nightstorm! Merry Christmas! In my opinion, it's need to look at the new implementation of the launch zone for missiles as it is implemented in the files "aim7_family" in the folder "... CoreMods / aircraft / AircraftWeaponPack ..." now. ---------------------------------------------------------------------------------------------- I just managed to restore the missile launch zones for version 2.7.9.17830.))) I am currently repairing one of my modified missiles. Then I'll deal with all the other missiles... ----------------------------------------------------------------------- Ready) A2A_Missiles.lua 78.07 kB · 3 downloads Thanks, I started the process of doing that late last night. It appears to be a matter of finding the correct ranges. Preliminary tests with the 120D were encouraging. Thanks for the information too! *EDIT* @RaptorFighter Oh, I see you already updated the file and attached it. Cool! Thank you and Merry Christmas. Edited December 25, 2021 by Nightstorm 1
RaptorFighter Posted December 25, 2021 Posted December 25, 2021 Was glad to facilitate Your great Work)
RaptorFighter Posted December 25, 2021 Posted December 25, 2021 5 часов назад, Nightstorm сказал: Thank you and Merry Christmas. Merry Christmas, Nightstorm! Propose to try my version of the F-22A flight model for the holiday. I prefer it for flying). F-22A.lua
Nightstorm Posted December 25, 2021 Author Posted December 25, 2021 (edited) Updated DLZ information for all missiles. Some of the original values were way off but didn't really matter until now. All missiles tested. The limiting factor for heater missiles in a nose on aspect seems to be the range of the seeker head sensitivity which appears to be 25km no matter what the value is set to. That may be a coded value some place. None the less, some of the advanced heat seekers can score kills at 25nm with a rear aspect shot. Those engines are hot Removed models for 120C-6 and 120C-7 and used default 120C model. This corrected the issues with the SMS panel and the names being too long. Corrected issues with IRIS-T swap out missile for AIM-9L in case anyone wanted to use it. Single Player version and external stores files updated. @RaptorFighter The values you've changed in that F-22A.lua above this post will alter all of the EXTENSIVE work I did to get the thrust and performance as accurate as possible. I do not recommend using those values. The values in the download are as correct as they can be based on publicly available information. That said, to each his or her own. The values I'm talking about are the thrust and the thrust table. I've got notes on earlier pages that show how those values were arrived at. Thanks for sharing though. Edited December 26, 2021 by Nightstorm
Nightstorm Posted December 26, 2021 Author Posted December 26, 2021 (edited) Updated loading screen to showcase new textures. (Something I've been meaning to do for a long time.) Adjusted RADAR range on HSD to turn yellow when Master Arm is armed and remain blue when safe. Updated some values for the missiles. All versions updated. I performed some extensive tests with the missiles at their current values: All tests performed at 32k feet in afterburner with target at co-altitude. TYPE HOT ASPECT COLD ASPECT AIM-9X-3 20.0 NM 21.5 NM AIM-9X-2+ 16.5 NM 18.0 NM AIM-9X-2 14.5 NM 16.0 NM AIM-9X 5.0 NM 9.0 NM AIM-9M 4.5 NM 7.0 NM IRIS-T 14.5 NM 16.0 NM PYTHON-5 14.5 NM 16.0 NM AIM-120D 95.5 NM 40.0 NM (INITIAL RADAR LOCK) AIM-120C-7 64.5 NM 28.0 NM AIM-120C-6 50.5 NM 24.0 NM AIM-120C-5 41.5 NM 17.5 NM For the heat seekers the range listed is the range at which I actually achieved a tone to fire. The limiting factor is the IR seeker. The values don't seem to be followed to any great extend yet you can see there are differences in range with the 9X3 having the best range with a cold target. The RADAR guided missiles all worked very well. The limiting factor for the AIM-120D being the range at which I could get a weapons grade lock to fire on a cold target. Hot target I was able score a kill at 95.5 NM. Of course, that's under the absolute ideal circumstances. Hot target at 500 kts with the Raptor nose on in burner ~Mach 2. Edited December 26, 2021 by Nightstorm 4
Nightstorm Posted December 27, 2021 Author Posted December 27, 2021 Here's an alternate version that shows a little more of the reflectiveness of the skin. These are located .\Mods\aircraft\F-22A\Theme\ME 3 1
Nightstorm Posted December 27, 2021 Author Posted December 27, 2021 Corrected range/DLZ values for IR missiles. (I was in a hurry on Christmas day due to family obligations.) The range values are based on a 22-mile max range base line for the 9X-2. The 9X-2+ increases the range by 20% over the 9X-2 and the 9X-3 increases by 50% to 33 miles. The 50% increase is based on the US Navy's minimum requirements for the 9X3. Python-5 and IRIS-T have the same range as the 9X-2. The AIM-9X Sidewinder May Finally Evolve Into A Completely New And Longer-Range Missile (thedrive.com) Single player and external stores add on updated.
VR Flight Guy in PJ Pants Posted December 27, 2021 Posted December 27, 2021 (edited) Question: 1. in the armament screen, there are pre-made setup with 120C-5 to 120C-7, but there is no setup with 120D. However, right-clicking each station, there are only 120C-5 and 120D. However, select 120D shows nothing on the station. Why? 2. In the Weapon page, after releasing a missile and the missile is shown to be flying, but no slot is shown to be empty. Why? I guess it was my problem.... Edited December 27, 2021 by VFGiPJP 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 December 28, 2021 Author Posted December 28, 2021 Adjusted FM for even better handling. (You can pull a very tight turn radius at various speeds and you're able to pull 30 AoA up to Mach 1.) Watch out for G on set. I G-LOC'd and augured one in. Modified NAVMODE to have HSD on PMFD and swapped locations of HSI and VVI. Both versions updated. 1
Nightstorm Posted December 28, 2021 Author Posted December 28, 2021 Another Raptor loading screen. This is the one I'm using for all of the tests. It's one of the Raptors assigned to Nellis AFB 433rd WPS squadron.
Nightstorm Posted December 28, 2021 Author Posted December 28, 2021 (edited) Added a mission time elapsed clock to the UFD's. Set the clock colors to green and rearranged the static IFF/INS messages. Both versions updated. Edited December 28, 2021 by Nightstorm 2
Nightstorm Posted December 28, 2021 Author Posted December 28, 2021 (edited) 21 minutes ago, RaptorFighter said: Everything is fine, but the indication ARMED unfortunately has disappeared from the SMS screen. I'm not seeing that issue. Ground Safe Air Safe Air Armed 16 minutes ago, RaptorFighter said: I think it makes sense to make the inscription ARMED( SMS Screen) and the Grid on the HSD screen to be of the same color (namely, red)). Also for the SAFE mode (blue) I can try that and see how it looks. I presume you're meaning HSD safe = Green? That was how it was originally but there wasn't enough contrast. *EDIT*, I tried different colors and due to the bleed through of layer below red shows up more as orange. I think that Blue and Yellow provide the best contrast against the rest of the screen. Edited December 28, 2021 by Nightstorm
Nightstorm Posted December 29, 2021 Author Posted December 29, 2021 Modified the UFD ADI slightly to make the static "NAV" actually useful. It's now a NAV/ILSN indicator. Both versions updated. 1
RaptorFighter Posted December 29, 2021 Posted December 29, 2021 (edited) 12 часов назад, Nightstorm сказал: *EDIT*, I tried different colors and due to the bleed through of layer below red shows up more as orange. I think that Blue and Yellow provide the best contrast against the rest of the screen. I mean, replace yellow to red in the mode "Armed"...If it's possible, of course) Edited December 29, 2021 by RaptorFighter Ошибка
Nightstorm Posted December 29, 2021 Author Posted December 29, 2021 (edited) 12 hours ago, RaptorFighter said: I mean, replace yellow to red in the mode "Armed"...If it's possible, of course) I tried different colors and due to the bleed through of layer below red shows up more as orange. So red doesn't work very well. Edited December 29, 2021 by Nightstorm
Nightstorm Posted December 29, 2021 Author Posted December 29, 2021 (edited) Updates on 12/29 Adusted FUEL % indicator on UFD ADI page to turn yellow with BINGO fuel. Swapped locations of GMT and Elapsed clocks so that GMT is on top similar to other aircraft. Reworked PMFD ADV and ENG pages. Added functional Comms menu to various OSB's on both pages. OSB20 will open/close the menu. OSB19 will move to previous menu (if available). OSB1-10 will select the various menu options. This will allow you to pull up and use the full comms menu with these PMFD pages w/o having to use the mouse to click on anything. This is especially nice in VR. To recap: OSB 20 sends the command to open/close the comms menu. OSB 19 is the same a F11 or "Previous Menu" on the comms menu. OSB 1 - OSB 10 are the same as F1 through F10 on the comms menu. They are not labeled as such as I thought that would look a little odd. However, now the comms menu is fully accessible from the PMFD. And due to the changes OSB 18 now cycles the FCS modes. Both versions updated. Edited December 29, 2021 by Nightstorm
Nightstorm Posted December 30, 2021 Author Posted December 30, 2021 (edited) 28 degrees per second sustained turn rate. That's incredible. Check around the 8 min mark. I'd like to know what the turn rate is with the current flight model and what the best corner speed is. Edited December 30, 2021 by Nightstorm
RaptorFighter Posted December 30, 2021 Posted December 30, 2021 (edited) 11 часов назад, Nightstorm сказал: 28 degrees per second sustained turn rate. That's incredible. Check around the 8 min mark. I'd like to know what the turn rate is with the current flight model and what the best corner speed is. I tried this flight model. At a speed of about 600 km / h, an altitude of 1000 m with a fuel reserve of 50%, a full steady turn is obtained in about 20-21 seconds. That is, the angular velocity was approximately 18-17.5 degrees / sec. At the same time, full afterburner was not used, since in this mode, despite the completely taken over of the aircraft control stick, the linear speed continued to grow, and the turn time increased (that is, the angular velocity decreased). Therefore, I used the engine to the "maximum" position. Conclusion: this flight model does not have the ability to achieve the real characteristics of the Raptor at 28 degrees / sec. I agree that this is quite difficult to simulate. *The F-15S has 21 degrees / sec, the Su-30MKI has 22 degrees / sec. This is according to information from open sources. P.S. I checked the acceleration from 600 to 1100 km / h at an altitude of 2000m with 50% fuel supply. Acceleration took 17 seconds. In reality, I think it should be 12-13 seconds. Edited December 30, 2021 by RaptorFighter Дополнение
Nightstorm Posted December 30, 2021 Author Posted December 30, 2021 @RaptorFighter Thanks for the information. Without a true vectored thrust model, it's probably not possible to achieve that. It "seemed" to me that I was turning very quickly under certain conditions, but I couldn't determine how quickly. If I push the AoA any further than 33 peak / 30 sustained it causes two problems. First, the Raptor departs controlled flight at 35 AoA or above, and second the AoA readouts exceed the scale on the page I created. I extended that scale out to compensate for 33 AoA peak but there's not a good way to handle values that cuase the aircraft to depart. Additionally, in testing when it would depart, it was very difficult under some circumstances to regain control. That and the other video listed on page 15 lead me to believe that it really shouldn't depart controlled flight that easily. In the other MIT lecture video, the pilot stated something like "I could put my eight-year-old daughter in the cockpit, and she could yank and pull on the stick and nothing bad would happen." With a FM that allows >35 AoA, bad things definitely happen. If it were that easy to depart controlled flight, we'd have had a bunch of crashes. Also, in the debrief video above he stated what the Raptor does when you enter post stall maneuvering. If falls on its tail and transitions to vectored thrust instead of lift. The thrust to weight ratio is such that it can fly like that, although slowly. I've been able to do that with this FM. I was also able to pull sustained 30 AoA in a tight turn at about 160 KIAS and maintain altitude. It felt like it would do that all day. I'm open to suggestions on FM improvement of course, but I'm not a fan of having it depart controlled flight easily. If it departs the first time you pull back on the stick hard in a dogfight, you're no longer in the dogfight. You're fighting your own aircraft to get control back. This isn't the F-14. The FCS should prevent a loss of control like that.
Recommended Posts