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Posted
12 hours ago, MustangSally said:

@Nightstorm Is there any way to easily remove the later Sidewinders from the mod? I'm asking as the Liberation Campaign is erroring out when selecting the F-22. I'll add a pic of the error shortly

All of the additional missiles are in the A2A_Missiles.lua.  Depending on which version your using, it'll either be in the F22 mod folder under \Saved Games\DCS\Mods\aircraft\F-22A or in your root folder under \CoreMods\aircraft\AircraftWeaponPack.

Deleting that file will prevent the new missiles from showing up in game.  Then you can use regular 9X or 120C-5's.  It won't break anything for the rest of the mod, they just won't be available.

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Posted
6 minutes ago, Nightstorm said:

All of the additional missiles are in the A2A_Missiles.lua.  Depending on which version your using, it'll either be in the F22 mod folder under \Saved Games\DCS\Mods\aircraft\F-22A or in your root folder under \CoreMods\aircraft\AircraftWeaponPack.

Deleting that file will prevent the new missiles from showing up in game.  Then you can use regular 9X or 120C-5's.  It won't break anything for the rest of the mod, they just won't be available.

Thank you

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Posted

Added a Special control input to turn off the APU.  The default moves the switch from "OFF" back to "RUN".  This one will just set it to "OFF" and leave it there.

 

Both versions updated.

  • Thanks 1
Posted
On 9/7/2022 at 1:14 AM, FlyingAlex said:

Noticed that the fake thrust vectoring animation not working like the original mod now.  Couldn’t help to fix as the FCS.lua is compiled🥲 

And the plane nose wheel turn very fast while on the ground while in low speed.

Nothing I did has anything to do with those.  The vectoring animation is tied to the FCS.lua as you stated.  I don't have access to that file either, therefore I didn't change it.  And regarding the nose wheel, other people commented about that happing with other FC3 aircraft as well.  Again, nothing I did and nothing I can do about it.

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Posted (edited)

Earlier this week, I was challenged to find a way to allow the F22 to drop bombs.  I thought of something last night and started working on it this evening.  This is the result:

 

Since we're limited to the F15C avionics there is no way to actually program or target the bombs.  They are purely ballistic/free-fall, but they do work.  There is one missile used on the F15C that's not used on the F22A.  The AIM-7 Sparrow.  I created a new weapon that fools the avionics into thinking you have M2F (2 x AIM-7F Missiles).  You select it the same way you cycle from 9X to AMRAMM's.  The new weapon used all of the parameters I could match up to the GBU-32.  Weight, drag, diameter, warhead. 

So, while they show up under AA MISSILES, and they show on the HUD as M2F, they use the GBU-32 model and they fall like bombs.  You can even release one going straight up.  It will slow down and then pitch over and fall.  They detonate on impact with the same warhead that the GBU-32 uses.

I modified the F22.lua so that the GBU's can be added to the innermost pylon's stations 5/7 and that they are mutually exclusive with any missiles mounted on stations 4/8.  That is, if you mount the GBU it will remove the middle missile and if you mount a middle missile, it will remove the GBU.  This keeps the load out to the realistic 2x AMRAAM and 2x GUB-32 or 6x AMRAAM.

There are no small diameter bombs in DCS that I'm aware of and the F22 can carry 4 on each pylon.  The way this works, you could never have more than one weapon on each pylon, so, might as well be the GBU's.

Playing around with them, you can do any attack you could make with a dumb bomb, you just don't have any sort of site to use besides your flight path marker.

*EDIT* Before anyone asks, I have extra missiles on my personal version that I've tested that are not public.

Single Player Version and External Weapons option updated.

 

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Edited by Nightstorm
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Posted

Updated 9/10/22.  Additional tweaks to the warhead data.  Added a 2kt Nuclear version of the GBU-32 the GBU-32N.  Works the same way.

Single Player Version and External Weapons option updated.

 

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Posted (edited)
1 hour ago, Nightstorm said:

Updated 9/10/22.  Additional tweaks to the warhead data.  Added a 2kt Nuclear version of the GBU-32 the GBU-32N.  Works the same way.

Single Player Version and External Weapons option updated.

 

Hello NightStorm!
Is there definitely a file with a tactical nuclear bomb in the archive? Among the pylon pendants, I found a nuclear version, but I did not find the bomb itself.lua.

Edited by RaptorFighter
Posted
38 minutes ago, RaptorFighter said:

Hello NightStorm!
Is there definitely a file with a tactical nuclear bomb in the archive? Among the pylon pendants, I found a nuclear version, but I did not find the bomb itself.lua.

 

Yes, its the A2G_Bombs.lua.  There are two bombs defined in there.  The second one is the GBU-32N.

Posted (edited)
9 hours ago, RaptorFighter said:

I am attaching a file. I did not find any mention of the GBU-32N in it.

A2G_Bombs.lua 8.65 kB · 2 downloads

You are correct.  I didn't add the updated file to the last upload.  FIXED.  

Single Player version updated.

 

Does anyone have a model of a B-61?

B61 nuclear bomb - Wikipedia

 

*EDIT* I bought a model of the B-61 from TurboSquid.  I'll look into converting it.

Edited by Nightstorm
  • Like 1
Posted

Replaced the fictitious GBU-32N with a B-61 tactical nuclear weapon configured with a 3kt yield.  Textures added to weapons.zip, lua files updated.

Single Player version updated.

 

 

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Posted

I updated the textures to B61-11 (It indicated it was a B61-5 which is no longer in service) along with adjusting the name and GUI image.  No changes to how it works etc.

 

Single player version updated.

Posted
7 hours ago, VR Flight Guy in PJ Pants said:

Humm, just fancy the B61 model with a cowboy hat guy sitting on it... 🤪

I tried to get my wife to watch Dr. Strange Love, she just didn't get it lol.

Posted (edited)

Edit:  Resolved.  Problem was between keyboard and desk.  I forgot that copying the enhancement over the original mod was a step.  Derp.

I'm having an issue reinstalling the newest single player version of the mod, and I don't know what I've done wrong.

I had an older multiplayer version installed, it worked fine.  I had an older single player version installed before, it worked fine.  I downloaded and installed both the latest versions of the single player version and external weapons mod from page 1 per the readme.rtfs.

When I go into mission editor to arm the F-22, no visual model loads in the preview window.  I see the weapon loadouts, and can choose between all the new, fancy, single player bombs, missiles, bags, etc.  Then when I load into the game, the game crashes with a warning that says "Sorry, DCS has crashed" or something to that effect.

I tried uninstalling the external weapons pack, that didn't make any difference.  I uninstalled both the external weapons pack, single player version, and went back to Grinnelli's OG mod, and it works fine.  I'm just curious if anyone has any insight to what got bungled up to where I can no longer use the single player version.

Edited by 2Fox_2Furious
Resolved issue.
Posted
18 hours ago, flavnet said:

After last DCS update, the mod is deactivated by the program.

It appears to be working fine as far as I can see.  Did you reinstall the mod?

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Posted
3 hours ago, Nightstorm said:

It appears to be working fine as far as I can see.  Did you reinstall the mod?

Hello Nightstorm! Thanks for your attention. I solved it just now. Yes I reinstalled the mod but I installed the Community mod first and then the Grinneli. My mistake.

  • Like 1
Posted
2 minutes ago, Vontarium said:

Anyway to increase RCS of the mod.

Its realistic but it makes BVR boring.

Yes indeed.  Open the F-22A.lua in the mod folder under your saved games F-22A and search for "RCS".

You'll see the line:  RCS                            =    0.0001,        -- Radar Cross Section m2    --NIGHTSTORM 0.01

Change the value 0.0001 to a higher number if you choose.  I set it to the actual public reported RSC but as you can see the original mod had it at 0.01 which is what the comment at the end of that line means.  Save the changes and go for it.

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