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Posted
1 minute ago, Tusk.V said:

Love this! Great work! Do you have any plans to add it to GitHub so we can see updates a little easier?

In progress.

  • Like 1
Posted

Is the proper sequence of installation Grinelli > Nightstorm > BHooper Thrust Vectoring?

Specs: i7 13700KF @ 5.5, 64Gb RAM, RTX 4090, Pimax Crystal

Posted
5 minutes ago, Tusk.V said:

Is the proper sequence of installation Grinelli > Nightstorm > BHooper Thrust Vectoring?

Yes, I believe that works.

Might have to do some trouble shooting but a fully standalone all in one is coming soon.

  • Like 1
Posted
3 minutes ago, Novembre said:

Yes, I believe that works.

Might have to do some trouble shooting but a fully standalone all in one is coming soon.

Can't wait. Thank you!

  • Like 2

Specs: i7 13700KF @ 5.5, 64Gb RAM, RTX 4090, Pimax Crystal

Posted

For today this is dev progress.

 

- weapons implemented (being fine tuned and fixed by Vel)
 9X-3 removed, 174 removed, 152 removed

Weapons consist of 9m9x,9x-2

120a,b,c,d (all publicly known variants included so d-2,3 etc.)

AIM-260A JATM

CATM 120C and 9m,x

- Tempfix for dumb A/G weapons is next.


- RCS lowered to 0.00001
- AESA radar fixed, buffed, and fully functional.

image.png

Locked Su-30 at 155.3 in this picture but after finishing the radar fine tune I was able to get consistent locks and tracks the second any contact is within 160 nmi.

 

  • Like 6
Posted

Has somebody tried F22A + Nightstorm stuff with latest version of DCS? I think i will ask before I start to thumble with installation.. 🙂 BTW where should that "double file" be deleted? From the F22A folder itself (savedgamesdcsfolder/mods/aircraft/F22A/)? As Finnish person I have difficulties to quite understand where should that extra file be delteted from (and which filename is that excactly. Which file should I delete and where is it? 🙂 ) Have totally played alot with this mod + ench. ~2yago but have pretty much forgotten how / where was that file 😛

Posted
On 4/9/2025 at 2:09 AM, Novembre said:

Yes, I believe that works.

Might have to do some trouble shooting but a fully standalone all in one is coming soon.

I tried the earlier version, but this is a bit slower than Grinelli + VT version

BTW, I have blinked, the section in User Files has gone. 

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
3 minutes ago, VR Flight Guy in PJ Pants said:

I tried the earlier version, but this is a bit slower than Grinelli + VT version

BTW, I have blinked, the section in User Files has gone. 

Yes, hoop has removed it as he is preparing to release v1.7, on Github.

Historical Raptor will follow soon as well.
 

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Posted
Il 12/11/2020 at 18:27, Nightstorm ha scritto:

*UPDATED 02/17/25*

 

*DISCLAIMER*  - This is NOT a new version the F-22A Raptor mod by Grinnelli Design's.  This is simply an addon to that mod that replaces some of the stock files for two different versions.  One intended for single player use that does change performance data and weapons and one intended for multiplayer use that only changes displays.  I am NOT by any means taking credit for any of the works of the aforementioned team.  Without them, there wouldn't have been a mod to mod.  I originally started this "project" to modify the F-22A mod to my own liking.  Afterwards it was suggested that I make the changes available to anyone else that was interested.  It is not a repack of the mod and still requires the original as a base.  No slight is intended towards the original mod or it's creators.  

 

See below for links to liveries and the enhancement mod I've released.  The mod requires the original F22 mod.

 

Home - GrinnelliDesigns

 

Thank you to the Grinnelli Designs team for all of your hard work in bringing this mod back to life better than ever!

 

 

 

I'm going to link all of the files and liveries for the F22 "enhancement" mod here.  I'll keep the same file names through any updates.  More details about the mod found on the link above.  Remember that the main mod is REQUIRED (linked above).

 

Multiplayer version.  No changes to weapons or performance.  STOCK files used.

https://www.dropbox.com/s/47d2gu21874torf/F-22A Multi Player.7z?dl=0

 

Single player version.  Includes changes to weapons, flight model etc.

https://www.dropbox.com/s/o0iahwuoozbqk5t/F-22A Single Player.7z?dl=0

 

Single player external stores changes.  This requires changes to one main install folder but allows missiles on wing pylons.  USE THIS IF YOU ALSO HAVE THE CFT MOD OR THE CATM WEAPONS MOD INSTALLED.  There is a common file A2A_Missiles.lua that you can't have two copies of.

https://www.dropbox.com/s/zia323bvadtkznl/F-22A External Weapons.7z?dl=0

 

Western RWR database mod.  This mod is separate but includes changes that apply to the F22 and many other mods.  It's an updated database file for the RWR so that included mod aircraft are identified properly on the RWR.   No more <U> for UNKNOWN.   I've added many popular mods to this file and will continue to update it.

https://www.dropbox.com/s/xiroer126ddh9xj/DCS RWR Symbology.zip?dl=0

 

DCS RWR Symbology (digitalcombatsimulator.com)

 

Modern Missiles mod.  This mod changes a few stock missiles into modern variants.  

AIM-9L > AIM-9X

AIM-9X > AIM-9X-2+

AIM-120C > AIM-120C-7

AIM-120B > AIM-120D

https://www.dropbox.com/scl/fi/2bah9y674v7ozacwuqie5/Modern-Missiles.zip?rlkey=bu7nup2jkd9wzsobxcff7oeal&dl=0 

 

F-22A Squadron liveries.  These are consolidated into four large zip files that contain liveries for all 195 Raptors.  Some have different versions of some aircraft at different points in their life cycle.  A good example of this would be the Raptors of the currently deactivated 7th FS from Holloman AFB.  Those aircraft were later dispersed to various squadrons.  Some corrections have also been made to other aircraft. A special thank you to @Texac for allowing the use of his livery template for these!

 

Set A is the FF (Langley AFB Squadrons)

https://www.dropbox.com/s/tlt22v884c3q37r/F-22A Liveries Set A.7z?dl=0

 

Set B is the TY (Tyndall AFB Squadrons)

https://www.dropbox.com/s/3d3e201qdmz63lt/F-22A Liveries Set B.7z?dl=0

 

Set C is the AK (Elmendorf AFB Squadrons)

https://www.dropbox.com/s/nm6g4raiinvuy90/F-22A Liveries Set C.7z?dl=0

 

Set D is all of the other squadrons HO, ED, OT, WA and HH (Holloman AFB, Edwards AFB, Nellis AFB, Hickam AFB)

https://www.dropbox.com/s/k4mq5gws34t1sfp/F-22A Liveries Set D.7z?dl=0

 

*NEW* - Additional F22 liveries by @Texac

F-22A Raptor Weathered Textures (digitalcombatsimulator.com)

F-22A Raptor 422nd Test and Evaluation Squadron "Mirror/Chrome" (digitalcombatsimulator.com)

F-22A Raptor 31st Test and Evaluation Squadron Edwards "Clean" (digitalcombatsimulator.com)

 

 

DCS RWR Symbology.zip 11.02 kB · 9 download

Hi, is there some sort of guide I can follow or a readme file to install all of this?

I've also seen there's a TVC mod, is there any link for it?

Thanks to anyone willing to help...

Posted
3 minutes ago, BlackFalco said:

Hi, is there some sort of guide I can follow or a readme file to install all of this?

I've also seen there's a TVC mod, is there any link for it?

Thanks to anyone willing to help...

Hi Falco, I will message you on Discord.

Posted
On 4/8/2025 at 9:26 PM, Novembre said:

For today this is dev progress.

 

- weapons implemented (being fine tuned and fixed by Vel)
 9X-3 removed, 174 removed, 152 removed

Weapons consist of 9m9x,9x-2

120a,b,c,d (all publicly known variants included so d-2,3 etc.)

AIM-260A JATM

CATM 120C and 9m,x

- Tempfix for dumb A/G weapons is next.


- RCS lowered to 0.00001
- AESA radar fixed, buffed, and fully functional.

image.png

Locked Su-30 at 155.3 in this picture but after finishing the radar fine tune I was able to get consistent locks and tracks the second any contact is within 160 nmi.

 

 

These missiles were finished today and should have the most realistic performance possible using guesstimation.

More to come soon!

AIM-120D

AIM-120D-3 

AIM-260A

AIM-9X Block II

  • Like 7
Posted (edited)

I know you guys are working very hard getting this mod together. Is it possible to use F16C HUD instead of F15C? Since there are no pictures of actual F22A HUD been turned on. I would think the F16C Viper HUD would be closest to the real thing. Both aircraft made by Lockheed. The F15C HUD is 1970's tech. Maybe a lot to ask for. Since you guys are working on a stand alone version. I have been flying the Bhoop v1.6 and the force feedback is very low on my Microsoft joystick. Thanks again.

Edited by Laz109G10
Posted
3 hours ago, Laz109G10 said:

I know you guys are working very hard getting this mod together. Is it possible to use F16C HUD instead of F15C? Since there are no pictures of actual F22A HUD been turned on. I would think the F16C Viper HUD would be closest to the real thing. Both aircraft made by Lockheed. The F15C HUD is 1970's tech. Maybe a lot to ask for. Since you guys are working on a stand alone version. I have been flying the Bhoop v1.6 and the force feedback is very low on my Microsoft joystick. Thanks again.

nullimage.png

 

Hope it can be implemented with standalone without too much trouble.

  • Like 3
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Posted
6 hours ago, Laz109G10 said:

I know you guys are working very hard getting this mod together. Is it possible to use F16C HUD instead of F15C? Since there are no pictures of actual F22A HUD been turned on. I would think the F16C Viper HUD would be closest to the real thing. Both aircraft made by Lockheed. The F15C HUD is 1970's tech. Maybe a lot to ask for. Since you guys are working on a stand alone version. I have been flying the Bhoop v1.6 and the force feedback is very low on my Microsoft joystick. Thanks again.

There are two ways of going about it right now.  The first way is to continue to use the F-15C avionics like many 3rd party mods have done.  HUD, RWR, Stores and RADAR.  It's an all or nothing proposition.  

In order to use a custom HUD a fully stand-alone avionics suite would need to be built.  It's a possible but daunting task.  I don't know when, or if, that might be implemented but for now it'll still be using the F-15C stuff.  I'm personally just really happy to be able to fly it again.  Keep in mind this is literally an "Open Beta".  We should all be familiar enough with that concept 😉

Bugs are being identified and corrected.  Everything is being moved to Github and tied to the GD release version so that changes can be tracked.  It's actually really impressive to see how much work has been done already! 

  • Like 9
Posted
On 4/11/2025 at 1:39 PM, Nightstorm said:

In order to use a custom HUD a fully stand-alone avionics suite would need to be built.  It's a possible but daunting task.  I don't know when, or if, that might be implemented but for now it'll still be using the F-15C stuff.  I'm personally just really happy to be able to fly it again.  Keep in mind this is literally an "Open Beta".  We should all be familiar enough with that concept 😉

I think that without DCS SDK and their documentation ... close to impossible(or very very very ... very very ... very hard and time consuming) ;(. Although @Luiz Renault did that in his a-29b mod. But according to dcs mod discord log it took him hundreds of hours to go through disassembled code in Ghidra and figure out how things are working.

It's not impossible but in my opinion better to devote time resources to polishing compatibility with f-15c and add what can be added.

In addition to what I wrote ... that is awesome that my favorite mod in DCS is once again work as it should.

I can't wait until new version will be released. Good work guys! Keep up!

Also is there other github repo aside from grinnellis that changes could be tracked?

  • Like 2
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Posted
On 4/12/2025 at 9:50 AM, mrjay said:

I think that without DCS SDK and their documentation ... close to impossible(or very very very ... very very ... very hard and time consuming) ;(. Although @Luiz Renault did that in his a-29b mod. But according to dcs mod discord log it took him hundreds of hours to go through disassembled code in Ghidra and figure out how things are working.

It's not impossible but in my opinion better to devote time resources to polishing compatibility with f-15c and add what can be added.

In addition to what I wrote ... that is awesome that my favorite mod in DCS is once again work as it should.

I can't wait until new version will be released. Good work guys! Keep up!

Also is there other github repo aside from grinnellis that changes could be tracked?

There is one yes, but nothing is up there yet.  At the moment, I guess you call the EFM a "closed beta".  Bugs are being squashed.

I did spend all of yesterday updating the enhancement mod to remove all references to previous FCS modes and did some clean up and decluttering of a few of the displays.  I turned the FCS page's mode box into a speed brake indicator.  Figured it made sense, since those surfaces are the speed brake.  Added the new maps into the clock system file for GMT/Local time and a static map for the map pages.

I still hope there will be a way to make the map more useful in the future.

The enhancement version here, is not exactly the same as the historical version that's already being worked on.  The historical version will have its system pages based on the MSFS version of the F22.  It's based largely on the enhancement version and just updated as needed.  In case anyone cares, I HAVE NO ISSUE WITH THAT.  What I'd always hoped is that the community would take the sum of what's out there and made something greater than its parts.  Having a few different options isn't a terrible thing, especially when you consider the main difference will be the cockpit displays.  So, even in multi-player, I can't imagine it would matter if someone had the historical version and someone had the enhancement version.  Each would see the displays/interface they want to use.

My personal install right now, is a combination of the GD3.0 base, the enhancement mod, and BHoops BIN/DLL being called from the F22A.lua.  It all works together quite well.

So, it's coming, we'll keep you all posted.  

  • Like 4
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Posted
1 hour ago, mrjay said:

Maybe FLIR support can be adden without any pain https://github.com/luizrenault/a-29b-community/blob/v2.9.0.47168ob/Cockpit/Scripts/FLIR/usage/readme.txt ... if @Luiz Renault will agree to use his avSimplest.dll in this project.

Wow, that would be cool.

  • Like 1
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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.

Posted

!!!

We already have a FLIR page! But  a placeholder until we were to get a system in.

This is aweesome haha!!! need to see if we can implement asap!

  • Like 2
Posted
33 minutes ago, Novembre said:

!!!

We already have a FLIR page! But  a placeholder until we were to get a system in.

This is aweesome haha!!! need to see if we can implement asap!

 

I think first you should ask Luiz Renault for permission to use this. You can reach him on dcs mod hub.

  • Like 1
Posted
1 minute ago, mrjay said:

 

I think first you should ask Luiz Renault for permission to use this. You can reach him on dcs mod hub.

That would be the only logical approach to getting it implemented asap Mr. Jay Lol 😄

  • Like 2
Posted

That DLL is being used as the binary for the A-29 in it's entry.lua.  Can you CALL more than one binary?  If not, that's how we're loading the EFM.      [3] = 'F22', ?  I've never seen that done but I don't know.

From the A-29 entry.lua:
local FM = 
{
    [1] = self_ID,
    [2] = 'avSimplest',
    config_path    = cfg_path,
    center_of_mass        =    { empty_cg_position , spinner_tip_position[2] , 0.0},        -- center of mass position relative to object 3d model center for empty aircraft
    moment_of_inertia      =     {14056.0, 40927.0, 30700.0},       -- moment of inertia of empty aircraft
    disable_built_in_oxygen_system    = true,
}
 

  • Like 2
Posted
4 hours ago, Novembre said:

!!!

We already have a FLIR page! But  a placeholder until we were to get a system in.

This is aweesome haha!!! need to see if we can implement asap!

Will there be bombs in the multiplayer version? I can hardly believe it... In the 1997 Novalogic simulator, we could carry 4 Jdams at most.

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