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Posted

Both variants are flyable yes, and requires the DCS: F-5E Binaries
-C Skoshi Tiger uses F-5E(-1?) shape with the pointed nose, but there is cockpit clipping because that model doesn't have the removal of the side walls and panel hood like the -3.
-E Export Tiger uses F-5E-3 shape and works flawlessly,

Both versions have the ability to add the AAR, Antennae, and Wingtip tanks etc.

As for the AGMs, I haven't tested the bullpups, the AI uses them,
But for Mavs, I started coding a addon system that puts the display over the radar, however it has an issue where it never goes away after being activated even once you've depleted your MAV stores, so I'm working on that, and the system wont be publicly added until I can finish it properly.

Along with addon Fueltank systems. (Allowing use of the Wingtip tanks, as well as full AAR capability), these systems will take a while to properly code and integrate, as the FM/F-5E systems don't have the wetlines to the pylons, nor the AAR Transfer switch in the systems or cockpit.

The point of including new versions was to help with mission building, as well as make it so the mod is 100% in SG and does not require modifying core files.

User can use the Export Tiger and have all the capabilities of the -E-3 Plus addons, without having to modify their DCS Core files to add things.

I plan to develop more addon systems for the cockpit as soon as I can get the core package done and clean.

I'm also looking into FCS Versions.
 

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Posted

Very clever! Looking forward to try it.

Look what I mean with centerline being much forward than on the F-5E, tip of the drop tank is forward than the pilot!!

[img]https://i.imgur.com/JniqjWd.jpeg[/img]

 

I don't understand anything in russian except Davai Davai!

Posted

do they have 150 gallon tanks on those wingtips? lol.

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Posted
1 minute ago, SkateZilla said:

do they have 150 gallon tanks on those wingtips? lol.

Is just the angle of the photo.

I don't understand anything in russian except Davai Davai!

Posted
On 8/2/2024 at 7:09 PM, SkateZilla said:

Screen_240802_193845.png

Why the navy F model mavericks?  Shouldn't it be using A, B, or D like the F-4E since those are the early air force models?

On 8/4/2024 at 5:43 AM, SkateZilla said:

I haven't tested the bullpups

I slapped bullpups on the A-4 by editing a custom loadout.  Dunno if you've tested them on the F-5 yet, but when I fired them, every one went full pitch up as default since there was no guidance input.  Was still able to hit stuff by firing closer to the target since there seems to be a gap between launch and guidance.  A-4 guys have said guided weapons don't work without SDK access, so idk if it's possible to get control.  Maybe the F-5 would be different since it's more integrated into the game?

Keep it up, looking forward to downloading it!

Modules: F-14A/B, F/A-18C, F-16C, F-4E, F-5E, FC3, AV-8B, Mirage 2000C, L-39, Huey, F-86, P-51, P-47, Spitfire, Mosquito, Supercarrier

Maps: Persian Gulf, Syria, NTTR, Marianas, Normandy 2, Channel, Kola

Upcoming Modules Wishlist: A-1H, A-7E, A-6E, Naval F-4, F-8J, F-100D, MiG-17F

Posted (edited)
12 hours ago, Stackup said:

Why the navy F model mavericks?  Shouldn't it be using A, B, or D like the F-4E since those are the early air force models?

I slapped bullpups on the A-4 by editing a custom loadout.  Dunno if you've tested them on the F-5 yet, but when I fired them, every one went full pitch up as default since there was no guidance input.  Was still able to hit stuff by firing closer to the target since there seems to be a gap between launch and guidance.  A-4 guys have said guided weapons don't work without SDK access, so idk if it's possible to get control.  Maybe the F-5 would be different since it's more integrated into the game?

Keep it up, looking forward to downloading it!

The AI Doesn't have those limitations, so the AI can have them, along with AGM-65, AIM-9s on the outboards, etc.

At present, my plan is to have:
- F-5C Skoshi Tiger (AI ONLY) *Adds the Bullpups, restricts the AIM-9s to earlier models, adds tank and AAR Skoshi Left Side Probe.
- F-5E Export Tiger (AI ONLY) *Adds AGM-65E Singles to IN/OUT Board Stations, a few other items, and AAR Export Right Side Probe
- F-5E Modded Tiger (PLYER AIRCRAFT) * Adds the Wingtip FuelTanks, Antennae and AAR Probes etc. *(All Cosmetic)*,
- F-5E FC Modded Tiger (PLAYER AIRCRAFT) * Adds the Wingtip FuelTanks, Antennae and AAR Probes etc to the FC.  *(All Cosmetic)*

That way there's no modding of the core F-5E Files.

There's also the issue where I have to integrate new new Aircraft Property, to switch the AAR Coordinates between left/right.

Right now I have F-5E Export and F-5C Skoshi flyable to test things, but will change before I release, as the F-5C external model has clipping issues w/ the cockpit, and until I fully script the addon systems, the extra weapons will not work, *(AGMs, AIMs on Outboard, AAR Fuel Transfer, WingTip Fuel Transfer, etc).

Edited by SkateZilla
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Posted

We can wait Skate, take the time you need, I'm sure it will worth the wait!

P.S. Wish some of the original skinners will adapt the AAr and wingtip tanks to the new templates. 🤞

I don't understand anything in russian except Davai Davai!

Posted

when I get around to re-mastering mine, they will.

 

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Posted
11 hours ago, SkateZilla said:

The AI Doesn't have those limitations, so the AI can have them, along with AGM-65, AIM-9s on the outboards, etc.

At present, my plan is to have:
- F-5C Skoshi Tiger (AI ONLY) *Adds the Bullpups, restricts the AIM-9s to earlier models, adds tank and AAR Skoshi Left Side Probe.
- F-5E Export Tiger (AI ONLY) *Adds AGM-65E Singles to IN/OUT Board Stations, a few other items, and AAR Export Right Side Probe
- F-5E Modded Tiger (PLYER AIRCRAFT) * Adds the Wingtip FuelTanks, Antennae and AAR Probes etc. *(All Cosmetic)*,
- F-5E FC Modded Tiger (PLAYER AIRCRAFT) * Adds the Wingtip FuelTanks, Antennae and AAR Probes etc to the FC.  *(All Cosmetic)*

That way there's no modding of the core F-5E Files.

There's also the issue where I have to integrate new new Aircraft Property, to switch the AAR Coordinates between left/right.

Right now I have F-5E Export and F-5C Skoshi flyable to test things, but will change before I release, as the F-5C external model has clipping issues w/ the cockpit, and until I fully script the addon systems, the extra weapons will not work, *(AGMs, AIMs on Outboard, AAR Fuel Transfer, WingTip Fuel Transfer, etc).

Awesome stuff! 

But again, why the navy mavericks and laser guided at that?  I know only the AI can use them, but shouldn't they at least be the right model since we have them?  The F-5E should be using the TV guided AGM-65A and B models which are now available in DCS because of the F-4E, same as the bullpups.

maverickchina.jpg

Modules: F-14A/B, F/A-18C, F-16C, F-4E, F-5E, FC3, AV-8B, Mirage 2000C, L-39, Huey, F-86, P-51, P-47, Spitfire, Mosquito, Supercarrier

Maps: Persian Gulf, Syria, NTTR, Marianas, Normandy 2, Channel, Kola

Upcoming Modules Wishlist: A-1H, A-7E, A-6E, Naval F-4, F-8J, F-100D, MiG-17F

Posted (edited)
11 hours ago, Stackup said:

Awesome stuff! 

But again, why the navy mavericks and laser guided at that?  I know only the AI can use them, but shouldn't they at least be the right model since we have them?  The F-5E should be using the TV guided AGM-65A and B models which are now available in DCS because of the F-4E, same as the bullpups.

maverickchina.jpg

Early testing, I was adding some things to check clearances quickly,

Once I get around to fully going through the loadout they will be corrected.

The other Issue is Maverick A and B on the F-4E belongs to HB and is declared locally, so not "available" for other aircraft w/o modding their core files.

Edited by SkateZilla
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Posted (edited)
On 8/6/2024 at 11:53 AM, SkateZilla said:

The AI Doesn't have those limitations, so the AI can have them, along with AGM-65, AIM-9s on the outboards, etc.

At present, my plan is to have:
- F-5C Skoshi Tiger (AI ONLY) *Adds the Bullpups, restricts the AIM-9s to earlier models, adds tank and AAR Skoshi Left Side Probe.
- F-5E Export Tiger (AI ONLY) *Adds AGM-65E Singles to IN/OUT Board Stations, a few other items, and AAR Export Right Side Probe
- F-5E Modded Tiger (PLYER AIRCRAFT) * Adds the Wingtip FuelTanks, Antennae and AAR Probes etc. *(All Cosmetic)*,
- F-5E FC Modded Tiger (PLAYER AIRCRAFT) * Adds the Wingtip FuelTanks, Antennae and AAR Probes etc to the FC.  *(All Cosmetic)*

That way there's no modding of the core F-5E Files.

There's also the issue where I have to integrate new new Aircraft Property, to switch the AAR Coordinates between left/right.

Right now I have F-5E Export and F-5C Skoshi flyable to test things, but will change before I release, as the F-5C external model has clipping issues w/ the cockpit, and until I fully script the addon systems, the extra weapons will not work, *(AGMs, AIMs on Outboard, AAR Fuel Transfer, WingTip Fuel Transfer, etc).

 

Ohhhh i so want this .. the F-5C is really something i would look forward even if it has no radar..  and refueling this bird is also somethin i really really look forward too.. not ashmased to confess i have "simed" AAR sitting behind a tanker wih the Tiger for a while 😄

 

Any of them has 4XAIM9 capacity?

 

Edit: oh ... noticed the C and export are AI only and the E moded will be cosmetic only 😞

Edited by SparrowLT
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  • 2 weeks later...
Posted (edited)

Apologies fellow pilots,

I was not trying to take this long w/ an update.

So, Here's my question to you guys.

I can Mount 4 AIM-9s to the Aircraft, (via the Wingtip Hardpoint /w a 2nd element offset to the outboard pylon, and Forcing the Outboard to load a rail).

However, when firing them, the 2nd missile teleports to the outboard rail position before firing.
*( Ie, when loading 2x, 1 Tip, 1 Ouboard. Outboard Fires first, then when you fire the 2nd time, Tip Teleports to outboard and fires. )

Due to the Pylons in the PFM/Systems not recognizing Rail Adapters, I had to get creative with mounting additional Missiles.

So, Question, should I remove the Wingtip/Outboard Missile Declaration because it teleports from one rail to another when launching? or leave it?

I'm pretty close to a package release, a lot of cleaning up to do from trial/error experiments.

Edited by SkateZilla
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Posted

O vote for leaving the missiles, after all you told everyone where the problem is and everyone can decide what to do.

I don't understand anything in russian except Davai Davai!

Posted
1 hour ago, SkateZilla said:

Apologies fellow pilots,

I was not trying to take this long w/ an update.

So, Here's my question to you guys.

I can Mount 4 AIM-9s to the Aircraft, (via the Wingtip Hardpoint /w a 2nd element offset to the outboard pylon, and Forcing the Outboard to load a rail).

However, when firing them, the 2nd missile teleports to the outboard rail position before firing.
*( Ie, when loading 2x, 1 Tip, 1 Ouboard. Outboard Fires first, then when you fire the 2nd time, Tip Teleports to outboard and fires. )

Due to the Pylons in the PFM/Systems not recognizing Rail Adapters, I had to get creative with mounting additional Missiles.

So, Question, should I remove the Wingtip/Outboard Missile Declaration because it teleports from one rail to another when launching? or leave it?

I'm pretty close to a package release, a lot of cleaning up to do from trial/error experiments.

 

Nothing wrong with teleporting missiles.

Once it's off the rail it really doesn't matter which rail it launched off unless you want to capture the video, and even then clever angles should solve that problem.  In the mean time four heaters?  Sign me up!

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Posted

thanks guys for the feed back I will move forward with the plans to add that to the loadout,

if I get time, I will record a video in the next few days.

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Posted
10 minutes ago, VZ_342 said:

Will the 4 AIMs cause an issue with IC?

 

When released, this mod will run 100% from the SG folder as a different Aircraft,

So You'd have:
F-5E (Non Flyable)
F-5E-3 (The CoreFiles Flyable)
F-5C Skoshi (Non Flyable)
F-5E Export (Non Flyable)
F-5E Modified (Player Flyable, w/o Modifying the Core F-5E Files, thus no IC Hit on the Module).

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Posted

Not too much longer guys,

I have a few other projects with tighter deadlines ahead of this one, but it's getting there:

Screen_240822_160028.png

Screen_240822_155957.png

  • Like 9

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Posted
On 8/4/2024 at 7:43 AM, SkateZilla said:

Both variants are flyable yes, and requires the DCS: F-5E Binaries
-C Skoshi Tiger uses F-5E(-1?) shape with the pointed nose, but there is cockpit clipping because that model doesn't have the removal of the side walls and panel hood like the -3.
-E Export Tiger uses F-5E-3 shape and works flawlessly,

Both versions have the ability to add the AAR, Antennae, and Wingtip tanks etc.

As for the AGMs, I haven't tested the bullpups, the AI uses them,
But for Mavs, I started coding a addon system that puts the display over the radar, however it has an issue where it never goes away after being activated even once you've depleted your MAV stores, so I'm working on that, and the system wont be publicly added until I can finish it properly.

Along with addon Fueltank systems. (Allowing use of the Wingtip tanks, as well as full AAR capability), these systems will take a while to properly code and integrate, as the FM/F-5E systems don't have the wetlines to the pylons, nor the AAR Transfer switch in the systems or cockpit.

The point of including new versions was to help with mission building, as well as make it so the mod is 100% in SG and does not require modifying core files.

User can use the Export Tiger and have all the capabilities of the -E-3 Plus addons, without having to modify their DCS Core files to add things.

I plan to develop more addon systems for the cockpit as soon as I can get the core package done and clean.

I'm also looking into FCS Versions.
 

This is... FANTASTIC! 😮

  • Like 1

HRP | Derby
"Wardog, launch!"

  • 2 weeks later...
Posted
On 9/4/2024 at 3:06 AM, Stratos said:

Maybe waiting for the ED update?

I have no disclosable information regarding an ED Update,

I have things for this mod I need to finish, however I have other projects I am currently working on / with teams that have tighter deadlines + complicated issues with non DCS related life events going on.

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  • 4 weeks later...
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