About this mod
A custom, total overhauled aircraft's flight stats for Ace Combat 7
- Permissions and credits
-Decrease the yaw rate and modified the drift velocity of all planes
v1.2:
-Slightly decrease the pitch rate during mid/transition speed phase of all TVC-capable planes
v1.3:
-Slightly decrease the pitch rate during mid/transition speed phase of Su-47 and ADFX-01
-Adjusting stats of F-16 and F-15 (E/C) family, F-16s should turn better than the F-15 now
-Incresing pitch rate of all TVC-capable planes in SpeedRot 0 and 1 (corressponding with SpeedGraph 0 (below 0km/h) and SpeedGraph 1 (1km/h) for smoother PSM
-Adding open sourced- custom flight model file as an optional download, user can now freely tuning planes to their liking if they know how to do it
This is basically a "total evolution" of the my Skies Rebalanced's custom plane's stats which you can find it here: https://www.nexusmods.com/acecombat7skiesunknown/mods/1400. Initially i want to make this as an update for Skies Rebalanced but due to a very different nature of the flight model this time, i decided to make it a seperated mod.
Okay enough talk, here are what you can expect from this mod:
+ A complete overhauled of every aircraft's flight model. Each plane now has different flight characteristic according to their weight, shape, size, control surface and engine performance. I tried to make the flight model of each plane as true to rl as possible. For example:
- All planes now have inertial, meaning they will drift at certain speed while turning.
- Some plane's turn rate, especially the large one or old gen aircraft with bad aerodynamic design, are really worse just like their real life counterpart (F-4, F-104, MiG-31) but thanksfully they got good acceleration and max speed to compensate for it. Very suitable for boom and zoomer.
- Some planes are very difficult to recover after stalling, for example: F-14A, F-104...etc
- Some large planes like Sukhoi or F-22 family although can feel heavy but still very maneuverable thanks to their aerodynamic and in some cases, thrust vector control
- Some planes have best turn rate at low speed and vice versa
- Most delta-wing planes have good sustained turn rate, meaning they wont lose much speed when turning at the top speed
- Some planes, especially the light and small one like F-16 family, have a very good instantaneous turn rate or small turn radius, but come with it would be a large loss of energy aka speed bleeding, so please be careful during a turn fight.
- Super/Original planes's flight model is also given a little touch up.
.......and so on...
+ The max speed and acceleration of each aircraft is now adjusted according to the(official/common) info of their real counterpart, even the super/original planes (information about their max speed came from Acepedia). The only exception would be the A-10 which i still keep its max speed slightly above Mach 1 so it can still be playable. On another note, the Darkstar in my mod can now reach Mach 10 instead of Mach 5 like vanilla game so be sure to try and yeet it to max speed.
+ The min speed of every plane is now adjusted to below 100km/h and the RotStallR value is now adjusted according to each plane. I did this to give each plane a unique stall mechanic, meaning some planes will just fall out of skies helplessly while others can still controlable due to their aerodynamic and in some case, thrust vector control. Think about the "falling leaf" or "pedal dance" maneuver which you can see some Sukhoi-family fighters or even the F-22 or F-35 did in certain airshow event.
+ MANUAL POST-STALL MANEUVER: now here's comes the fun part of this mod. First up, i disable the auto PSM mechanic of every plane which are capable of it . Next i adjusted SpeedGraph, DriftAddPitchR, DriftPitchRate and DriftYawRate of every PSM-capable planes so each one will have unique post stall characteristic beside the ability to do Cobra or Kulbit, for example the Hornet family wont do the Cobra as fast as MiG-29/35 or Su-33, or the F-14A can do high AoA pitch but not a true Cobra (beware of compressor stall), you can even do Kvochur's Bell Maneuver which was ultilized by Su-57 in Top Gun Maverick as well as Su-35S in rl.
The input of doing manual PSM is the same as how you do High-G turn in vanilla game: initiating High-G turn by holding both yaw or pressing brake button while pitching, but this time you're REQUIRED to hold the input DURING THE WHOLE PROCESS OF YOUR DESIRED MANEUVER INSTEAD OF JUST PRESSING THE INPUT ONCE. The PSM is preferably to be done at low speed for an authentic, natural post-stall experience because let's face it, no plane would do PSM at high speed right ? (but this is Ace Combat so dont worry about your plane being ripped in half if you do that ;) )
+ For non PSM- capable plane, the High-G would function the same as vanilla game by giving you better turn rate/radius while bleeding much speed than the usual turn. But remember what i said before, some planes (mostly fighter type) will bleed a lot of speed while turning and even more so if you couple it with High-G mechanic compares to others so be very careful.
+ Sidenote:
.Just like Skies Rebalanced and vanilla game, i still keep the insane drift rate and High-G lock feature of CFA-44 so doing High-G while flying the Nosferatu would be either a bless or curse...according to your taste kek.
.Some planes in the same family, for example F-16/F-2, F-15C/F-15J or F/A-18E/F/A-18F will have more or less similar performance
.Three special variant planes, F-14ATG, F/A-18ETG and 5th Gen Aircraft have the same stats as vanilla game.
How to install:
- Extract the .pak to ..\steamapps\common\ACE COMBAT 7\Game\Content\Paks\~mods
- Enjoy!
My big thanks to ElectronicOldMen aka "Roaches" for the realization of manual post stall mechanic. This mod wouldnt be possible without his help :D