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Ex3B

[WIP] F-35F Standalone

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Very WIP version here:

https://steamcommunity.com/workshop/filedetails/?id=1583193287

Still needs:

1) improved textures

2) animated weapon bays, pilot controls

3) further tweaked model

4) properly configured hitpoints so that the engine, sensors, controls, etc can be damaged while the plane hasn't been completely destroyed

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So I noticed, years after Arma 3 has been out, there are still very few mods for an F-35B, and none are standalone.

Alternatives:

Spoiler

Early in Arma's history, Chortle's put his out, but its way out of date with the new sensors, stealth, pilot camera, and dynamic loadouts

The USAF mod is working on one, but its still not out, and I suspect it will have a lot of other non-vanilla complexities (afterburner for instance), I doubt it will be standalone

CUP: incapable of VTOL operation (STOVL only), which makes it not suited for hover taxing, which is great for use with the LHD for instance

Aegis: probably the best one, but its not standalone. Furthermore I wanted to make additional changes, but I am not in anyway trashing this one.

So I decided to try to make my own port, and in the process to modify the model to be a bit more F-35-like and a bit less X-35-like, and also to make some changes to stats that are simply judgement calls

 

So at the moment, I've got a standalone VTOL F-35 with a working targeting camera, sensors suite+stealth properties, dynamic loadout system, and animations working (pilot controls still aren't animated). I will try to make the textures look better soon (it is way too bright under mid day direct sunlight). I haven't uploaded this latest version yet, hence the discrepancies with the text and linked file above the line.

Misc. Pics:

Spoiler

To make it more F-35 and less X-35 like, I've given the model a sawtooth edge to its tailpipe (an earlier iteration before I fixed the sensors)

0B41663824060C46478C83AEFB6C1DE468EAE212

I also gave it a "bump" where the EOTS is on the F-35 (the bump has since been changed, no pics yet)

3C269EF554531299216DCA916EE0825F0D3F4EEB

and I've improved visibility from the cockpit:

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I'm trying to give it a more versatile weapon's loadout, so that it won't just be limited to a pair of bombs (or SDB racks) and a pair of AMRAAMs

Spoiler

Testing out new weapons for the weapons bay:

4x scalpel and 4x ASRAAM racks.. the ASRAAM racks clipped too much, so I'm rethinking them. The 4x Scalpel racks are in though.

DA0D38D2CCF137E36615E3DFDE659FE8A0A8B7F2

I was going to give it an integrated 25mm gatling gun with 300 rounds (yea, I know, only the A model has this, and with only 180 rounds, I'll probably lower the ammo count for this "F" model later), and 4 weapon pylons.

However, the 25mm still in the game files is actually worse than the 20mm gatling after its recent buff. Also for a space an weight limited V/STOL model, a smaller 20mm cannon makes sense, so its getting the same 20mm cannon as  the blackfoot (which should be based on the real world XM301 gun, which is a 3 barrel version of the good old M61 Vulcan, and is said to be "the world's lightest 20 mm Gatling cannon", so it seems a good fit for a V/STOL fighter)

I'm also going to add a new missile type, a smaller version of the HARM, the AGM-99 ALARM (Advanced Light Anti-Radiation Missile, I'm going to try and tweak its blast so that 1 is not sufficient to take out a Tigris/Cheetah, but it will kill static radars and Nxy recons). I can't stand the name 20mm minigun, so I will clone the weapon and rename the clone "20mm gatling", since a goal of mine is that vanilla assets will be completely unmodified when using the mode.

 

Each of the two outer pylons will support: 1x ASRAAM/Bim-9x/AMRAAM D/ALARM/1x12 DAR Pod, still considering a 1x12DAGR pod

These pylons will be on the doors and will swing out with the doors when fired.

 

Each of the two inner pylons will support: 2x AMRAAM D/2x ALARM/4x SDB/4x Scapel/1x GBU-12/1x CBU-85

I'm considering making a 3x ASRAAM rack for the inner bays, (to be something like a MSDM/CUDA type missile:

Spoiler

BNjrVYCCcAASXm0.jpg

So an A2A loadout could be, for example 6x AMRAAM, or 2x BIM-9, 4x AMRAAM

A CAS loadout might be 24x DAR, 4x scalpel, 4x SDB

A SEAD loadout might be 2x ALARM, 8x scalpel... if I allow DAGRs, I could see that changing to 24x DAGR and 4x ALARM

Top speed is about even with the Black Wasp for now (I think I'll scale it back a little). Radar stealth is the same as the black wasp, radar range is the same as the black wasp. Its IR stealth is a 20% reduction in detection range (a 0.8 multiplier). Its IR sensor is the same as that found on the A-164 wipeout, except not limited to view distance settings.

 

Fictional lore for the F-35F in armaverse:

Spoiler

After the C-model of the F-35 was unexpectedly the most troublesome, the Navy withdrew from the F-35 program to focus on development of the Black Wasp, starting from old designs of a Navalized Raptor. Many regretted that the JSF design was "inherently compromised" due to concessions to the STOVL variant, and wished it had simple been an update to the F-22 with a carrier variant. Previous experience showed that a joint Air-Force and Navy fighter could work well, as with the F-4 Phantom, but the STOVL considerations were too ambitions.

None-the-less, the Marine's had a massive upgrade to the old Harrier, and the Air force and marines pressed ahead with an update to the F-35. The F-35 D (CTOL) and F-35E (STOVL) featured reduced weight and improved range in part thanks to improved materials and engine efficiency.

Once criticized for its expense and waste, the overall program became much more efficient due to a variety of factors. The declining western economies drove down labor prices, resulting in cheaper jets. CSAT began to be considered an existential threat to the western nations, and politicians began to be more concerned with efficiency than pork barrel projects. Even more importantly, CSAT's favoritism towards sate owned or linked companies resulted in many multi-national companies beginning to show more loyalty to the countries that were nominally their homes. Embezzlement and overcharging decreased, and the F-35 upgrade program actually began to proceed quickly and at a reasonable price.

The increased threat of anti-ship and anti-runway ballistic missiles and high speed cruise missiles created renewed interest in the V/STOL variant. The Navy wished to be able to distribute its airpower to smaller ships such that the loss of a carrier wouldn't be so strategically catastrophic, while the Air force desired the ability to set up multiple forward bases, to have multiple rebasing options in the event of an incoming missile strike that is not successfully intercepted.

The three services came together to collaborate on another version, that would be used across all services as a true Joint-Service strike fighter. The definitive F-35F STOVL fighter was born.

The availability of small guided munitions obviated the need for a larger caliber gun, and a lightweight 3 barrel 20mm gatling cannon was installed instead. The VTOL system's reliability had been dramatically improved, with a large increase in time between maintenance/overhaul. The weapon bay dimensions were optimized in light of the new racks and small size munitions, and stealth was somewhat improved, keeping an edge over Eastern stealth designs and AESA air defense radars.

*A conventional take-off G variant is also in the final stages, with a high energy laser (with a 360x360 degree field of fire) where the lift fan is on the B, E, and F models, which will grant it near invulnerability to anti-air missiles and ensure victory in any close range dogfight, ushering in the age of the 6th generation fighter.*

* This is purely fluff/fiction, I am not working on a mod to add any such variant to the game

 

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Dont worry about interest of others. You do you. Make what makes you happy and learn as much as possible. Your work looks really good so far. Keep it up :)

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of course I'll do "what makes [me] happy", but if there's no interest, then I there's little purpose to status updates in a thread and workshop uploads.

 

That said... I think there would be some interest in some of the things I proposed, based on some "likes" i got in a suggestions thread I made a while back. Basically I complained about Opfor being a bit OP in a scenario with both sides on the same landmass (and both controlling an airstrip, or neither controlling an airstrip)... but that the situation completel reverses if Opfor needs to cross water/do an airborne assault/ only has an offshore based for fast-mover airpower (ie the Xian).

 

Blufor has airmobile armor... Opfor has only MRAPs.

Blufor (and Indfor) has amphibious autocannon equipped armor,  Opfor has only the marid with an HMG/GMG

Making the Marid's firepower (and an Ifrit's) more competitive with an autocannon (through the use of APDS rounds) would be a good start, and allowing a taru to lift it would be great.

Their fast-mover airpower is limited to the Xian if they don't control an airfield (such as a scenario starting with an offshore base), while Blufor can have the offshore base be in the form of the USS Freedom, and it can thus operate black wasps (although with appropriate scripting and papering over the US flag with CSAT flags, CSAT can also operate fast movers from it... but.... its not great).

But the Xian is not great at all for A2A combat, even with scripts setting A2A missiles on the pylons (due to its very limited radar range).... so a pure combat variant with better A2A capabilities would be nice.

 

But in other scenarios (such as no airfields, no USS freedom)... a pure combat VTOL for Opfor would be OP'd against bluefor... so Blufor needs its own combat VTOL...

 

I figured the F-35 would be the greatest challenge, so I'd do that first as a standalone, and if I manage it, put out the little pack afterward (which would be mostly just config changes).

 

Although I still would want to go farther (harrier for the AAF, airmobile static ported ZSU-23s, ural ZSU-23's for syndicat, and a AH-64 port for blufor), I don't think I have time for porting the rest of those.

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I'm interested mate would love to have this plane in game.  To be honest I gave up on USAF mod it seems it will take at a year before a new update , been waiting sinced 2015 .. So your work will be more than welcome.

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Ok, so its WIP, I still need to:

1) Give it a working HUD (I think I can just copy the right text from the Black wasp config... although maybe its harder than that)

2) get the weapon bays to animate (I think I know what I need to do), ideally with a script to have the bays open if DARs are selected

3) improve textures

4) Tweak the model to resemble an F-35 more and an X-35 less

5) Uhhh... I think I had something else to do as well, but it escapes me now... I'm open to suggestions

 

But I'll share the file for now:

https://steamcommunity.com/workshop/filedetails/?id=1583193287

 

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For the weapon bays there is a way to get them to open when a weapon is selected without scripts. Like the Blackfoot. I'll try hook you up asap

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I think I already found how, just haven't had the time to implement it.

 

The Blackfoot uses something called a holster value or something like that, but from what I've read, it only works for helos

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holdstervalue is pretty outdated

Since Dynamic Loudouts got added, vehicles use the bay animation sources

https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts#Animation_sources

With the various parameters for weapon bay classes (openBayWhenWeaponSelected etc.)

https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts#vehicle_config_-_CfgVehicles

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Any chance you'd be willing to share the tweaked Atlas LHD files?

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Mod updated, has the sounds, flight model (mostly), and HUD of the black wasp...

https://steamcommunity.com/sharedfiles/filedetails/?id=1583193287

I don't know why it starts to pitch up when you reduce vectoring a little, anyone know what parameter I should change?

 

As for the LHD:

Well I don't have permission, I downloaded Atlas:LHD Plus... its quite outdate, but it works (you just need to do some text editing of a mission file to place it in, after that copy and paste is fine).

The biggest problem is that it adds weapon systems which use vanilla weapons, but with new magazines... it seems to redefine the magazines that vanilla weapons accept, and the result is that pylon magazines for the ASRAAM do not get recognized (I think it may also screw up some other magazines). Other pylon weapons work fine (AMRAAMs, BIM-9, scalpel, etc)

I used hexedit to directly edit the binary file, and also change some things that enabled simulation inside the map editor...

But I don''t have the files to rebinarize it  and sign the output file. I think a simple config to load after the atlas LHD would fix the pylon problem... but I don't know how else to get rid of the annoying simulation in the map editor after its been placed (the direct editing of the binary file is quite a crude method).


Its unsigned, so I don't think it can be used in MP. To the community, I shouldn't upload this LHD thing, right?

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On 12/4/2018 at 5:16 AM, nikiforos said:

I'm interested mate would love to have this plane in game.  To be honest I gave up on USAF mod it seems it will take at a year before a new update , been waiting sinced 2015 .. So your work will be more than welcome.

Ok...sorry you are impatient and we have lives and stuff that comes up. Sorry we’re not androids that work on mods 24/7.

 

Anyways good luck on your F35 port Ex

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On 12/6/2018 at 3:30 PM, da12thMonkey said:

holdstervalue is pretty outdated

Since Dynamic Loudouts got added, vehicles use the bay animation sources

https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts#Animation_sources

With the various parameters for weapon bay classes (openBayWhenWeaponSelected etc.)

https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts#vehicle_config_-_CfgVehicles

Yes, I had already seen these, and they are what I'm using at the moment. The problem for the "openBayWhenWeaponSelected" is that it doesn't discriminate between weapons.

Ideally I would like the bays to open when rocket pods are selected (I plan on including the memory point with the hatch selection, so the rocket pods should swing out with the hatch doors), since a delay in firing those is fairly undesirable. For guided weapons like scalpels and AMRAAMs, I would like the bays to stay closed when the weapon is selected, and just have the bays open and eject out of the bottom when one pulls the trigger.

I'm unsure what will happen if I do a 6x AMRAAM loadout (2 pylons with 1x AMRAAM each, 2 pylons with 2x AMRAAM each), with 2 of the pylons assigned to bays that open when the weapon is selected, and 2 where the bay stays closed (particularly as I may have two defined bays use the same doors, where the outer pylons just open the outer hatch doors, while the inner pylons open inner and outer hatch doors).

So... I think I may want "openBayWhenWeaponSelected" to be set to zero, and a separate script to animate the doors when DARs or DAGRs are selected.

 

On another note, it seems the AGM-88C HARM is bigger than I thought, and I'll need to change the bay dimensions a lot to have it not clip the front, back, and top. Its also a little silly that its the AGM-88C, when the AGM-88E entered service in 2010, and

Quote

In September 2016, Orbital ATK unveiled its extended-range AARGM-ER, which incorporates a redesigned control section and 11.5 in (290 mm)-diameter rocket motor for twice the range and internal carriage on the Lockheed Martin F-35 Lightning II. The U.S. Navy awarded Orbital ATK an contract for AARGM-ER development in January 2018.

But... I don't have a model sample to edit for it, or any similar looking missile... I'm thinking of introducing a fictional AGM-99 ALARM (Advanced Light Anti-Radiation Missile), that would use the Zephyr model, and have a weaker warhead (I'm thinking half the Hit, indirectHit, and indirectHitRange values of the HARM)

 

So... at the moment, I have a working HUD, animated VTOL/control surfaces/weapon bays, working pylon loadout (still needs a picture for the F-35 instead of the buzzard in the pylon loadout menu), sensors and stealth.

I still need to get an animation working for the stick in the cockpit, and do something it improve the textures. I also still need to improve the 2x AMRAAM pylon so that 2 AMRAAMs are actually visible. I also need to add memory points for wingtip vortices.

 

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