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Early Christmas present from me!

New version up!

Ok, I just uploaded the new version of the Tigercat package which now includes a paintkit. The UVW coordinates and texture maps have been corrected so making skins should be easier now. Sorry for the mix-up. If you downloaded the previous version you will need to scrap it and start over with this latest version. The file is currently awaiting approval so it should be available to download soon!

http://www.sim-outhouse.com/sohforums/local_links.php?catid=10&linkid=2993
 
If anyone is going to do textures, these ones have already been covered, just waiting for Jaycee's permission to upload!

Lewis, I appreciate Jaycee's work but you may have noticed the textures don't fully line up on the or are mirrored in places. This was a fault in the old design and why I had to fix it and upload a new version. The UVW coordinates around the nose guns alone were horrible, thankfully it's all fixed now! The paint kit included should aid greatly in making new skins. Jaycee's skins shouldn't be hard to modify for use on the new model. If you would like to send them my way I can modify them to fit and send them back to you for Jaycee's approval. In fact, Jaycee himself can make skins all he wants now!
 
Greg I did not notice to be honest, even after looking I could not see the flaws. At any rate I forwarded you the skins. All speculars are in one attachment and the rest are in 1 email each due to size. If you want to modify these I doubt Jaycee will mind but I was waiting on his permission to upload. He may be out to sea currently but he normally checks his email when they pull in to port.
 
Ok, I just uploaded the new version of the Tigercat package which now includes a paintkit. The UVW coordinates and texture maps have been corrected so making skins should be easier now. Sorry for the mix-up. If you downloaded the previous version you will need to scrap it and start over with this latest version. The file is currently awaiting approval so it should be available to download soon!

http://www.sim-outhouse.com/sohforums/local_links.php?catid=10&linkid=2993

Do we really have to get the updated version? I though what wasnt broken doesnt need fixing.
 
OMG! I've wanted this big bird forever! I can't wait to download it, but had to say a "thank you" first! :jump:
 
I might be tempted to bodge a Fleet Air Arm one in due course - they were trialled, but as we all know, it never happened. The Navy didn't like the limited rear view and the poor low-speed elevator response. Plus the fact that the DH Hornet was soon to be available...

So if anybody's got ideas, I've bagged the Fleet Air Arm first!
 
Ok, I just uploaded the new version of the Tigercat package which now includes a paintkit. The UVW coordinates and texture maps have been corrected so making skins should be easier now. Sorry for the mix-up. If you downloaded the previous version you will need to scrap it and start over with this latest version. The file is currently awaiting approval so it should be available to download soon!

http://www.sim-outhouse.com/sohforums/local_links.php?catid=10&linkid=2993

:wavey:Hey Starspeeder do we have to scrap the pylons and weapons too?

Thanx:salute:
 
I have absolutely no documentation worth mentioning about this aircraft, but this is a WIP High resolution skin loosely based on the paintset issued with the model.

Tigercat MkI TT346 served briefly during early 1945 with No.787 Sqn FAA, based at RAF Tangmere. In fact though, it never received British markings, and remained with its original USN stars-and-bars despite receiving an official British serial number.

When did anyone ever let reality get in the way?
 
Alternate Damage Profile

I've made and alternate damage system for the Tigercat that uses all the effects and emmiters. This allows for better looking damage effects when it gets shot up.

Code:
   <DamageBoxes>
      <Box ID="damagebox_fuselage" Parent="damagebox_fuselage">
         <BoxMap SystemID="fuselage_structure" Probability="51" Points="995"></BoxMap>
         <BoxMap SystemID="aileron_right_cable" Probability="1" Points="110"></BoxMap>
         <BoxMap SystemID="aileron_left_cable" Probability="1" Points="110"></BoxMap>
         <BoxMap SystemID="elevator_cable" Probability="1" Points="110"></BoxMap>
         <BoxMap SystemID="rudder_cable" Probability="1" Points="110"></BoxMap>
         <BoxMap SystemID="hydraulics_reservoir" Probability="8" Points="233"></BoxMap>
         <BoxMap SystemID="center_fuel_tank" Probability="40" Points="771"></BoxMap>
         <BoxMap SystemID="left_fuel_tank" Probability="40" Points="771"></BoxMap>
         <BoxMap SystemID="right_fuel_tank" Probability="40" Points="771"></BoxMap>
         <BoxMap SystemID="center_gear" Probability="18" Points="253"></BoxMap>
         <BoxMap SystemID="bomb_release" Probability="2" Points="40"></BoxMap>
      </Box>
      <Box ID="damagebox_r_wing" Parent="damagebox_fuselage">
         <BoxMap SystemID="right_wing" Probability="53" Points="960"></BoxMap>
         <BoxMap SystemID="right_flap" Probability="12" Points="228"></BoxMap>
         <BoxMap SystemID="aileron_right_cable" Probability="1" Points="110"></BoxMap>
         <BoxMap SystemID="cannons" Probability="5" Points="75"></BoxMap>
         <BoxMap SystemID="bomb_release" Probability="2" Points="40"></BoxMap>
      </Box>
      <Box ID="damagebox_r_wing_tip" Parent="damagebox_r_wing">
         <BoxMap SystemID="right_wing_tip" Probability="57" Points="326"></BoxMap>
         <BoxMap SystemID="aileron_right_cable" Probability="3" Points="110"></BoxMap>
         <BoxMap SystemID="aileron_right" Probability="43" Points="173"></BoxMap>
      </Box>
      <Box ID="damagebox_engine1" Parent="damagebox_r_wing">
         <BoxMap SystemID="engine_two" Probability="75" Points="560"></BoxMap>
         <BoxMap SystemID="right_gear" Probability="18" Points="253"></BoxMap>
      </Box>
      <Box ID="damagebox_nose" Parent="damagebox_fuselage">
         <BoxMap SystemID="nose_structure" Probability="26" Points="404"></BoxMap>
         <BoxMap SystemID="machine_guns" Probability="5" Points="75"></BoxMap>
      </Box>
      <Box ID="damagebox_l_wing" Parent="damagebox_fuselage">
         <BoxMap SystemID="left_wing" Probability="53" Points="960"></BoxMap>
         <BoxMap SystemID="left_flap" Probability="12" Points="228"></BoxMap>
         <BoxMap SystemID="aileron_left_cable" Probability="1" Points="110"></BoxMap>
         <BoxMap SystemID="cannons" Probability="5" Points="75"></BoxMap>
         <BoxMap SystemID="bomb_release" Probability="2" Points="40"></BoxMap>
      </Box>
      <Box ID="damagebox_l_wing_tip" Parent="damagebox_l_wing">
         <BoxMap SystemID="left_wing_tip" Probability="57" Points="326"></BoxMap>
         <BoxMap SystemID="aileron_left_cable" Probability="3" Points="110"></BoxMap>
         <BoxMap SystemID="aileron_left" Probability="43" Points="173"></BoxMap>
      </Box>
      <Box ID="damagebox_engine0" Parent="damagebox_l_wing">
         <BoxMap SystemID="engine_one" Probability="75" Points="560"></BoxMap>
         <BoxMap SystemID="left_gear" Probability="18" Points="253"></BoxMap>
      </Box>
      <Box ID="damagebox_fuselage_aft" Parent="damagebox_fuselage">
         <BoxMap SystemID="fwd_tail_struct" Probability="94" Points="397"></BoxMap>
         <BoxMap SystemID="rudder_cable" Probability="2" Points="110"></BoxMap>
         <BoxMap SystemID="elevator_cable" Probability="2" Points="110"></BoxMap>
      </Box>
      <Box ID="damagebox_tail" Parent="damagebox_fuselage">
         <BoxMap SystemID="rear_tail_struct" Probability="63" Points="245"></BoxMap>
         <BoxMap SystemID="elevator_cable" Probability="3" Points="110"></BoxMap>
         <BoxMap SystemID="rudder_cable" Probability="3" Points="110"></BoxMap>
      </Box>
      <Box ID="damagebox_vertical" Parent="damagebox_tail">
         <BoxMap SystemID="vertical_stabilizer" Probability="65" Points="265"></BoxMap>
         <BoxMap SystemID="rudder_cable" Probability="3" Points="110"></BoxMap>
         <BoxMap SystemID="rudder" Probability="43" Points="160"></BoxMap>
      </Box>
      <Box ID="damagebox_r_horizontal" Parent="damagebox_tail">
         <BoxMap SystemID="right_horizontal_stabilizer" Probability="49" Points="190"></BoxMap>
         <BoxMap SystemID="elevator_cable" Probability="3" Points="110"></BoxMap>
         <BoxMap SystemID="elevator_right" Probability="48" Points="160"></BoxMap>
      </Box>
      <Box ID="damagebox_l_horizontal" Parent="damagebox_tail">
         <BoxMap SystemID="left_horizontal_stabilizer" Probability="49" Points="190"></BoxMap>
         <BoxMap SystemID="elevator_cable" Probability="3" Points="110"></BoxMap>
         <BoxMap SystemID="elevator_left" Probability="48" Points="160"></BoxMap>
      </Box>
      <Box ID="damagebox_canopy" Parent="damagebox_fuselage">
         <BoxMap SystemID="texture_canopy" Probability="57" Points="262"></BoxMap>
         <BoxMap SystemID="pilot" Probability="20" Points="188"></BoxMap>
         <BoxMap SystemID="radio" Probability="1" Points="8"></BoxMap>
         <BoxMap SystemID="bomb_release" Probability="1" Points="30"></BoxMap>
      </Box>
   </DamageBoxes>
   <Systems>
      <System ID="machine_guns" Name="Nose Guns">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="cannons" Name="Wing Guns">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="hydraulics_reservoir" Name="Hydraulics Reservoir">
         <Threshold Level="100" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_damage_hydraulics_reservoir"></Threshold>
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="engine_one" Name="Left Engine">
         <Threshold Level="01" Effect="Library" Parameter="Smoke_Burst_a_Small_2" Location="emitter_damage_engfire_0"></Threshold>
         <Threshold Level="15" Effect="Library" Parameter="Smoke_Burst_a_Small_3" Location="emitter_damage_engfire_0"></Threshold>
         <Threshold Level="25" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engfire_0"></Threshold>
         <Threshold Level="25" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engfire_0"></Threshold>
         <Threshold Level="40" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_damage_left_hydraulics_reservoir"></Threshold>
         <Threshold Level="45" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_damage_left_coolant_reservoir"></Threshold>
         <Threshold Level="50" Effect="library" Parameter="fx_engfire_m" Location="emitter_damage_engfire_0"></Threshold>
         <Threshold Level="50" Effect="library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engfire_0"></Threshold>
         <Threshold Level="60" Effect="Library" Parameter="fx_oilleak" Location="emitter_damage_left_oil_reservoir"></Threshold>
         <Threshold Level="75" Effect="library" Parameter="fx_engfire_l" Location="emitter_damage_engfire_0L"></Threshold>
         <Threshold Level="75" Effect="library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engfire_0L"></Threshold>
         <Threshold Level="75" Effect="library" Parameter="fx_A_Fuel_Swell_m" Location="emitter_damage_engfire_0L"></Threshold>
         <Threshold Level="80" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engfire_0L"></Threshold>
         <Threshold Level="85" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_engfire_0L"></Threshold>
         <Threshold Level="90" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_engfire_0L"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_engfire_0L"></Threshold>
         <Threshold Level="100" Effect="library" Parameter="fx_engfire_l" Location="emitter_damage_engfire_0L"></Threshold>
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="engine_two" Name="Right Engine">
         <Threshold Level="01" Effect="Library" Parameter="Smoke_Burst_a_Small_2" Location="emitter_damage_engfire_1"></Threshold>
         <Threshold Level="15" Effect="Library" Parameter="Smoke_Burst_a_Small_3" Location="emitter_damage_engfire_1"></Threshold>
         <Threshold Level="25" Effect="Library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engfire_1"></Threshold>
         <Threshold Level="25" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engfire_1"></Threshold>
         <Threshold Level="40" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_damage_right_hydraulics_reservoir"></Threshold>
         <Threshold Level="45" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_damage_right_coolant_reservoir"></Threshold>
         <Threshold Level="50" Effect="library" Parameter="fx_engfire_m" Location="emitter_damage_engfire_1"></Threshold>
         <Threshold Level="50" Effect="library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engfire_1"></Threshold>
         <Threshold Level="60" Effect="Library" Parameter="fx_oilleak" Location="emitter_damage_right_oil_reservoir"></Threshold>
         <Threshold Level="75" Effect="library" Parameter="fx_engfire_l" Location="emitter_damage_engfire_1L"></Threshold>
         <Threshold Level="75" Effect="library" Parameter="fx_sparkhit_a_small" Location="emitter_damage_engfire_1L"></Threshold>
         <Threshold Level="75" Effect="library" Parameter="fx_A_Fuel_Swell_m" Location="emitter_damage_engfire_1L"></Threshold>
         <Threshold Level="80" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engfire_1L"></Threshold>
         <Threshold Level="85" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_engfire_1L"></Threshold>
         <Threshold Level="90" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_engfire_1L"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_engfire_1L"></Threshold>
         <Threshold Level="100" Effect="library" Parameter="fx_engfire_l" Location="emitter_damage_engfire_1L"></Threshold>
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="pilot" Name="Pilot">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="radio" Name="Radio">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="center_fuel_tank" Name="Main Fuel Tank">
        <Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_damage_center_main_fuel_tank"></Threshold>
         <Threshold Level="50" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_damage_center_main_fuel_tank"></Threshold>
         <Threshold Level="50" Effect="library" Parameter="fx_gastank_m" Location="emitter_damage_center_main_fuel_tank"></Threshold>
         <Threshold Level="75" Effect="library" Parameter="fx_A_Fuel_Swell_m" Location="emitter_damage_center_main_fuel_tank"></Threshold>
         <Threshold Level="75" Effect="library" Parameter="fx_engfire_m" Location="emitter_damage_center_main_fuel_tank"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_damage_center_main_fuel_tank"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_center_main_fuel_tank"></Threshold>
         <Threshold Level="100" Effect="Explode" Parameter="" Location=""></Threshold>
      </System>
      <System ID="left_fuel_tank" Name="Reserve Fuel Tank">
        <Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_damage_center_reserve_fuel_tank"></Threshold>
         <Threshold Level="50" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_damage_center_reserve_fuel_tank"></Threshold>
         <Threshold Level="50" Effect="library" Parameter="fx_gastank_m" Location="emitter_damage_center_reserve_fuel_tank"></Threshold>
         <Threshold Level="75" Effect="library" Parameter="fx_A_Fuel_Swell_m" Location="emitter_damage_center_reserve_fuel_tank"></Threshold>
         <Threshold Level="75" Effect="library" Parameter="fx_engfire_m" Location="emitter_damage_center_reserve_fuel_tank"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_damage_center_reserve_fuel_tank"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_center_reserve_fuel_tank"></Threshold>
         <Threshold Level="100" Effect="Explode" Parameter="" Location=""></Threshold>
      </System>
      <System ID="right_fuel_tank" Name="Auxiliary Fuel Tank">
        <Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_damage_center_auxiliary_fuel_tank"></Threshold>
         <Threshold Level="50" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_damage_center_auxiliary_fuel_tank"></Threshold>
         <Threshold Level="50" Effect="library" Parameter="fx_gastank_m" Location="emitter_damage_center_auxiliary_fuel_tank"></Threshold>
         <Threshold Level="75" Effect="library" Parameter="fx_A_Fuel_Swell_m" Location="emitter_damage_center_auxiliary_fuel_tank"></Threshold>
         <Threshold Level="75" Effect="library" Parameter="fx_engfire_m" Location="emitter_damage_center_auxiliary_fuel_tank"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_damage_center_auxiliary_fuel_tank"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_center_auxiliary_fuel_tank"></Threshold>
         <Threshold Level="100" Effect="Explode" Parameter="" Location=""></Threshold>
      </System>
      <System ID="fuselage_structure" Name="Fuselage">
         <Threshold Level="95" Effect="Fire" Parameter="fx_engfire_L" Location=""></Threshold>
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="rudder_cable" Name="Rudder Cable">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="bomb_release" Name="Bomb Release">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="elevator_cable" Name="Elevator Cable">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="left_wing" Name="Left Wing">
        <Threshold Level="15" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_wing_piece_left"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_root_left"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_wing_piece_left"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_wing_root_left"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_wing_root_left"></Threshold>
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="left_flap" Name="Left Flap">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="aileron_left_cable" Name="Left Aileron Cable">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="left_gear" Name="Left Gear">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="left_wing_tip" Name="Left Wing Tip">
         <Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_tip_left"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_wingtip" Location="emitter_damage_wing_tip_left"></Threshold>
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="aileron_left" Name="Left Aileron">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="right_wing" Name="Right Wing">
        <Threshold Level="15" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_wing_piece_right"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_root_right"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_wing_piece_right"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_wing_root_right"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_wing_root_right"></Threshold>
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="right_flap" Name="Right Flap">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="aileron_right_cable" Name="Right Aileron Cable">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="right_gear" Name="Right Gear">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="center_gear" Name="Nose Gear">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="right_wing_tip" Name="Right Wing Tip">
         <Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_tip_right"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_wingtip" Location="emitter_damage_wing_tip_right"></Threshold>
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="aileron_right" Name="Right Aileron">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="rear_tail_struct" Name="Tail (Aft) Section">
         <Threshold Level="100" Effect="Library" Parameter="snd_Tailbreak" Location="emitter_damage_tail"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_damage_tail"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_tail"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_tail_piece"></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_tail_piece"></Threshold>
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="elevator_left" Name="Left Elevator">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="elevator_right" Name="Right Elevator">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="nose_structure" Name="Nose">
         <Threshold Level="10" Effect="Library" Parameter="Smoke_Burst_a_Small_3" Location=""></Threshold>
         <Threshold Level="10" Effect="Library" Parameter="Smoke_Burst_a_Small_2" Location=""></Threshold>
         <Threshold Level="50" Effect="Library" Parameter="fx_sparkhit_a_small" Location=""></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location=""></Threshold>
         <Threshold Level="100" Effect="library" Parameter="fx_engfire_m" Location=""></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_engfire_s" Location=""></Threshold>
         <Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location=""></Threshold>
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="fwd_tail_struct" Name="Tail (Mid) Section">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="left_horizontal_stabilizer" Name="Left Horz Stab">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="right_horizontal_stabilizer" Name="Right Horz Stab">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="vertical_stabilizer" Name="Vertical Stabilizer">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="rudder" Name="Rudder">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
      <System ID="texture_canopy" Name="Canopy">
         <Threshold Level="100" Effect="Break" Parameter="" Location=""></Threshold>
      </System>
   </Systems>

Just copy these lines and paste them into your tigercat's .xdp file replacing ALL the code from the "DamageBoxes" section to the "Systems" section.
 
I have absolutely no documentation worth mentioning about this aircraft, but this is a WIP High resolution skin loosely based on the paintset issued with the model.

Tigercat MkI TT346 served briefly during early 1945 with No.787 Sqn FAA, based at RAF Tangmere. In fact though, it never received British markings, and remained with its original USN stars-and-bars despite receiving an official British serial number.

When did anyone ever let reality get in the way?

Wow, you work fast! Nice idea too!
 
Thanks! It's still early days though...

Meanwhile, I wonder if it isn't a bit too tough; no idea how tough they really were, but a belting from four NS-23s should rip it to bits, and doesn't... Any opinion?
 
Thanks! It's still early days though...

Meanwhile, I wonder if it isn't a bit too tough; no idea how tough they really were, but a belting from four NS-23s should rip it to bits, and doesn't... Any opinion?

You can try the above .xdp code and see if that fixes it for you. Otherwise I guess you just have to tweak the numbers in the .xdp to your liking. With the above .xdp code a short burst from some .50 cals seems to be enough to bring it down and a burst from some 20mm cannons will tear a wing off. With the above fix it seems more reasonable to me but I'm always open to others' opinions on how the damage system should behave.
 
Any chance of adding a nose bump, either as a modifed base model, or as an add-on pylon/weapon to create the two seat 2N, 3N or 4N night fighter versions for Korean operations?

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The most extensively modified F7Fs were the night fighter versions (F7F-2N/3N/4N), which incorporated a cockpit behind the pilot, occupied by a radar operator and in some versions a lengthened and modified nose housing the aircraft’s radar. Indeed, given the fact that in its earliest iterations the F7F had been equipped with an internally-mounted radar, a first for a single-seat aircraft, it is only natural that the Tigercat left its greatest mark on naval aviation history as a nocturnal hunter in the skies over Korea.

F7Fs first deployed to Korea in 1950, and during the war three Marine Corps night fighter squadrons operated in theater. Second Lieutenant Reese Woodard reported to Marine Night Fighter Squadron (VMF(N)) 513 in 1953, deploying with the “Flying Nightmares” to Korea that same year. An F4U Corsair pilot during World War II, he remembered that flying the Tigercat “took a little getting used to because of those monstrous engines.” The biggest fear among pilots new to the F7F was losing an engine on take-off or landing and flipping the aircraft over on its back. Unlike in the F4U, in which he was quick to engage in a dogfight, to Woodard the F7F was not a fighter in the truest sense of the word, but more an interceptor. In fact, in this role Tigercats shot down two enemy aircraft in Korea, Polikarpov Po-2’s in June and September that the North Koreans used to harass US troops at night.

On Sept. 23, 1951, an F7F-3N Tigercat of the “Flying Nightmares,” VMF(N)-513, flown by Maj. E.A. Van Gundy and Master Sgt. T.H. Ullom, was aloft searching for a “Bedcheck Charlie” Polikarpov Po-2 biplane and made radar contact. The Tigercat pilot purposely went down to minimum speed to avoid overshooting the slower biplane. At a range of about 500 feet, Van Gundy made visual contact and fired about 100 rounds of 20mm ammunition at it. The Polikarpov burst into flames instantly and was seen burning on the ground as the F7F-3N returned to base.

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Where F7F pilots and radar operators earned their keep was in night reconnaissance missions interdicting enemy traffic. Typically lasting between 1.5 and 2 hours, these “road recces” were conducted at extremely low altitude, with the keen eyesight of the crew oftentimes more valuable than the aircraft’s radar. Night operations presented their share of operational difficulties. “The guns were located right beside the cockpit and the pilot would be half blinded when he fired them,” Woodard recalled. “I closed my eyes momentarily to preserve my night vision, while the radar operator kept his eyes open to observe the target.” Operating in the bitterly cold winter of 1953, Woodard and his squadronmates had to avoid turning on the heater because it operated using fuel drawn from the fuel pressure gauge line, not a good combination if the plane took an antiaircraft round near the cockpit. Another cold weather issue was snow on the ground, upon which a swinging parachute flare dropped to illuminate the landscape created shadows that looked like targets.

Any difficulties were more than overcome by the fact that in the interdiction role, the F7F had found its niche. A report of combat activity over Korea summarized one month of operations of VMF(N) -513 in March 1951, which totaled some 2,000 hours of night combat flying during which squadron aircraft conducted attacks on 3,764 vehicles. All told, during the Korean War Marine Corps F7Fs logged 7,119 combat flights, 27 of which ended in Tigercats being lost on combat missions, including one VMF(N)-513 plane, written off after a crash landing after the plane hit a tree during a night mission.
 
Major I was thinking the same thing only I am talentless! We might ask Jaycee if he would be interested, add ons and paint are his forte. If Jaycee builds it we can easily make it a permanent pylon for a specific night model stand alone. that of course would require a specific night fighter paint scheme. Have not heard from Jaycee in a while, hope he is doing well!
 
I have absolutely no documentation worth mentioning about this aircraft, but this is a WIP High resolution skin loosely based on the paintset issued with the model.

Tigercat MkI TT346 served briefly during early 1945 with No.787 Sqn FAA, based at RAF Tangmere. In fact though, it never received British markings, and remained with its original USN stars-and-bars despite receiving an official British serial number.

When did anyone ever let reality get in the way?

Only two Tigercats were assessed by the Royal Navy and none saw service with the Fleet Air Arm. The single aircraft, TT349(Bu Aer No 80293) was received at the naval unit at A&AEE Boscombe Down in December 1944 and another, TT346 was sent for trials with 787 squadron in February, 1945.

Assessment by the naval test pilots at Boscombe Down indicated that the cockpit featrures were regarded as poor, due to a lack of rear view. The aircraft was regarded as suitable for deck operations which was aided by good view, absence of take off swing, low power- on stall and good lateral stability. However, the type was rendered unacceptable to the FAA as tested due to poor elavator response at approach speeds.
 
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