Finally I could give it a try today.
......
That being said, there were still a few issues though:
1- When looking at the other player's Tomcat, only one engine was showing throttle response (nozzle position, afterburner ON/OFF). The other engine was like switched OFF. Same problem from both sides, so I suppose Skunknet transmits only one engine data for the moment ? (I understand it's not a final version still in dev, no issue

)
This is an old story that involves the concept of congruence, in other words "what I see must be what you see".
It is necessary to understand that what you see on your screen is "local" a
more or less faithful copy of what happens on the aircraft of your mate.
The congruence can be obtained only if the model has been developed to be congruent in multiplayer, which is rare, most of it is not because in the animations develpers use "local" variables that can not be transmitted on the net.
Most of the developers do not take this into account and therefore generally only a small part of the animations can be transmitted over the network correctly, another side effect is that the external stores are rarely congruent in the net.
SSW Tornado, twin engine, is congruent in skunkNET, as far afterburner, reverse, nozzle controls, and external stores.
2- Just like JoinFS and FFS2Play, the other player's position is a little bit behind what it should be. For example, my brother came in close formation, told me he was in my 9 o'clock, but I was seeing him in my 8 o'clock. Same from his side, when I tried to get close to him. The other plane is like one or two aircraft lenghts behind. We would like to try to simulate a airborne refuel, but this problem makes it impossible.
Not an expert on skunkNET development, however this should be the "net latency" effect that cannot be reduced to 0.
Another thing I wonder: will Skunknet allow the casting of our AI traffic ? Typically, if I make a tanker appear in the sim, will other players see it ? Same question if I use AICarriers to make an aircraft carrier appear in the sim ?
Answer is NO, necessary to avoid "quadratic complexity" inherent to JoinFS, it constructs all object of all players, with the result to overfill bandwidth causing jitterings, lags, etc.
skunkNET constructs only those objects that are requested through the connection (players) or by vACMI.
However vACMI (that supports also TacPack at some extent) has sufficient objects to not to feel the lack of others.
SSW