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Posted (edited)

Hey there,

I've made some shapes as well as some models in Blender to upgrade the default FC3 jet "F-15C" to the proposed, not yet produced F-15CX which aims to support up to 22* AMRAAMs.

As the F-15C doesn't like "unknown missiles" (the 120D when added as a completely new missile behaves very weirdly for instance), made me change some existing missiles instead. But this also means, those will be changed for all other Jets too.
I suggest using a modmanager and only enable the mod when you want to fly the new CX.

"Default Missiles" mod:

    AIM_9L        ->    Aim-9X      from "DCS"

I've made this version of my mod, so that one can use the DCS missiles with my racks, instead the OP missiles. I only changed the 9L to have the same config as the 9X, so that the F-15CX has the newest Aim-9 available.

"Community Missiles" mod:

    AIM_9L        ->    Aim-9X-2    from "Modern Missiles" mod
    AIM_9P5      ->   Aim-2000    from "Modern Missiles" mod

    Aim-120B    ->    Aim-120D    from "Modern Missiles" mod
    Aim-120C    ->    Aim-200A    from "F-15EX" mod

DCS version:

  • Stable, 2.9.15.9408

Download:

Usage:

  • Use a modmanager like OvGME
  • Put the subfolder "F-15CX" into your _OvGME mods" directory
  • Enable just like a zipped mod

Loadout:

  • The only way to use non-default "weapons" is by using custom loadouts.
  • That means that you have to manually add a loadout or use the provided ones inside "Saved_Games" folder from the zip in your own "Saved Games\DCS\MissionEditor\UnitPayloads\F-15C.lua"

Overview:
After that, you can assign the loadout in the ME (mission editor), just like in this video:

 

Some more info:

Why not make it standalone?
I want to use/have the latest DCS code, which unfortunately is encrypted inside DLL since quite a while. So it's impossible (more or less) to copy that jet and create a new one from its code.

That means I have to work around that limitation and do what I wanted to do inside that limit.
Meaning: I had to change the default Aim-120B (which became the Aim-120D), the Aim-120C (= Aim-200A), Aim-9L (= Aim-9X-II) and Aim-9P5 (= Aim-9X).
And it also won't let me change the radar (to reflect the newer AESA), nor add conformal fuel tanks (thus my decision to keep 3 drop tanks) as well as adding the ~25% more power that the newer engines have, for which I left the weight of those new racks and missiles to the default 1 missile.
I'm not sure if and how the drag is changed by this mod, but it actually shouldn't, as far as I can tell.
Testing also showed this jet is still really good to fly!

But one can add textures and shapes and change the missile configs to create new loadout-IDs, which I did.
Those are the 120D fuselage racks, as well as the main-wing pylon racks. I also found a free shape for the outer wing pylon, which I was able to change and repurpose into a dual- and triple-pylon.

Well, I think that's all for now; hope you enjoy!

Cheers,
Hotshot

 

Credits:

Aim-120D, Aim-9X2, IRIS-T
    Modern Missiles: https://www.digitalcombatsimulator.com/en/files/3328022/

Aim-200A
    F-15EX: https://www.digitalcombatsimulator.com/en/files/3332944/
    Spino kindly allowed me to use his Aim-200 models, which I use with the default 120C-5 missile config.

Outer Wing Pylon
    SUFA312: https://cults3d.com/en/3d-model/various/fictional-72-scale-f-15-outer-wing-pylon-with-lau-128

 

f15cx_120d+200a.png

image.png

f15cx_20x120d.png

f15cx_16x120d.png

f15cx_mix.png

Edited by dlder
new version
  • Like 5

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

  • dlder changed the title to F-15CX mod (22x Aim-120D, Aim-200A, Aim-2000, Aim-9X-2)
Posted

Should probably have been posted here instead:
https://forum.dcs.world/forum/1155-flyabledrivable-mods-for-dcs-world/

  • Like 2
Spoiler

Ryzen 9 5900X | 64GB G.Skill TridentZ 3600 | Asus ProArt RTX 4080 Super | ASUS ROG Strix X570-E GAMING | Samsung 990Pro 2TB + 960Pro 1TB NMVe | VR: Varjo Aero
Pro Flight Trainer Puma | VIRPIL MT-50CM2 grip on VPForce Rhino with Z-curve extension | Virpil CM3 throttle | Virpil CP2 + 3 | FSSB R3L | VPC Rotor TCS Plus base with SharKa-50 grip | Everything mounted on Monstertech MFC-1 | TPR rudder pedals

OpenXR | PD 1.0 | 100% render resolution | DCS graphics settings

 

Posted (edited)
On 5/23/2024 at 6:31 PM, Raven (Elysian Angel) said:

Should probably have been posted here instead:
https://forum.dcs.world/forum/1155-flyabledrivable-mods-for-dcs-world/

Thought only "full" mods, not addons like this would fit there...

On 5/23/2024 at 9:53 PM, Flappie said:

The thread will soon be moved. 👍

Thanks!

----------------------------------------------------------------------------------------------------

New "default missiles" mod:

So, seeing that the 120D and as well as both IR missiles (9X block 2, IRIS-T) are a bit OP, I made a second download with just the default missiles, meaning 120B is the 120B. Same with the 120C, but this one is available on the dual and extra pylons. Also, the F-15C can use the 9X (instead of the 9L).

IDs are the same, so no change to ones payload F-15C.lua necessary.

Download link is the same.

Edited by dlder
clarification
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OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

Posted

I've updated the mod to 1.03

I had to correct some texture assignments...

  • Like 1

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

  • dlder changed the title to F-15CX mod (22x Default missiles or Aim-120D, Aim-200A, Aim-2000, Aim-9X-2)
  • 4 weeks later...
Posted

I've updated the mod; apparently some lines for the aim9 changed (9J + 1 line for the 9X)

 

  • Thanks 1

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

  • 3 weeks later...
Posted

Seems at least the Aim-9X was updated with 9.5.6; I'll upgrade this mod asap.

  • Thanks 1

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

Posted

There were changes for the Aim-9 and Aim-120 types of missiles.

Mod on GDrive was updated to 2.9.6.57650

 

  • Thanks 1

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

  • 2 months later...
Posted

Updated to DCS 2.9.8.1214

As last time, Aim-9 and -120 code changed.

hf!

  • Thanks 1

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

  • 1 month later...
Posted
On 5/20/2024 at 9:54 PM, dlder said:

Hey there,

I've made some shapes as well as some models in Blender to upgrade the default FC3 jet "F-15C" to the proposed, not yet produced F-15CX which aims to support up to 22* AMRAAMs.

As the F-15C doesn't like "unknown missiles" (the 120D when added as a completely new missile behaves very weirdly for instance), made me change some existing missiles instead. But this also means, those will be changed for all other Jets too.
I suggest using a modmanager and only enable the mod when you want to fly the new CX.

"Default Missiles" mod:

    AIM_9L        ->    Aim-9X      from "DCS"

I've made this version of my mod, so that one can use the DCS missiles with my racks, instead the OP missiles. I only changed the 9L to have the same config as the 9X, so that the F-15CX has the newest Aim-9 available.

"Community Missiles" mod:

    AIM_9L        ->    Aim-9X-2    from "Modern Missiles" mod
    AIM_9P5      ->   Aim-2000    from "Modern Missiles" mod

    Aim-120B    ->    Aim-120D    from "Modern Missiles" mod
    Aim-120C    ->    Aim-200A    from "F-15EX" mod

I'm using the most up2date configs from DCS 2.9.5 stable.

Download:

Usage:

  • Use a modmanager like OvGME
  • Put the subfolder "F-15CX" into your _OvGME mods" directory
  • Enable just like a zipped mod

Loadout:

  • The only way to use non-default "weapons" is by using custom loadouts.
  • That means that you have to manually add a loadout or use the provided ones inside "Saved_Games" folder from the zip in your own "Saved Games\DCS\MissionEditor\UnitPayloads\F-15C.lua"

Overview:
After that, you can assign the loadout in the ME (mission editor), just like in this video:

 

Some more info:

Why not make it standalone?
I want to use/have the latest DCS code, which unfortunately is encrypted inside DLL since quite a while. So it's impossible (more or less) to copy that jet and create a new one from its code.

That means I have to work around that limitation and do what I wanted to do inside that limit.
Meaning: I had to change the default Aim-120B (which became the Aim-120D), the Aim-120C (= Aim-200A), Aim-9L (= Aim-9X-II) and Aim-9P5 (= Aim-9X).
And it also won't let me change the radar (to reflect the newer AESA), nor add conformal fuel tanks (thus my decision to keep 3 drop tanks) as well as adding the ~25% more power that the newer engines have, for which I left the weight of those new racks and missiles to the default 1 missile.
I'm not sure if and how the drag is changed by this mod, but it actually shouldn't, as far as I can tell.
Testing also showed this jet is still really good to fly!

But one can add textures and shapes and change the missile configs to create new loadout-IDs, which I did.
Those are the 120D fuselage racks, as well as the main-wing pylon racks. I also found a free shape for the outer wing pylon, which I was able to change and repurpose into a dual- and triple-pylon.

Well, I think that's all for now; hope you enjoy!

Cheers,
Hotshot

 

Credits:

Aim-120D, Aim-9X2, IRIS-T
    Modern Missiles: https://www.digitalcombatsimulator.com/en/files/3328022/

Aim-200A
    F-15EX: https://www.digitalcombatsimulator.com/en/files/3332944/
    Spino kindly allowed me to use his Aim-200 models, which I use with the default 120C-5 missile config.

Outer Wing Pylon
    SUFA312: https://cults3d.com/en/3d-model/various/fictional-72-scale-f-15-outer-wing-pylon-with-lau-128

 

f15cx_120d+200a.png

image.png

f15cx_20x120d.png

f15cx_16x120d.png

f15cx_mix.png

 

Any chance we can have the F-15QA loadout on the recent Display? Awesome job, thanks.

F-15QA-with-12-AMRAAMs-678x381.jpeg

Posted (edited)

Version 1.06 is still valid for DCS 2.9.9!

Edited by dlder

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

Posted (edited)
16 hours ago, Anoobis_mz said:

Any chance we can have the F-15QA loadout on the recent Display?

Unfortunately, I have to replace 1 mountpoint to add that 1 mountpoint + whatever I want to add.
By that I mean: to get the outer pylons, I have to add these shapes & textures to an existing mountpoint.

That means, I would need to create 2 extra shapes (one for each side) and add these to the default shapes (the LAU-115). That's quite a lot of work for... less missiles^^
"Should" be possible if I can get the default shape, but unfeasible, sorry.

edit: for better understanding, the marked missiles / mounts are 1 mountpoint!

image.png

Edited by dlder
  • Like 2

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

Posted
6 hours ago, dlder said:

Unfortunately, I have to replace 1 mountpoint to add that 1 mountpoint + whatever I want to add.
By that I mean: to get the outer pylons, I have to add these shapes & textures to an existing mountpoint.

That means, I would need to create 2 extra shapes (one for each side) and add these to the default shapes (the LAU-115). That's quite a lot of work for... less missiles^^
"Should" be possible if I can get the default shape, but unfeasible, sorry.

edit: for better understanding, the marked missiles / mounts are 1 mountpoint!

image.png

 

Thanks for taking the time to explain.

  • Like 1
Posted

Yikes! This is Dogfights Of 21'st Century 'missile truck'. Of course in that show the missile truck was a proposed B-1R(regional) carrying 30 or so AIM-120D for F-22's.

 

So four F-22 or four F-35 out front get threat bearing from AWACS.  They sort targets and assign priorities, then send target inventory to 8 F-15EX hundred miles behind. The missile truck Eagles 'Meagles', each carrying 16 AIM-120D, lets loose 1st voley of 8 weapons. So thats 64 weapons in flight. The enemy formation takes losses and break ups to evade. Meagles then fire second voley of 64 missiles, attrititing the enemy even more. F-22's or F-35 then engage with their own weapons. Meagles , now down to AIM-9X and guns, may either break and separate from  fight or go into ACM fight.

Posted
5 hours ago, DmitriKozlowsky said:

So four F-22 or four F-35 out front get threat bearing from AWACS.  They sort targets and assign priorities, then send target inventory to 8 F-15EX hundred miles behind.

That's the idea.

Would be absolute bonkers if possible in DCS 🙂

 

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

Posted
11 hours ago, dlder said:

That's the idea.

Would be absolute bonkers if possible in DCS 🙂

 

Dogfights of 21'st also had Airborne Laser 767 (777X in 30 years), as sort of a linebacker, picking off large enemy fighters from 200 miles with high power IR laser and high power microwave lasers. The amount of coordination between friendly package of AWACS, F-22/F-35 , F-15CX, F-15E, and OPFOR corrdination of SU-27/33/35, Mig-29, and interaction during battle would likely stress the server and bandwidth bringing battle to low FPS or high latency. The amount of user skill is partly approaching real world USAF and threat air force personel. 

4 F-22, 8 F-15 missile trucks, AWACS, two tankers.  128 AIM-120C/D on Eagles, 16 on Raptors, 24 AIM-9X (2 per ship). 15 friendly aircaft and 168 missiles, for server to keep track off.

4 flight of 4 ship OPFOR SU-27/33/35 and Mig-29, Mainstay AWACS, two Midas tankers. 18 OPFOR aircraft. 8 missiles on 16 fighters for 128 OPFOR radar and IR missiles.

Add ground GCI, and air defense.

Figure weeks worth of work just planning and authoring the scenario.

  • Like 1
  • 4 weeks later...
Posted

Yep; that's the strategic and tactical side from it.

But even if we'd had those coordination capabilities ingame, doing that in the ME... well, that would be a whole different ball game.

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

  • 4 weeks later...
Posted

Updated the Aim-9 lua to DCS 2.9.11.4686

 

 

  • Thanks 1

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

  • 3 weeks later...
Posted

I know that radar missiles (at least on the F-15C) have to be "known" by the avionics to work properly. At least that's what I came away with testing the 120D back in the day A LOT!
That's why I don't add missiles, but only exchange missiles that are already usable by this jet.

But, is this also true for the Aim-9X ?
That is the question...

For that reason, I've released a "beta" version of 1.08b, in which I didn't exchange the 9L with the 9X code, but used the original 9X itself and put that missile on my launchers.

I've tried it and for me:

Spoiler

If I use the beta, with the default missile, the 9X doesn't seem to be as effective. I've tried it several times, from different aspect, but the exchanged 9L/9X works imho better.

So, I'd ask you to try the 1.08b yourself and reply, what you think:

  • are both missiles the same
  • or is my previous 9L/9X better

Cheers!

  • Thanks 1

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

  • 2 weeks later...
Posted

Thanks 🙂

I'll check to see if I have to update for 2.9.13 asap

 

  • Thanks 1

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

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