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Posted
On 10/19/2022 at 3:08 PM, Nightstorm said:

It's the views.lua file in the root of the F-22A folder in your saved games.  ..Saved Games\DCS\Mods\aircraft\F-22A.

Near the top are two lines:

--        CameraViewAngleLimits  = {20.000000,140.000000},        --NIGHTSTORM changed default zoom
        CameraViewAngleLimits  = {80.000000,120.000000},        --NIGHTSTORM changed default zoom

I changed it for personal preference.  Simply remove the modified line and uncomment the first one to restore defaults which are 20-140.

I added the GrowlingSidewinder tutorial video link to the first post as suggested.

 

I jus saw this, thank you!!

Posted (edited)

@Nightstorm

Hey dude, when I'm working on some changes.  I notice inside the Navigation system script you create you have this line to get the plane coordinate.

    local tmp_loc_x, tmp_loc_y = sensor_data.getSelfCoordinates()

However, what getSelfCoordinates() return are x, alt, y.  

You need to change it to 

    local tmp_loc_x, alt ,tmp_loc_y = sensor_data.getSelfCoordinates()

to get it work.  Currently you are showing Lat and the alt in the map page

The LatLon on the map page of the airbases are not correct as well.  I think it's because you want to match the data you receive from lua which is incorrect.

Edited by FlyingAlex
Posted (edited)

Ok, thanks.  I'll take a look at it.

*EDIT* I updated the code for both versions.  Links in first post.  I'm not sure that it had a significant impact.  I'm pretty sure that the second number wasn't altitude because it matched up very closely with the Longitude coordinates.  If it were altitude, it shouldn't have been anywhere close.

As far as the graphics on the map, I got a lot of coordinates directly from the F10 map.  I noticed at the time that they didn't align with real world coordinates.  I expect that had to do with the fact that DCS maps are actually more flat than spherical.

Given that precise GPS coordinates aren't needed for the F22, it's close enough to navigate by and get you to the airfield in question. 

Edited by Nightstorm
Posted (edited)

That's alt. I think it's looking like Lon because you passed to value to function convertMetersToLatLon() changing it from location meter to geo LatLon, you passed a relatively low value which convert to a lon value of ~36.XXX (near to bottom of the map). And it's even not close to the correct Longitude... If you use the second parameter as LNG the LatLng of Batumi would put you at the bottom of Black Sea in real life geo which would result in ~300nm error...   And yes, just a minor thing. But it's not bad to make it more perfect right 😉 

Edited by FlyingAlex
Posted (edited)

I wish to brought up the notion on HMD and thrust vectoring. I know the former may be able to do (c.f. JAS-39C) and the latter is definitely out there. Too bad GD probably very busying making their first official module...

Edited by VR Flight Guy in PJ Pants

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

Posted (edited)

@VR Flight Guy in PJ Pants

The HMD on JAS-39C cannot lock target on BVR version which is F-15C avionic.   Meaningless porting it to F-22A mod just to show data like Mach, alt unless the whole avionics are remade (Radar, Weapon storage, RWR ... ).  That's what we are working on, a standalone version JAS-39.  Most of them are can-do but time exausting work.  Thrust-vectoring would be acheived roughly by putting portion of thrust force to vertical direction but the FCS would be complicated.  And the other "basic" stuff like control surface, the roll moment, drag, lift, force.... are complex works.  If you cannot wait, try to learn DIY.

 

Edited by FlyingAlex
Posted

@VR Flight Guy in PJ Pants Heard different version of rumors for the TVC version not published as GD said the files are corrupted, files lost, gear flaps not working... etc. 

Believe or not some of them may be true.  When you turning a SFM FC3 mod to EFM mod, you lost lots of stuff which FC3 avionics handled for you while it was a FC3 mod.  Maybe he didn't finish the works and he doesn't have the time for that now so he decided just giving the TVC version to GS for demo purpose only.  

Posted (edited)
43 minutes ago, VR Flight Guy in PJ Pants said:

I dunno, if true, GD can ask a copy back from Glowing Sidewinder. 🙂 Nevermind, we still have Su-57, don't we?

Things not working at that way.  After you compiled a EFM it becomes a binary. It cannot reverse back to something that can be edit.  I am developing a TVC enabled F-22A EFM add-on but don't have much time to tweak it. And I'm working on my own mod as well.  That would have TVC as well.

Edited by FlyingAlex
Posted
9 hours ago, FlyingAlex said:

Things not working at that way.  After you compiled a EFM it becomes a binary. It cannot reverse back to something that can be edit.  I am developing a TVC enabled F-22A EFM add-on but don't have much time to tweak it. And I'm working on my own mod as well.  That would have TVC as well.

 

When is the timeline for a standalone Gripen mod? The standalone HMD and TWS/HOJ radar would change DCS modding forever!

  • 2 weeks later...
Posted

I'm still blowing my wings off when I shoot an AIM-120. Did the newest version not fix this?

Main Pit: i7 13700KF, RTX 4090, Pimax Crystal Super

Co-Pilot Pit: i7 11700K, RTX 3090, Pimax Crystal OG

Posted
18 hours ago, Tusk.V said:

I'm still blowing my wings off when I shoot an AIM-120. Did the newest version not fix this?

Something changed in version 2.8.3 of the Open Beta.  I've done all I can to remedy the issue and the fact is, if you launch on a target and then FLY between your missile and that target, it can prox fuse or impact you.  Which, probably is more realistic.  Make sure that you have good launch parameters for your Fox3's. 

  • Like 2
Posted

I can't be 100% sure but I think my own missile blows up my plane because I took my finger off weapons release button too soon, causing the bay doors to close and the missile colliding with the door maybe

Posted

To add on to my previous comment, I have zero other mods installed, only the F22 mod and then your F22 addon

Sorry for all the constant comments... really wish this forum had an edit feature.

 

Isn't it unrealistic to be able to put sidewinders inside the weapons bay? The sidewinder has a heat seeker, and I'm getting tone even before the doors are opened, wouldn't it be impossible for the sidewinder to get a tone because the closed doors are blocking its heat seeking?

Posted

Sorry for ANOTHER COMMENT

 

So I uninstalled your version and installed the original Grennelli mod, and after a few tries I was still able to kill myself with my own AIM 120D, probably a problem with the base mod

Posted
7 hours ago, RolexSTDMaster said:

To add on to my previous comment, I have zero other mods installed, only the F22 mod and then your F22 addon

Sorry for all the constant comments... really wish this forum had an edit feature.

 

Isn't it unrealistic to be able to put sidewinders inside the weapons bay? The sidewinder has a heat seeker, and I'm getting tone even before the doors are opened, wouldn't it be impossible for the sidewinder to get a tone because the closed doors are blocking its heat seeking?

You should be able to edit your own posts.  Immediately above your first post I addressed the issue of the missiles hitting your own aircraft.  And lastly, the F22 does in fact carry its AIM-9's in the side bays.  

Posted

I have some questions about the AN/APG-77 radar in this mod. I was curious about radar modding and was messing around with some numbers on the mod to see which values change what.

max_measuring_distance = 296000000.0
RCS = 0.00001,
[ASPECT_HEAD_ON] = 296000000.0,

I pushed these values to extremely high numbers, but it didn't change detection or lock on distance at all. In fact no matter how I tweaked the file, it didn't change anything in game.

Is there something else I need to do to see these changes reflected?

 

To clarify, I am on open beta. For ASPECT_HEAD_ON, I've changed by the upper and lower hemispheres' attributes and nothing has happened at all. I've also changed the detection_range_max attribute in F-22.lua as well to no effect. It's almost as if the game isn't using that custom radar at all

Posted
8 hours ago, Talon1-1 said:

I have some questions about the AN/APG-77 radar in this mod. I was curious about radar modding and was messing around with some numbers on the mod to see which values change what.

max_measuring_distance = 296000000.0
RCS = 0.00001,
[ASPECT_HEAD_ON] = 296000000.0,

I pushed these values to extremely high numbers, but it didn't change detection or lock on distance at all. In fact no matter how I tweaked the file, it didn't change anything in game.

Is there something else I need to do to see these changes reflected?

 

To clarify, I am on open beta. For ASPECT_HEAD_ON, I've changed by the upper and lower hemispheres' attributes and nothing has happened at all. I've also changed the detection_range_max attribute in F-22.lua as well to no effect. It's almost as if the game isn't using that custom radar at all

I know that is IS using it.  It's defined in the F22.lua.  And when I first attempted to use a custom RADAR I didn't have it defined as a sensor like I do now.  What happened then was that the player could use it, but AI didn't.  My wingman didn't have a RADAR, no RWR indicator and no Fox 3's.  Now that it's defined, all of that works normally.  I've done the same experiments that you have and from what I can tell there are upper limits to what it will do in the FC3 based (F15C) avionics.  The max range is 160 miles on the scope, and it can detect and lock targets at those ranges depending on size, speed, altitude and orientation to your aircraft.  In testing I can lock high speed, high altitude targets that are nose hot and shoot them down at 160 miles.  Of course due to the closure rate, the missile isn't traveling 160 miles.

I encourage you to keep experimenting though.  You may uncover something that we haven't yet.  Most of this is trial and error 😉  

  • Like 1
Posted
On 5/15/2023 at 9:20 AM, Nightstorm said:

Something changed in version 2.8.3 of the Open Beta.  I've done all I can to remedy the issue and the fact is, if you launch on a target and then FLY between your missile and that target, it can prox fuse or impact you.  Which, probably is more realistic.  Make sure that you have good launch parameters for your Fox3's. 

It seems like it happens when I fire two Fox 3's consecutively. If I wait a second or two, it doesn't happen. It's not a big deal and it seems like you are aware of it so it doesn't bother me too much. Thanks for all of your work!

Main Pit: i7 13700KF, RTX 4090, Pimax Crystal Super

Co-Pilot Pit: i7 11700K, RTX 3090, Pimax Crystal OG

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