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Spino

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Everything posted by Spino

  1. Did some quick edits of the model in Solidworks to see what it might look like. Original model: AIM-152B hypothetical: With the wings cut shorter it could potentially be carried on a double launcher for Stations 1B and 8B. Double launchers might even fit in the tunnel like that too, though it would have to hang from the AIM-54 pallets for that most likely.
  2. I have a lot of stuff going on right now, but I do have hopes for some other Tomcat improvement/upgrade mods. The AIM-152 mod is great as-is, but we do want community input on how it functions and what might could be improved. I personally want it to include a very what-if AIM-152B (HRM) loosely based on what was done with the AMRAAM and the Meteor., with clipped wings, fully powered to target at or around Mach 4, and the ability to reacquire lost targets. Possibly even a C variant with larger warhead, fuel supply, and radar dish in a front end that is the same size as the rear end. If DSplayer and currenthill are interested, maybe we can work to combine the former's F-14 weapons mod with the AIM-152 mod.
  3. I have no idea what happened to all the links to download the F-15S/MTD mod unless the user who posted it got their account deleted or something. I still have it and am working on modifying it a bit with more modern weapons.
  4. It's not, F-14B nozzle is. Top is an F-14A, bottom is F-14D, but the D and the B have the same engine. I can't kitbash engine nozzles, only things that don't require animations to work.
  5. So I decided to mod some AGM-179s based on the Brimstone code, and they too work just fine...
  6. Sort of, it's a MiG-29 with a US paintjob and US missiles slapped onto it.
  7. Interestingly enough, the Brimstone missiles from the JAS-39 Gripen mod work just fine too! It's just the Hellfires that are the issue.
  8. So I did some fiddling with the weapons, and can't seem to get any Hellfires to work. The AGR-20 APKWS works just fine though, except for a weird bug that only allows you to fire 2-4 rockets and then it refuses to launch any more unless you remove launch permission override, go out of air to ground mode, and then back into AG mode and turn the targeting equipment (EO and designator) back on.
  9. I'm having the same issue. I wonder if it has something to do with the new Hellfires for the Apache.
  10. Meanwhile, for the F-15EX, AIM-9X Block II+ and AIM-120D implementation is next. I hope to release both with version 1.7, along with the AGM-88G. I have added the Python 5 and I-Derby to the F-15C(U), but you will have to have the JAS-39 Gripen mod installed for them to be available.
  11. The F-15CX is also progressing nicely. Cockpit for both "X" variants is still a long way off, but at least the aircraft themselves are implemented. I have implemented the same pylon configuration for the F-15CX that you currently find on the F-15EX, with the possibility to carry 20 air-to-air missiles with AMBER racks, and 12 without.
  12. I am steadily working on bringing the F-15C(U) to release state. I have decided that AAM-3 and AAM-4 missiles will be referenced from the F-2 mod, so you will need to have that installed to get the Japanese missiles. I am looking for a texture artist to do a better job of texturing the AAM-3 and AAM-4 missiles, let me know if anyone is interested.
  13. @henshao that's definitely my site. You bring up a good point, I should put that in there.
  14. They already know. Mine is currently just copy-pasted code from the AGM-88E/F with a new model, I still need to work on its performance. It seems to have very limited range.
  15. I could, but the GR AARGM-ER is an AI-only missile, it wouldn't be usable.
  16. I think the weapons need some work LOL!
  17. Work has started on the AGM-88G AARGM-ER for the F-15EX! Still trying to resolve cockpit issues with the F-15C(U).. I will leave it to the community to tell me what stations the AARGMs should go on. I don't know about the fuselage stations, but definitely the wings.
  18. I have not asked CJS, now that their mod does not replace the F/A-18C anymore, I don't see the point. I will continue with the F-15 development. Cockpit work is slow, V2.0 is not coming any time soon. The good news is that I am making some progress on the other F-15 variants I want to release. I do not have an F-15D model that I can use right now, but the F-15C(U) is coming soon. I need a texture artist for the AAM-3 and AAM-4 missiles, and also for the F-15EX cockpit.
  19. Now I'm really confused. AMBER shouldn't weigh any more than the existing LAU-115/LAU-127 launchers. If you're talking about the EWPs I understand, but not AMBER.
  20. F-15EX V1.6 is live! Download Link: https://www.digitalcombatsimulator.com/en/files/3328343/
  21. Version 1.6 coming soon! Changes include AIM-9X on upper and outer wing stations, re-named AGM-88F to HCSM, and adjusted position of fuselage single AMRAAM mounts! Big shout out to @currenthill for helping me get the AIM-9X working, and @Geschirre for the Kadena AFB skin.
  22. I don't have the time or the modding skills for full fidelity mods right now, so this is it for the time being.
  23. 4 and 8 are the inner wing stations. Why not the other wing stations too? All AMBER does is the same thing as the LAU-115/LAU-127 double launcher, it just carries 2 AMRAAMs in a more compact configuration. I had honestly kind of wondered about the weapons pods on the wings, I have only ever seen one on the centerline. Now I guess I know why. All stations do work, the Super Hornet only has 11, same as the F-15C on which the mod is based. I'd like to do a custom cockpit at some point, but it may be the same or similar to the one I am working on for the F-15EX.
  24. @SkateZillanailed it! 4 AMRAAMs in each Enclosed Weapons Pod. Now imagine a Super Hornet carrying five of them instead of just three, and then throw in the AMBER racks on the outer wings...
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