nighthawk2174 Posted May 23, 2020 Author Share Posted May 23, 2020 (edited) Odd as its working for me and everyone else i've asked so far, could it be some other mod or just the mission itself? (also you have the latest hotfix correct?) Edited May 23, 2020 by nighthawk2174 Link to comment Share on other sites More sharing options...
cabzi Posted May 23, 2020 Share Posted May 23, 2020 Odd as its working for me and everyone else i've asked so far, could it be some other mod or just the mission itself? (also you have the latest hotfix correct?) Yes, I have the latest version. Tried again with only your mod activated (ran DCS repair before that) and it still crashes when loading Supercarrier missions. Any other mission works great with the mod. :dunno: i7-6850K | GTX1080 | 32GB DDR4 | Windows 10 Pro Link to comment Share on other sites More sharing options...
Chuck_Henry Posted May 23, 2020 Share Posted May 23, 2020 (edited) For everyone's SA, this mod breaks the JF-17. You won't be able to select it in the Mission Editor or even load an Instant Action or training mission. Edited May 24, 2020 by Chuck_Henry Link to comment Share on other sites More sharing options...
nighthawk2174 Posted May 23, 2020 Author Share Posted May 23, 2020 Hmmm odd as I can select both the SC and Jeff and fly them. I'm going to just push what I have as a clean push and lets see if that works. Link to comment Share on other sites More sharing options...
cabzi Posted May 26, 2020 Share Posted May 26, 2020 Hey, mod works again with SC missions after updating to latest OB patch. i7-6850K | GTX1080 | 32GB DDR4 | Windows 10 Pro Link to comment Share on other sites More sharing options...
nighthawk2174 Posted May 27, 2020 Author Share Posted May 27, 2020 Sweet good deal have fun with the mod then! Link to comment Share on other sites More sharing options...
nighthawk2174 Posted June 4, 2020 Author Share Posted June 4, 2020 https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release Missile Mod has been updated to work with the latest version of DCS ---------------Guns---------- -Adjusted the names of some round when in game hit is displayed -Adjusted drag of some rounds to new tweaked ED standards -Adjusted performance of MK149 round adjusted drag curve slightly -Adjusted M117 dispersion to 6x18 mills for the 100% as per new documents -Dropped Russian CIWS dispersion even further down to ~5mills for 100% circle -Added PGU rounds to F/A-18C hornet ---------------MISSILES---------- -New ED drag curve added for AIM-120B|C -Kept thrust the same as in the current mod -Updates to AIM-7 AP added -Scud Data added ---------------OTHER---------- -Editing of AIM-54, F86, and SD10 appears to have been restored. If you get issues try deleting the entire CoreMods folder from the mod and see if that works. Havn't found any on my end yet. full git changelog https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release/-/commit/ab957e8ea63f50d5689d67945257f1768bcd26f5 Link to comment Share on other sites More sharing options...
Taz1004 Posted June 5, 2020 Share Posted June 5, 2020 Is there attribute that adjusts how much the cannon rounds are effected by the wind? Better Smoke - Better Trees Caucasus - Better Trees Syria - Better Trees Mariana - Clear Canopy Glass Link to comment Share on other sites More sharing options...
nighthawk2174 Posted June 6, 2020 Author Share Posted June 6, 2020 Hmm I don't think so, in the end it is probably just the mass value. Link to comment Share on other sites More sharing options...
nighthawk2174 Posted June 11, 2020 Author Share Posted June 11, 2020 Just as a heads up this latest patch is such a dumpster fire i'm not going to update for it especially considering it's likely (well more like hopefully will) to get hotfixed soon. I'm just going to wait for the fire to go out first. Sorry for the inconvenience if you updated and don't want to revert. Link to comment Share on other sites More sharing options...
Taz1004 Posted June 11, 2020 Share Posted June 11, 2020 Thanks for the great work. For the time being, I modified them myself to boost the damage based on your files until ED fixes it. In shell_table.lua, I figured v0 is velocity and mass is related to damage, it'd be helpful to know what other values do. Better Smoke - Better Trees Caucasus - Better Trees Syria - Better Trees Mariana - Clear Canopy Glass Link to comment Share on other sites More sharing options...
nighthawk2174 Posted June 11, 2020 Author Share Posted June 11, 2020 Yeah V0 is the initial velocity which if you put higher I can see increasing damage, but for shells with explosive fillers just bumping up the explosive mass should be a guaranteed way to increase damage. Link to comment Share on other sites More sharing options...
Taz1004 Posted June 18, 2020 Share Posted June 18, 2020 (edited) So I found this line in missiles_data.lua for R-60 ccm_k0 = 3, -- Counter Countermeasures Probability Factor. Value = 0 - missile has absolute resistance to countermeasures. Default = 1 (medium probability) 1 is medium probability and R-60's probability is 3, this makes R-60 utterly garbage. No wonder it never hits anything. Wouldn't even bother carrying it anymore. In comparison AIM-9's probability is 0.5 and R-73 is 1. Are these values for Russian missiles accurate? By the way, I did not find those values in default lua file. Edited June 18, 2020 by Taz1004 Better Smoke - Better Trees Caucasus - Better Trees Syria - Better Trees Mariana - Clear Canopy Glass Link to comment Share on other sites More sharing options...
nighthawk2174 Posted June 19, 2020 Author Share Posted June 19, 2020 (edited) The original R60 (as far as i'm currently aware) uses a spin-scan seeker and has no ability to separate false targets from real ones let alone CCM capabilities. I found a paper (which i'll need to find again) of testing of the 9B/AA2 seeker design which is very similar in design to the R60's seeker. The decoy rate against 1 flare, as in ONE deployed flare, was often (depending on aspect and heavily on range) above 90% and quite often hovered around 97-99%. The current value for the 9B in game is 10 so I set the R60 to 3 due to it likely having a seeker of better quality and it being a cooled seeker as well. This results in a decoy rate for one flare that is still quite high but not as high as the 9B. For the R73 I was until recently under the impression that it still used either a spin-scan or conical scan seeker design, although I have been given documentation as to otherwise. Now the version we have in game has a "Crossed Linear Array" seeker. Which would make the decoy rate much lower for flares not near the target to the target (hence rocket assisted flares) but if a constant stream of flares is used it will be decoyed at a high rate. I will be doing testing and in all probability dropping the value for the next update to this mod. The AIM-9M uses the default ED value which seems quite reasonable based on my understanding of the seeker. However in its case its a bit of a more complex issue. It can filter out flares based on energy rise time. If the programmable seeker is programmed with the correct range of energy rise times it should have very good to excellent resistance against the very basic type of flares we have in game. But ofc if its not programmed right it will have a high decoy rate. Like in the gulf war against the wide variety and often wider level of quality of flares the Iraqi's used it had a high decoy rate. Edited June 19, 2020 by nighthawk2174 Link to comment Share on other sites More sharing options...
Taz1004 Posted June 19, 2020 Share Posted June 19, 2020 (edited) Thanks for that explanation. Didn't realize ccm value was dependent on seeker type. Looking forward to next version of this mod. Perhaps ED moving to monthly update cycle would give you more time to fine tune. Edited June 19, 2020 by Taz1004 Better Smoke - Better Trees Caucasus - Better Trees Syria - Better Trees Mariana - Clear Canopy Glass Link to comment Share on other sites More sharing options...
cabzi Posted June 19, 2020 Share Posted June 19, 2020 Anyone else having problems with the mod + latest OB + F-14B? Tried a couple of instant action mission and the plane spawns without missiles if the mod is active. i7-6850K | GTX1080 | 32GB DDR4 | Windows 10 Pro Link to comment Share on other sites More sharing options...
Taz1004 Posted June 19, 2020 Share Posted June 19, 2020 Anyone else having problems with the mod + latest OB + F-14B? Tried a couple of instant action mission and the plane spawns without missiles if the mod is active. Yea, have same issue. Was about to report. I believe it's CoreMod/aircrafts/F14 that's causing it. Better Smoke - Better Trees Caucasus - Better Trees Syria - Better Trees Mariana - Clear Canopy Glass Link to comment Share on other sites More sharing options...
nighthawk2174 Posted June 19, 2020 Author Share Posted June 19, 2020 Yup fixed for the next update. Link to comment Share on other sites More sharing options...
nighthawk2174 Posted June 25, 2020 Author Share Posted June 25, 2020 (edited) Updated the mod to V1.7 https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release ----------------------------------------------- V1.7 -F86F M3's now have 300 rounds per gun -M3 dispersion reduced -Dispersion of some M61 rounds tweaked -F5 given red tracers. -CCM tweaks for quite a few missiles -Restored F14 loadouts -Added PGU rounds to F18 -Old Deka SD10 thrust restored changelog here: https://gitlab.com/Nighthawk2174/nhawk---weapons-mod-public-release/-/commit/d22b28df484e0268c0fb0951d2fea229061d87f9 Edited June 25, 2020 by nighthawk2174 Link to comment Share on other sites More sharing options...
codenamepanzer Posted June 29, 2020 Share Posted June 29, 2020 with release 1.7, carriers are not spawned on mission launch (stennis, lincoln, ..). May be there is a side effect on stable with supercarrier. somebody confirm? Link to comment Share on other sites More sharing options...
nighthawk2174 Posted June 29, 2020 Author Share Posted June 29, 2020 stable version you said? If so I remember that being an issue introduced by an update for an earlier version of the mod for the openbeta. Which is what this mod is updated for with some versions being incompatible with previous ones. Link to comment Share on other sites More sharing options...
codenamepanzer Posted June 30, 2020 Share Posted June 30, 2020 The issue occurs with the F14, i didn't try with F18. When i removed the mod, all returned ok. yes i play on the stable release. Link to comment Share on other sites More sharing options...
nighthawk2174 Posted June 30, 2020 Author Share Posted June 30, 2020 Ok for the stable try deleting the CoreMods folder in the mod and it should work but currently the OB and stable are not fully compatible. Link to comment Share on other sites More sharing options...
hlfritz Posted July 1, 2020 Share Posted July 1, 2020 I know this seems to be mostly about missiles and guns, but since it is called a weapons mod I thought I would ask. Does it include a working GBU-24? It seems that the guidance system for the GBU-24 has been missing for years and ED still has not fixed this. Thx! Link to comment Share on other sites More sharing options...
nighthawk2174 Posted July 2, 2020 Author Share Posted July 2, 2020 Unfortunately not that needs to be fixed by ED. Link to comment Share on other sites More sharing options...
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