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  • Review: DCS AV-8B N/A Harrier II by Razbam Simulations

    Initially released into early access in late 2017, the Harrier II is one of the most interesting modules currently available in Digital Combat Simulator World. Mainly thanks to its unique design, advanced systems and special flight characteristics. In this review we will be taking a look into several different parts of the module and evaluating if this powerful, chubby bird is a fit for you. These points will be divided into several sections: External and internal 3D models Visual and sound effects Flight modelling Mission capability Armament Ease of use and learning curve Companion AI assets Is this aircraft for you? This review was initially released on the 1th of August, 2020. At that time the module was still in its early-access (EA) period. I have modified and updated this review as of July 1st, 2022 to better reflect the current state of this module. EXTERNAL AND INTERNAL 3D MODELS RAZBAM has done quite a good job modeling the Harrier to near perfection, both externally and internally. This is something not uncommon with this third party developer as they have shown similar levels of quality on their other modules. The external model is excellent. From the nose-mounted camera to the beacon lights. The animation of the nozzles is pretty good and the stairs that deploys when the canopy is open give the Harrier a very believable feel to it. Let's hope that they keep similar or better attention to detail on their upcoming modules. ADDEMDUM (7/1/2022): In terms of textures, this model could benefit from a slight rework to its Normal maps, which are the ones that create fake depth in a model. As of version 2.7.15.26783, these seem to have strange artifacts around the rivets and panel lines, which gives the model an eerie look when viewed from certain angles. Examples of this effect can be seen above, pay attention to the artifacting that occurs around the rivets and panels. ATTENTION TO DETAIL One detail that I found pretty amusing is the wind vane that sits right in front of the canopy. This vane's illumination is controlled not by the external lights panel but from the cockpit lights panel. It is one of those details that would normally be overlooked but seeing it work correctly gave me a pleasant surprise. The cockpit is a faithful recreation. It has a weathered-out look which makes it feel lived-in like many operational birds out there, even the screens have fingerprints on them! The internal lighting is marvelous, in part due to the way that the roughmets and normals were handled, making the way that they reflect the light from the flood lights very believable. Overall, this has got to be one of my favorite cockpits currently available in the sim, both from a design and modeling standpoint. The VR pilot is very well modeled as well! VISUAL AND SOUND EFFECTS Visually, this aircraft has some pretty good looking effects such as over wing vapor while at high Angle of attack (AoA). This, alongside the abundant smoke produced while in VTOL or even during cruise flight, gives the Harrier a nice immersion factor. Next is the sound. This is one area which RAZBAM had to nail perfectly. The Harrier has such a unique sounding engine that getting this part wrong would be a detriment to the module as a whole. I am happy to inform that the sounds are brilliantly done and implemented like they should be. From start-up to shutdown, you feel the engine alive behind you, roaring with the identifiable high pitch tone of the Pegasus! This aircraft has got to have one of the loudest engines in-game, which makes it a joy to listen during a fly-by if you are wearing headphones. It is also one of the most identifiable sounds from the ground, even from miles away, thanks to the very high pitch frequencies of the Pegasus engine as it spools up and down. That and the smoke plume which can be seen from even more far away. EXAMPLES: Engine while on the ground: (Idle-->Full Power-->Idle) Engine while in-flight: (Idle-->Full Power-->Idle) Fly-by at 510 knots, full power: (Volume warning) FLIGHT MODELING If I am completely honest, this is the hardest category to comment on when it comes to the Harrier. Seeing as it is the only VTOL jet in the simulator, there isn't a direct comparison to be made with any other module as of the writing of this review. I do not have any experience with VTOL aircraft in real life either, so my opinion here only reflects what my instinct and experience with other aircraft have taught me about practical aerodynamics and flight modeling from an end-user standpoint. It feels "right enough" as there are some things that do feel a bit off, such as the lack of a more pronounced buffeting effect while entering a stall. In other words, sometimes it feels like there isn't enough feedback being given to the player in either high AoA or stall scenarios. Just a tiny bit more would do the trick. Don't get me wrong, this module is a joy to fly in almost every circumstance. If I were to describe flying it, I'd say it is a mix between the Viggen and the Warthog. In a quote from one of my inspirations, Laobi, on his first impressions of the module back when it first launched: "It neither crawls around like the A-10 nor does it split spacetime like the Viggen". That being said, having the possibility to do VIFFING in DCS is amazing and I wouldn't take it over anything else. Even with its flaws, it is still one of the most enjoyable aircraft to fly in DCS right now. It is very hard to stall it if you pay attention to what you are doing and its flight computer does not feel as restrictive as it does on other aircraft. There is noticeable compressibility and flutter at high speed, effects that are more noticeable as your loadout weight and drag increases. The Harrier will let you know if you are pushing it a bit too hard. Those effects, alongside its unique flight characteristics make it very fun to fly and learn. Just do not expect to beat Flankers and Fulcrums on BFM scenarios pretty often, that is just not your forté with this aircraft. MISSION CAPABILITY This bird can do almost everything you could want, all with the exception of beyond visual range (BVR) air combat, prolonged dogfights or anti-ship. The Harrier is a ground pounder through and through. It has a pretty considerable loadout option and pretty acceptable range with the help of air to air refueling (AAR). It is also a bird of the night, as this version has been specifically designed with night operations in mind. INTEGRATED SENSORS These include the integrated TV Camera and the FLIR sensor at the nose, two systems that give you excellent attack and navigation capabilities in adverse situations. They also allow you to opt-out of carrying the LANTIRN pod and replace it for the ECM pod for self defense when the situation merits it, such as when there are multiple SAM installations in the area. When it comes to mission types it can do plenty: Low-level attacks, Suppression of Enemy Air Defense (SEAD), Anti-Ship, Close Air Support (CAS), and many more. Being able to perform multiple of these in one sortie, though possible, is not recommended if there are not any support aircraft to perform AAR. ARMAMENT GAU-25 EQUALIZER 25mm CANNON (POD) This cannon, even with its limited 300 round drum, has the potential to annihilate every single lightly armored vehicle and even some medium armored ones with ease. The ammunition should last for at least 10 seconds of sustained fire which would give you plenty of chance to get rounds on target, be it an aircraft or a very sneaky APC. This pod is one that I recommend in every loadout as you do not know when you will need it AIM-9 SIDEWINDER Your only true air-air missile. This will be your self-defense weapon during most if not all strike missions so you will have to learn to love it and its little quirks. Who knows, you could also learn how to dogfight the big air superiority aircraft and one of these could bag you a kill! You have access to: The AIM-9M (All-aspect seeker) The CAP-9M (Training variant, not for combat operations) UNGUIDED BOMBS For almost any occasion, these unguided packets of death will serve you well as you can equip 3x Racks for a total of a lot of bombs. The best part is that you have sizes and flavors to chose from. Small diameter, cluster munitions, high and low drag. The Harrier sure treats you well with these: You have access to: Most of the Mark 80 series: Mk.81, Mk.82 and Mk.83 (Low and High Drag configurations) Mk.20 Rockeyes (Cluster Munition) GUIDED BOMBS When it comes to precision bombing there are also some options for you. Thanks to both your DMT and the LITENING II pod, self-lased bombing is something you will do very often once you learn the system. Same goes for GPS guided munitions. You have access to: GBU-12 and GBU-16 (laser guided munitions) GBU-38 (GPS guided munitions JDAM) GBU-54 (Laser seeker-equipped JDAM with GPS functionality as well) Both the GBU-12 and GBU-38 have the option to be mounted on 3x Racks for a total of at least 6 bombs per sortie, with a theoretical maximum of 12 bombs. That's a lot of bombs, but I would not recommend a full bomb loadout unless you are crazy. AGM-122 ANTI-RADIATION MISSILE It might be just a modified AIM-9C but this little missile is more useful than one might initially think. It opens all SEAD missions for you, giving you the capability to directly attack enemy SAM installations from longer distances than you would otherwise. I quickly fell in love with this compact stick of death and I hope you will too. AGM-65 MAVERICK (LASER AND IR) Anti-Ship, CAS, Anti-Armor. This missile does them all. Both the IR (AGM-65G) and Laser guided variants (AGM-65E) are included, giving you the possibility to attack targets in any situation at any time. You can self-lase or call one of your buddies to lase for you. It is safe to say that this missile is one of if not the best weapon available for the Harrier just due to its versatility. ROCKETS When you want to obliterate an area in the most flashy way possible, this is the way to go. Your effectiveness will depend greatly on what pod you equip and the type of warhead that you go with, but be sure that all of them will end up in a satisfying explosion. You have available: LAU-10 (4 ZUNI rockets) LAU-68 (x7 2'75 inch rockets with either HE, HEAT or WP warheads) NEW: LAU-131 APKWS (x7 Laser Guided 2'75 inch rockets) The LAU-68 pod can be equipped in the internal pylons, giving you a maximum loadout of 28 2'75 inch rockets. COUNTERMEASURES: You will inevitably be attacked by either a MANPAD, a SAM installation or another aircraft. This is why you carry a lot of both chaff and flares (120 flares and 60 chaff in a standard loadout). These, alongside the optional ECM pod, will give you a small advantage by making it a little harder for the enemy to lock on you or to evade an incoming missile threat. Additionally, before anything is fired at you, your trusty radar warning receiver should give you an idea of what threats surround you and what are their intentions. LITENING POD Nothing is better than to know what awaits you in an area of operations long before you get there, a task that the LITENING accomplishes with very little effort. Equipped with both IR and TV imagery, this pod will be your best choice for precision weaponry deployment and recon in all scenarios. Addendum: The Harrier is now equipped by a Gen-4 LITENING II Targeting Pod whereas before it had a Gen-1. This adds some features that were missing before. As far as I am aware, there are still some features that need to be added. I'll be honest, this is a very welcome change as the new one adds much more functionality, changing the way you operate it dramatically. You get used to it with time and I assure you that you will struggle at first if you come from the Hornet or the Viper modules, but it will become second nature in no time. EASE OF USE AND LEARNING CURVE The Harrier has a cockpit layout that is similar to that of the Hornet, in a sense. It is very easy to learn where each panel is, giving even the more inexperienced players a welcoming time. Even with the systems being this well designed, most newcomers might find it a bit challenging if they skip on a critical part of the module: the tutorials. RAZBAM did something that I was not expecting when I first bought this module. They assembled easy to follow tutorials that are even separated in smaller, mini-tutorials for those times in which you need a little refreshing on a specific weapon system or sensor. This was the cherry on top for me as these tutorials made my transition from the other modules I have to the Harrier a walk in the park. These tutorials are all voiced, have good scripting and provide players of any level the help they need to get themselves immersed into this aircraft's systems. There are even some easter eggs at the end of some tutorials which made me giggle. This is something that no other developer has done, as far as my knowledge goes. With all that being said, I do think this is an aircraft that one should buy if you already have experience with another high-fidelity module. COMPANION AI ASSETS AND CAMPAIGN Alongside the Harrier, RAZBAM also launched two other "companion" AI assets to give a better home for the Harrier inside of the DCS ecosystem. These being its two homes, the U.S Navy LHS Tarawa and the HMS Invincible, with the addition of the KC-130, an air refueling version of the C-130 Hercules that is typically operated by the U.S Marine Corp as a support aircraft. These two assets are available to use for any DCS user as these were contributions to the larger DCS database. The first of these two, the Tarawa-class Amphibious Assault Ship, is the one that gave the Harrier a home at sea. Being able to take off and land from this massive ship is simply fantastic. It has a very detailed 3D model and ATC integration, as expected. The second AI asset, the KC-130, is one that is useful to every player in DCS even if they don't use the Harrier. It is a slower tanker that fares better with a larger assortment of aircraft when compared to the KC-135 MPRS, which tends to fly comfortably at a faster speed. The refueling position is much more comfortable than the one present on the Stratotanker, being more centered and with more accessible visual cues to help you keep position. Additionally, a campaign prologue has been added to the Harrier module. Made by Baltic Dragon, it is a very fun introduction to the Harrier as a whole as it showcases several operational scenarios. It has a basic story-line that follows a Harrier Squadron that has been deployed to the Black Sea to do joint exercises with the allied countries in the region. The chemistry between the characters and dialogue of the campaign are very typical of Baltic's mission structure and style, but that's a good thing. This campaign is one of the best additions that the module has seen so far, so if you have/plan on getting the Harrier, please do give it a try. I assure you that you'll have a good time and learn something about the Harrier in the meantime! IS THIS AIRCRAFT FOR YOU? If what you want in a module is: A good learning experience full of tricky challenges along the way. A quirky flight model that is forgiving yet difficult to master. To be able to fill the attacker role with a chunky aircraft. To take off like a helicopter and fly like a fighter. A fun campaign that will help you hone-in your skills. If you don't mind: The relatively steeper learning curve that comes with VTOL. The quirks of vertical landing operations or rather, enjoy them. Playing through long tutorials to get accustomed to the quirks. Not being able to launch AMRAAMs from 50 miles away. If all or some of the above is what you want, then RAZBAM's AV-8B Harrier II N/A is for you. To download the skin I created for this review, click HERE About the writer: Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000's leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities but only started being active around the mid 2010's. Joined as a Spanish to English translator in 2017, he has been active as the co-founder, writer and content manager ever since. Twitter | Discord: Cubeboy #9034

  • Review: DCS M2000-C by Razbam Simulations

    Entering early access in December 2015, the Mirage quickly established itself as one of the best dogfighters in DCS' competitive environment. Having one of the most polished flight models in the game, it also provides more than great Beyond and Within Visual Range (BVR and WVR) combat capabilities as well as some ground-pounding potential. In this review we will be taking a look into several different parts of the module and evaluating if this beautiful French lady is a fit for you. These points will be divided in several sections: External and internal 3D models Visual and sound effects Flight modelling Mission capability Armament Ease of use and learning curve Single player content Is this aircraft for you? This review was initially published on the 14th of August, 2020. Minor revision: 20th of February, 2021. Screenshot overhaul and content revision: 6th of August, 2022. EXTERNAL AND INTERNAL 3D MODELS Externally, the Mirage has got to have one of the most recognizable airframes out there, mainly due to the very similar shape it has kept ever since the Mirage III came out in the 1960's. Razbam, thankfully, has done it justice with this module by giving it a very gorgeous exterior and interior which are full with detail everywhere you can look. Exterior-wise this module boasts a very appealing model that is full of detail, complex curves of the Mirage show all their grace. All the animations, such as the intake shock cones movement or the flight surface movement while taxiing, are fluid and give the plane a bit of life. For the rivet-counters out there, this model should be a feast for the eyes. COMMITMENT TO DETAILS From the inner side of the turkey feathers on the engine to the emergency canopy release handle, the work that went into getting these very easily overlooked details shows that Razbam researched this aircraft to a very high degree, which is commendable. Interior-wise this module can only be described as gorgeous. It received a major update in late 2019 and several minor once since, all of which aimed at keeping it up to date with the Mirages then-currently in service with the Armée de l'Air (AdA). This included the addition of a Night Vision Goggle (NVG) mount along with a rework on how the NVGs worked in the module, an updated radio panel and an ECM annunciator on the right side of the dash. The way the annunciator lights shine gives them a very believable feel, a feel that is exacerbated by the flood lights reflecting off the surfaces and screens. I'll take my hat off and applaud Razbam's work, they really did well in this regard. EDIT 02/20/2021: There is another model that I forgot to mention in the first revision of this review, that being the VR pilot model. Since I mostly fly without the pilot model to make it easier for myself to click around the cockpit I had not noticed the detail that the pilot model has. This must be a treat for those who fly VR, very well done. EDIT 08/06/2022: Up-to-date pictures have been added. These represent the current state of the module, which is still gorgeous. The cockpit has changed a lot as it evolved alongside the one used by the AdA, but now that the type has been officially retired, I do not expect any more major changes to be done to it. VISUAL AND SOUND EFFECTS Apart from being well modeled, this module also has some of the best looking visual effects out there; on par with the Viper and the Hornet. When at a high AoA scenario, the amount of vapor that's produced by the vortex generators, the inner corner of the leading edge and the massive clouds that form above the wing left me speechless the first time I saw them. These are the kinds of details that make a module feel alive. Sound-wise the M2000 has a very distinctly sounding engine that gives the pilot a lot of feedback, at least while you are on the ground. In the air the engine's sound is not as clear as it is on the ground due to the extremely loud noise generated by the wind hitting your canopy. Don't get me wrong, I like the realism aspect that comes with the reduced auditory feedback that the engine gives at high speed but, and this is my personal opinion, sometimes it is better to sacrifice some realism to improve usability. I know that you can enable the "loud afterburner" option in the menu but I write these reviews in function of a unhampered experience, with default options. As I put it in one of my earliest reviews, the one I wrote about the F-5E-3 Other modules such as the AJS-37 "Viggen" give you a very distinct engine sound when your aircraft goes into afterburner at the cost of realism. We as players need that feedback since we cannot feel the vibrations of the engine or the rumble of the wheels. Overall, sound design is very solid in this module but as always I will let you, the reader, be your own judge in this regard as this category can be very subjective: EXAMPLES: 1. Engine while on ground: ( Idle-->Full Afterburner-->Idle ): 2. Engine while in-flight @450 kts: (Idle-->Full Power-->Idle) 3. Fly-by at +550 knots, full afterburner: (Volume warning) FLIGHT MODELING Over every other category, this is the one that makes the Mirage shine. It has the best-feeling flight model currently in DCS, period. From the buffeting at low speed to the highly responsive flight controls, this flight model truthfully represents what I have heard from real Mirage pilots. This bird excels in a dogfight thanks to the advantages of the delta wing design, these being good nose authority at high AoA and stellar low speed performance characteristics. She is a fierce dogfighter and she knows it. The way that the Fly-by-Wire system (FBW) is programmed here gives you very precise control over the aircraft making it feel snappy and responsive while keeping you, the pilot, away from a deadly stall. Unlike some of the other aircraft that have FBW, this one feels less restrictive. It has two modes: Charges and A/A. Charges will limit your maneuverability to a mere 5.5G, and your roll rate to 150°/sec. This mode is to be used when you are heavily loaded, as the name implies. A/A mode will raise the amount of Gs you can pull to 9Gs and roll rate to 270°/sec, which is immensely useful during a close range combat scenario. It is difficult to put into words the feeling of flying the Mirage, but if I had to describe it briefly I would have to say that after I flew it the only other plane that could match its snappiness was the F-16CM, but even it lacks that spark that puts this French marvel above everything else. It does have some quirks that you will have to get used to such as the slow engine response time which can make air to air refueling a bit tricky at first. Once you get used to it, though, that is when you will learn to appreciate this beast for what it is. MISSION CAPABILITY Even though the Mirage is capable both A/A and A/G missions, it truly shines in the air to air role thanks to its design as a capable dogfighter and interceptor. It is able of operating independently without the direct aid of either a Ground Control Intercept (GCI) station or an AWACS due to its capable radar. Operational range is not a problem as long as you conserve your fuel or, alternatively, have a tanker at your disposal. LIMITED BVR CAPABILITIES It has the same limitations as some of the Russian aircraft present in FC3, this being the lack of any actively guided missiles (Fox-3 type). While the Super 530 is a great semi-active missile (Fox-1 type) it does lack active guidance. This limits your capabilities in an engagement as you will have to keep the target locked all the way to impact, so no fire and forget. Doing precision bombing on the Mirage will be a bit tricky considering that you do not have any targeting pod (TGP) at your disposal. Guiding GBUs will be the job of either a JTAC or a friendly aircraft equipped with a TGP, so better be prepared to communicate a lot in order to get those lasers where you need them and when you need them. That being said, low level bombing can be done very effectively on the Mirage. Dropping either BLU-66 canisters or Mk.82 Snake eyes on a target while going as fast as possible can be one of the most rewarding things you could do on the Mirage. AIR TO GROUND RADAR Added not so long ago, this radar does expand the air to ground capabilities of the Mirage by quite a bit. It is relatively simple to use and offers basic targeting, terrain mapping and terrain avoidance modes! It is not going to turn the Mirage into an amazing ground pounder, but it certainly does make it into a much more interesting platform for certain niche missions. ARMAMENT DEFA 554 30MM CANNONS These two cannons might not fire as fast as a rotary but when they hit, they hit. Just a couple rounds should be able to annihilate most aircraft, turning them into a burning wreck. Note: Do conserve your ammunition as you only have 125 rounds per cannon. Make them count. MATRA R550 "MAGIC II" As your sole option for IR-guidance, this missile has solid all-aspect guidance and relatively high maneuverability when compared to some competitors, such as the R-60 or the AIM-9P5. Overall, it is a solid missile and it should serve you well. MATRA SUPER 530D Just as the Magic II is your only choice for, the Super 530 is your sole option for radar guidance. Its range is average and it has above average maneuverability but with a little practice this missile becomes a deadly weapon. It is semi-active, though, so be careful not to drop your lock by accident. Mk.82 BOMBS (SLEEK AND SNAKE EYE) Whether you know the target's location or not, these will never fail you. The only unguided bombs that you have are these wonderful Mk.82s in both its low drag and high drag variants. You are guaranteed to have a blast when you use them, literally. CLUSTER MUNITIONS Do you want to bomb a big strip of runway or a large area full of enemy units? Then these puppies should do the trick. You have two different cluster munitions at your disposal, each with a different purpose: BLG-66 "BELOUGA": This one was designed to quickly deal with densely populated enemy areas. They can be launched as low as 1000ft while in level flight. BAP-100: Designed to effectively deal with enemy runways. They can be quite the asset to use early in a conflict to avoid the enemy from launching more aircraft. GBU-SERIES (LASER GUIDED BOMBS) Even if you are not able to guide them by yourself, having the possibility of doing pin-point strikes is always a welcome addition. You have three sizes at your disposal: GBU-12: 500lb bomb GBU-16: 1000lb bomb GBU-24: 2000lb bomb MATRA ROCKET PODS Carrying eighteen 68mm rockets each, these pods ones are one of the most fun weapons available in the M2000-C arsenal. They are very precise and able to destroy most armored targets upon direct impact and COUNTERMEASURES The Mirage has a very complete countermeasure suite on board, including both flare and chaff dispensers and an internal ECM. While not being the most powerful jammer, it should still gain you some precious seconds to get your Super 530s out of the rail. You also have the option of equip the ECLAIR pod, which would increase your countermeasure expendable stores at the cost of removing the drag chute. So, when equipping this pod, you should always take into consideration yoru mission profile and the length of your airstrips as that drag chute might come in handy on a short runway. Thanks to Butterfly 055 from the TTI server for pointing this out. EASE OF USE AND LEARNING CURVE: This is not a difficult aircraft to learn at first glance. The cockpit layout lends itself to being simple and easy to learn but the difficulties start to show up once you have learned how to take off and land the aircraft and you start learning the more in-depth systems such as radar modes, weapon management panels and navigation. The navigation panel on the M2000-C is not for the impatient out there, just like the Tomcat's. In order to correctly start your flight you will have to learn how to properly align your INS, which can be a bit of a daunting task for a newcomer. This is not an American aircraft and as such it comes with some quirks that you will have to learn to love, such as the solid five minutes you will have to wait to get your INS aligned after you already spent one or two more minutes imputing the coordinates into the panel. Personally, I am one of those guys that loves learning this kind of stuff so I am not bothered by the initial shock that comes from learning these systems. But that might not be the case for a newcomer. This module is not a good first buy, that title belongs to aircraft such as the F-5E-3 or even free mods such as the MB-339 (which is now on its way to become an official module) or the wonderful A-4E-C Community mod. Rather, it is an aircraft that you should approach if you already have some experience with other NATO aircraft and want a different yet oddly familiar experience when it comes to combat and system management. SINGLE PLAYER CONTENT One of the most positive aspects of this module is the fact it comes not with one but with TWO single player campaigns created by one of the most respected mission creators currently in DCS, Baltic Dragon! The first of the two, which takes place on the Caucasus map, is a training oriented experience which guides the player through some of the more tedious parts of any module in an interactive way, slowly easing them into combat scenarios. Great for beginners and available for all to play, playing this campaign is a most. The second one, only available for those who also own the Persian Gulf, takes more of a focus on the combat scenarios which play out on a fictional UAE Coup d'Etat. Playing the role of a French pilot based at the UAE as the Coup erupts, you are forced into combat with unfriendly forces. This campaign is a blast to play, even more given that it comes with custom comms outside of the DCS ATC system, a feature which is impressive to say the least. Seeing as most modules tend to lack when it comes to single player content, these two campaigns are a breath of fresh air for any player that either does not feel ready for the multiplayer arena or for those that just want to have a short, fun session after a day of work. IS THIS AIRCRAFT FOR YOU? If what you want in a module is: A powerful dogfighting platform. Good single player content made by a very good creator. A solid flight model that will have you coming back. A experience that only a European fighter could give you. If you don't mind: The quirks that come with a non-American aircraft. The lack of a targeting pod. The relatively steeper learning curve. Not having access to actively guided missiles for BVR engagements. If all or some of the above is what you want, then RAZBAM's M2000-C is for you. About the writer: Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000's leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities but only started being active around the mid 2010's. Joined as a Spanish to English translator in 2017, he has been active as the co-founder and one of the main writers. Twitter | Discord: Cubeboy #9034

  • DCS World: A Game or a Hardcore Simulator?

    If you were to ask 10 different people who have played DCS if they would classify it as a simulator or a game, then you would probably get very polarizing answers. Generally, you will find some that see it as a game while some others will say it is a serious flight simulator. Recently, I have witnessed both types of people within my close friend group. This has made me wonder: What makes DCS able to ride this very thin line between a game and a "serious" flight simulator? I usually define a game as something that I can casually put time into with no commitment whatsoever. I can boot it up, do a couple of missions and then log off knowing that me leaving had no consequences in the game world or towards other players' experiences with it. This is something key as to how some people find enjoyment in these titles. A really good example of this would be War Thunder. It is a game that has been designed from the ground-up to work in these quick log-in log-out situations, which surely plays a part in why it is such a popular game. A "for real" flight simulator is, usually, related with long flights with pre-planned missions that will take a very long time to complete. These could be as easy as a ground pounding mission or as complex as the Gulf War's initial strikes. But what defines something as "serious" is the time commitment. I know that if I am flight lead for someone, I will have to be there. My absence will affect the game and other people. It's these two conflicting ways of enjoying a piece of software that take center stage in this argument: There are those who think that DCS should be simplified mechanically and stick with simpler, more convenient experiences while others cannot find enjoyment without having "the full package" experience with long-range complicated missions. DCS is, at its core, a platform. Specifically, it is a highly customizable flight simulation software that allows for extremely customized experiences that could tailor to both sides of this argument. The developers leave the complexity of the second to second gameplay to the mission creators and campaign developers. This is where we start to see our answer. It is due to this freedom provided by ED's mission editor that DCS can provide such a wide spectrum of experiences. It is the reason why people like Enigma have been able to gamify DCS' gameplay, allowing them to enjoy an experience much more similar to War Thunder's but with a dynamic campaign tied to it. Additionally, this is the reason why we have extremely complex missions that need the cooperation dozens of players to even work. By giving its community the power of controlling their experiences to the tiniest degree, ED have allowed two opposite groups to coexist, whether they like it or not. There is no "perfect" way to play DCS, like I said on one of my previous articles. All it takes is finding your niche inside of this wonderfully vast simulation platform. About the writer: Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000's leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities but only started being active around the mid 2010's. Joined as a Spanish to English translator in 2017, he has been active as the co-founder and one of the main writers. Twitter | Discord: Cubeboy #9034

  • Entretien: DCS OV-10A Bronco Perspective du Développeur avec Dikennek/SPLIT AIR

    Mercredi prochain, le 7 septembre 2022, DCS recevra quelque chose qu'il obtient rarement : un tout nouveau modèle haute-fidélité. Il sera le légendaire OV-10A Bronco, un avion d'attaque et d'observation léger bimoteur qui a servi de nombreux pays pendant plus de 50 ans. Ce mod est développé entièrement par Dikennek de SPLIT-AIR, un moddeur talentueux qui a travaillé sur certains des autres mods de SPLIT-AIR comme le Long-EZ. Comme nous l'avons fait dans le passé avec le MB-339, l'A-4E et le Sk.60, nous avons voulu mettre en lumière ce projet et le travail nécessaire pour le rendre réel. Un grand merci à Dikennek pour nous avoir permis de réaliser cette interview de pré-lancement. NOTE : Cette interview a été réalisée en français par Santiago Cuberos. Une version en anglais qui a été traduite par lui est disponible ici. Avant de commencer, je souhaite vous remercier d'avoir accepté notre proposition d'entretien. Pouvez-vous vous présenter et nous en dire un peu plus sur vous et ce que vous faites? Bonjour, merci à vous de m’avoir invité pour cet entretien. Je porte le pseudo Dikennek et je suis Français. J’ai découvert DCS en 2016 et m’y suis tout de suite attaché. Après plusieurs années j’ai décidé de me mettre au vol en formation, tout d’abord en intégrant l’équipe Flying Cobra. Le vol en formation nous pousse à recréer des patrouilles réelles utilisant des avions exotiques, étant grand fan d’avion bizarre je décide de refaire la patrouille REVA évoluant sur Long-ez et Vari-ez. C’est sur ces deux avions que j’ai fait mes armes, tout d’abord en 3D, suivides textures, pour ensuite crée un EFM, car ces avions sont trop légers,et pour finir le code en LUA. Etant en étude d’Ingénieur Mécanique Général j’ai eu l’occasion d’apprend l’aérodynamique ainsi que la base du Code C/C++. En début 2021 avec l’équipe de la Wolf Delta, nous avons créé l’association Split-Air qui est un regroupement de patrouille de voltige et de moddeur. Toutes cette équipe m’a grandement aidé pour faire du modding sur DCS, nous échangions des astuces pour améliorer nos rendus etc.... L’objectif de la Split Air est de rendre, dans la mesure du possible, le plus de mod publique. Nous avons déjà publié le mod RAF basé sur le Mirage 2000C. Depuis combien de temps le OV-10A est-il en développement et pourquoi avez-vous choisi de développer le Bronco? C’est lors d’un rassemblement aérien que j’ai découvert cet avion. En effet en France le bronco solo display de Montélimar présente cet appareil tous les ans depuis 20 ans. Lorsque je l’ai vu j’ai été impressionné par sa maniabilité ainsi que sa polyvalence. Les deux moteur T76 qui donne 700ch chacun lui offre un taux de montée impressionnant. Il peut se poser sur de très courte distance et emporter de l’armement. De fil en aiguille j’ai voulu recrée le Bronco Solo Display sur DCS. Il est en développement depuis fin 2020, en effet je suis le seul développeur de ce mod. Je me suis occupé de la 3D, texture, code, le tout en parallèle de mes études. Cependant plusieurs membres de la Split Air m’aidentgrandement pour tester ce mod et me donner des retours. Ils s’occupent également de créer des vidéos ou de rédiger de la documentation autour du mod. Quel niveau de détail peut-on attendre du Bronco? A-t-il été difficile de faire fonctionner les systèmes comme dans le vrai Bronco ? Le Bronco est avion conçue pour être opérable partout et en tout temps avec un minimum d’entretien, les systèmes sont donc rustiques mais efficaces.Malheureusement je ne suis pas un codeur hors pair, et les systèmes ne fonctionnent pas tous comme dans le vrai Bronco mais j’ai essayé de me rapprocher au maximum de la documentation dont je dispose, comme la procédure de démarrage, l’armement ou les différents paramètres moteur. L’illumination du cockpit est une caractéristique sympathique et qui m’a pris énormément de temps à faire car il y a un peu de travail de modélisation 3D.Cette illumination a la particularité d’être synchronisée en vue extérieur ainsi quand multijoueur. Comme dit précédemment l’audio intérieur est simplifier au click bouton, cependant le seeker des FOX-2 est complètement fonctionnel. A l’heure où j’écris ces mots je suis en train d’investiguer pour recréer les sons d’un turbopropulseur, j’espère arriver à intégrer les sons extérieurs dans la première version. Pour cette dernière, le Bronco sera monoplace, ce n’est pas par difficulté technique mais par choix. Je prévoie de le rendre Multi-Crew pour les prochaines versions, cela me permettra de réellement travailler sur les différents rôles de l’équipage. Le Bronco aura-t-il une fonctionnalité radio complète comme le modèle A-4E? Avez-vous rencontré des obstacles en raison de l'absence d'accès au SDK ? Le bronco ne sera pas équipé d’une radio complète pour la première version, cependant pour cette version je prévois d’implémenter le menu de communication, en effet il est important de pouvoir accéder au menu de communication F10 lors d’une mission. J’ai implémenté des instruments permettant la radio navigation comme le TACAN malheureusement je n’arrive pas à le faire marcher pour des balises mobiles ce qui est quelque peu embêtant pour la navigation. Le Bronco ne possède pas de radar ni de système moderne et complexe donc l’absence de SDK n’est pas un problème majeur hormis pour les radios. Quel type de travail a été effectué pour créer l'EFM ? Avez-vous fait des études CFD pour le perfectionner? Pour moi si le modèle de vol est la colonne vertébrale d’un module, il est inutile d’avoir un beau 3D ou plein de systèmes complexes si l’avion ne peux pas voler comme un avion. J’ai donc porté une attention particulière au modèle de vol. J’ai dans un premier temps réalisé une étude complète sous OpenVSP, c’est un logiciel développé par la NASA qui m’a permis d’avoir une première approximation des différents coefficients aérodynamiques. Une fois l’aérodynamique terminée, je me suis penché sur la simulation d’un Turbopropulseur, ce qui est une grande première dans DCS. Après plusieurs études sous Matlab j’ai réussi à donner vie aux deux Turbopropulseurs T76 du Bronco. Cette modélisation en question permet d’avoir quelques caractéristiques intéressantes comme le fait que les hélices peuvent tournées même si le moteur est éteint ce qui génère énormément de trainée. Dans l’EFM sont modélisés : Un système électrique permettant une gestion de la batterie, en effet il ne faut pas rester sur le starter indéfiniment car la batterie s’épuisera. Un système de fuel limitant le temps en vol dos à 30 secondes grâce à une gestion des nourrices qui est également implémentée. Un système d’amortissement du lacet permettant d’avoir une stabilité accrue. Le décrochage est également modélisé avec un départ en vrille si la symétrie n’est pas respectée. Tout est fait pour que le pilote se sente bien dans un avion qui vie et qui se pilote avec les fesses. Les modèles externes et internes sont superbes. Quels outils avez-vous utilisés pour les réaliser ? Avez-vous utilisé un scanner 3D ou avez-vous seulement utilisé des schémas? Le Bronco a entièrement été réalisé sur le logiciel Blender à partir de plan « 3 vues » ainsi que de photos, En croisant toutes ces données, il est long mais possible d’arriver à un modèle 3D correct. De plus chaque Bronco est différent, pour la version A je n’ai pas trouvé deux fois le même cockpit, j’ai décidé de me baser sur des photos disponibles sur aviation et photographie. J’ai tout de même pris quelques libertés sur certains points où il manquait énormément d’informations. Cependant à la Split-Air nous commençons de plus en plus à travailler avec des scans 3D. Cela permet de modéliser plus rapidement avec un niveau de détail irréprochable. Les futurs projets de la Split auront donc un 3D garanti conforme à la réalité. En termes de textures, quelles références avez-vous utilisées ? Y a-t-il une liste des livrées qui seront disponibles au lancement ? Pour ce qui est des textures j’ai vraiment voulu faire ressortir le coté vieilli et mal entretenu de ce type d’appareil, notamment avec des effets de tôle ainsi que pas mal de salissures. Pour les livrées, un pack comprenant plusieurs pays sera disponible, fait à partir de plusieurs photos j’ai pu recréer relativement fidèlement certaines d’entre elles comme les CAL FIRE ou la livrée Sable du Solo Display Montélimar. Cependant pour les livrées vénézuéliennes je me suis permis de prendre quelques libertés sur la forme du camouflage car je n’ai pas vu deux camouflages identiques sur les images à ma disposition. Y aura-t-il un template de la texture au lancement ? Un Template sera disponible avec le mod comprenant tous les calques de salissures ainsi que les UV Maps. Les livrées créées par la communauté pourront être intégrées dans le mod si la livrée apporte un réel plus au mod. Le Bronco est principalement un avion de reconnaissance et un A-FAC, mais il peut également transporter des armes. Quelles armes seront disponibles au lancement ? Le Bronco pourra emporter des bombes, roquettes, Fox-2 ainsi qu’un bidon ventral. Il y aura quatrebombes : mk82, mk82 snake eye, mk83, m117. Trois types de roquettes : m260, ZUNI, Hydra. Et untype de Fox2 : Aim-9P. Pour la première version, le Bronco pourras emporter 50% de tout son arsenal. Je créerais de l’armement pour les versions futures je prévois de modéliser80% de l’armement pour la deuxième version. Il est aussi prévu d’implémenter du transport de cargaison, et le largage de 5 parachutistes comme le fait si bien le mod Hercules. C'est tout. Merci beaucoup pour votre participation aujourd'hui. Y a-t-il autre chose que vous souhaitez dire avant de conclure ?? Merci pour cet entretien, je ne vois rien à ajouter et j’espère surtout que ce mod plaira au plus grand nombre. Malgré tout, des bugs peuvent persister, donc n’hésitez pas à remonter le moindre bug que vous trouverez. Bronco sera gratuit donc n’hésitez pas à le tester, c’est l’avion qu’il vous faut pour tout détruire dans une mission Cold War 😉.. LE BRONCO SERA DISPONIBLE LE 7 SEPTEMBRE, 2022 A propos de l'intervieweur Santiago "Cubeboy" Cuberos Fanatique d'aviation depuis longtemps, avec une préférence particulière pour l'aviation militaire et son histoire. Ses intérêts remontent au début des années 2000 et l'ont conduit à se plonger dans les simulateurs de vol civils et de combat. Il a été impliqué dans quelques communautés mais n'a commencé à être actif que vers le milieu des années 2010. Rejoint en tant que traducteur de l'espagnol vers l'anglais en 2017, il a été actif en tant que cofondateur et gestionnaire de contenu depuis lors. Twitter | Discord : Cubeboy#9034

  • DCS World Module Announcements: Our Thoughts

    Right now it is a very weird time to be a flight simulation fan, as we seem to be in the middle of a new golden era. MSFS is still pushing forward, looking into adding several types of aircraft currently unavailable to the sim. IL-2 Great Battles just released the long awaited Normandy expansion, including a theater of war that many have wanted for a while now. And then there's DCS World. They have been announcing modules at an unprecedented pace, many of which are aircraft that fans have been desperately asking for what seems like an eternity. But I have noticed something interesting in the community. There are those that seem excited for this never-before-seen stream of announcements and some that have taken them with a bit of confusion and distrust. After talking with several people about this subject and seeing different opinions, I wanted to dig a bit deeper to find why this reaction has been widespread amongst some members of the community. I now think I have found two clear reasons as to why someone would have an adverse reaction towards these announcements: 1. UNPRECEDENTED BOMBARDMENT OF ANNOUNCEMENTS Since July 29th, there has been a module announcement a week. This means that in the span of two months and change, we have had 9 new modules shown to us in various stages of development. Many in the community are not used to this amount of modules being revealed in such a short amount of time. This leads to confusion, making people wonder: "What changed inside of ED to lead to this?" "Is there a reason for this?". After all, it is not like people should be expected to just take everything in with unquestioned excitement. I suspect that this is due to the fact that some fans were used to these modules announcements not being frequent. For this "pattern" to be broken, they might see it as an aggressive marketing strategy change that is aimed at creating hype for these products before they are even complete. This is just speculation aimed at trying to understand this point of view, so please do not take it personally. I do feel like spacing some of these announcements out would have helped with audience reception from this specific demographic. Something that I do know is that people tend to have an inherent resistance to change, and that is clearly a part of this conundrum. 2. DISTRUST IN NEW DEVELOPERS AND THE "RAW" NATURE OF THE ANNOUNCEMENTS Another aspect that I have seen is that some people seem to see these announcements with distrust, seeing as the majority of them are from new third party studios which have no track record on any other simulators or even any other projects of any kind. This is a point that I understand and can relate to. Why should I trust a new developer before they have shown what they can do? I have no doubt that many of these studios are led by passionate individuals who are professionals to the very core, but there is something that did not help in regards to creating this possible consumer distrust: the nature of the announcements. Out of the 9 announcements that have been published since July 29th, 5 of them are aircraft. Of these 5 aircraft, only 3 have any kind of in-game footage(screenshots or video). The only one that showed a more advanced state was Aircraft Simulation Company's (ASC) C-130J, which showed two trailers where its systems are clearly visible and working in the cockpit. This means that 2 of these new new modules are nothing more than documentation and 3D models. From this point of view it is easy to understand why there is skepticism in some corners of the community. Not that long ago module announcements were handled in a completely different way. Shamrock from Stormbirds even commented on this in his article, one that gave insight as to why this change in announcement policy happened: In a post on the DCS World forums, community manager BIGNEWY, gives us some insight as to the reasoning. In the past we generally waited until a 3rd party module was quite far along in development; however, this has resulted in duplicated efforts and inefficiencies. Instead, once a 3rd party module has a completed license agreement, we will now announce it to allow the 3rd party to “plant a flag” and avoid duplicated efforts. Once a 3rd party project is roughly six months away from release based on an internal evaluation, more news and updates will be made available. Because we have several 3rd party projects in development, and the change in announcement policy, we have had a flurry of announcement activity. BIGNEWY on the DCS World forums It is natural for people to be skeptic of new products and new groups until they have proved themselves. While I do feel like these individuals have not given these developers a chance to show what they can do, I do understand where they are coming from. At least three of these projects are from people that have previous experience in the DCS modding scene (Grinelli Designs, ASC and Crosstail Studios) so they are already familiar with many of the workflows required to get something flying in DCS World. That being said. I do not completely understand why this change of policy, which seems to be directed at reducing confusion between third parties, could not have been dealt internally. This would have avoided announcing modules that are extremely early in their development cycles, which is what seems to be leading people to their skepticism. Some of these people feel like these modules were announced too soon, with little to make them feel excited. This leads to one last point: where do I stand? MY POINT OF VIEW I, personally, fall in between these two camps. I am cautiously excited for several of the modules that were announced. Heatblur's upcoming F-4E is the one module I have been the most excited about, seeing as I have a very unique relationship with that plane. Additionally, seeing that some of my favorite aircraft (Kfir, Skyraider and Hercules) are now official projects is honestly very heartwarming. The C-130J has to be the worst kept secret that DCS has had in a while. Almost everyone knew that it was already official and becoming a "graduated" module from the same guys that developed the mod, so that announcement did not take me by surprise. But to the point. I feel like some of the adverse reactions that I have seen are justified but some of the most extreme ones are not. I read the comment section of Shamrock's article about this very subject and I saw a couple of people acting, like he said in the article, a bit "grouchy". This even got Nineline, one of ED's community managers, to peek their head there and leave a couple of comments. He said this in one of his comments, which I feel is true: What I found unusual is the terms used, and them seemingly being so aggressive in that I can’t think of anything that became vaporware from DCS, I don’t feel like we are “idiotic-ly incompetent” or “lying”. I think that we, as a community, should strive to communicate better what we feel to the people that can do something about it. If we are upset about something that ED has done, we should try to communicate it in a more polite and civil manner. That goes both ways, too. I feel like ED could benefit from a bit more of transparency with these decisions, which they already did to a certain degree, but in a more public and direct manner. Not in a comment section or a forum post, but in an official publication. But for now, I will enjoy the modules that I already have and the mods that we just got. I will be cautiously optimistic about the modules that got announced and I will wait until they are further along in development to get more excited about them. About the writer: Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000's leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities but only started being active around the mid 2010's. Joined as a Spanish to English translator in 2017, he has been active as the co-founder and one of the main writers. Twitter | Discord: Cubeboy #9034

  • Review: DCS OV-10A Bronco by Dikennek/SPLIT AIR

    The first time I saw this project I got excited like a kid in a candy store. Someone was, finally, going to make one of my favorite aircraft for DCS World: the OV-10A Bronco. I have somewhat of a connection with this aircraft due to the fact that, before their retirement, I got to see them quite a few times. Now, we will all get the chance to enjoy this slow yet exciting aircraft, for FREE thanks to the effort of the Dikennek, who we interviewed last week about this project! In this review we will be taking a look into several different parts of the module and evaluating if this small but tough bird is a fit for you. These points will be divided in several sections: External and internal 3D models Visual and sound effects Flight modelling Mission capability Armament Ease of use and learning curve Its developer Is this aircraft for you? EXTERNAL AND INTERNAL 3D MODELS I was honestly impressed by the external 3D model, it is on-par with several official modules. The is a lot of attention to detail both in terms of the 3D model itself and on its texturing work. The gear is a great example of this attention to detail. It is intricate with many moving parts, but despite that, it has been modeled extremely well. It looks and moves like it should. The tires have wear and dirt, just like the panel lines and rivets do. It looks exactly how you would think a Bronco should look: Like an aircraft that has seen some stuff in battle. Additionally, the engines, specifically the props, are an era where I was pleasantly surprised! There is a lot of edge wear in the correct leading edge, which is something that you do not see often. You can see that for yourself in the gallery posted above. The cockpit is equally as good, with a few exceptions. This model seems to have been created with a lot of care, seeing as almost every switch has been modeled. Many of these switches are not functional right now, but everything that is critical for the plane's operation works just as you would expect it to. Just take a look at how good the glass looks with those smudges of oil and dirt. At night, the cockpit comes to life with this lovely red flood light and backlit panels. Thanks to the original design of this unique-feeling cockpit, I have found myself enjoying my time just sitting in it for minutes on end. My only gripe would be the font used in some of the panels, it looks a bit off but that is a problem that is easy to solve! VISUAL AND SOUND EFFECTS There is not much in terms of unique or distinct visual effects. I do enjoy that the developer found a way to use the new prop rendering system that was implemented with DCS 2.7, it makes those moving props come to life! Keep an eye out for the transition between the regular prop and the moving prop on start-up, it is really cool to be able to see it happen. Despite what I stated earlier, there is a single effect that I found to be one of the most interesting ones in current mods. The internal cockpit lighting is synced with the external cockpit, which means that when you turn on your flood lights everyone will be able to see them from the outside. This effect had only been done before a couple of times, including the UH-60L mod, which did something similar but not to the same extent. Sound-wise, the Bronco is one of the only flyable turboprops that we have in-game at the moment. This means that there is not much to compare it to aside from a couple of mods such as the A-29B or the C-130J-30. I found that the in-cockpit sounds are excellent, as I can tell in which RPM range my engines are and how far I have pushed my throttles just by listening to the distinct high-pitch tone of these T76 engines. That being said, the external sounds are not perfect. They sound extremely well when on the ground and from the side, but the fly-by effect leaves something to be desired. The audio compresses a bit. Overall, sound design is very solid with the exceptions that I have already mentioned; but, as always I will let you, the reader, be the judge in this regard as this category can be very subjective: EXAMPLES: 1. Engine in cockpit: ( Listen for the changes in Throttle and Prop RPM): 2. Fly-by at +240 knots, full throttle: (Volume warning) FLIGHT MODELING This is usually the make-or-break point for many mods. In the words of Dikennek (the developer of the Bronco) himself: "For me the flight model is the backbone of a module. It' s useless to have a beautiful 3D or a lot of complex systems if the plane can't fly like a plane. So I paid particular attention to the flight model." He seems to be a man of his word as this has got to be one of the best feeling mods in DCS, period. It is on par with the A-4E-C in terms of fidelity, at least on the surface. That means that it feels and flies like you would expect a Bronco to do. It is extremely responsive to roll inputs and responds wonderfully to control inputs even when you fly it at near stall speeds. Also, the feeling of being able to take off in what feels like 1/32th of the runway never gets old. This is a STOL plane in its purest form and I love it. This is due to the fact that this is a proper external flight model (EFM) that was developed with the aid of tools such as MATLAB and OpenVSP. That means that the developer went out of his way to study the aerodynamics of this aircraft in order to make it as accurate as it can be with his level of knowledge. This bird flies low and slow by nature, so flying it at tree top level is intuitive and almost therapeutic. I have no other way of describing it other than this is what I have always wanted out of a mod. It even spins naturally, which is impressive as it is one of the things that only a couple of other communities have gotten right. The yaw dampener is something that kind of took me by surprise. It does aid in keeping it steady when you yaw, dampening your inputs in a relatively natural way. I cannot praise about this mod's flight model enough, it is that good. MISSION CAPABILITY This plane was designed to play a role that is rarely used in DCS: Airborne Forward Air Controller, or A-FAC for short. Thanks to your incredible visibility from the cockpit you will be able to spot any target easily so that you, as a proper observation aircraft, can relay their location for artillery or other fighters to destroy. That does not mean that you do not have fangs. You do have a small arsenal at your disposal that will allow you to destroy targets of opportunity at will. You might not be able to destroy an entire convoy of enemy tanks with your weaponry, but you will be able to weaken that convoy long enough so that your back-up can arrive and take over the task for you. It is an extremely agile plane so you will be able to somewhat defend yourself against other aircraft in a dogfight. Just do not end up like the Traitor OV-10A that got shot down by the Loyalist F-16A during the 1992 Coup in Venezuela. ARMAMENT M60 MACHINE GUN X4 While of lower caliber than a M2, these M60s are extremely good to pepper an area with infantry. You also have tons of ammo too! AIM-9P SIDEWINDER Surprisingly, the USMC put sidewinders on the Bronco. We get them too! We get the Papa version, which means that it is not an all-aspect missile. You will have to maneuver behind your targets to get a lock. DUMB BOMBS (SLEEK AND HIGH DRAG) Just your typical iron bombs. We get four types: Mk.82 / Mk.82 Snakeye, (500lbs) Mk.83 (1000lbs and centerline only) M117 (750lbs) ROCKET PODS This will be your main weapon for ground attack and spotting. You have three different pods: LAU-68 : 19x HYDRA Rockets LAU-10: 4x ZUNI Rockets M260: 7x HYDRA Rockets More weapons will be coming in the future, including gun pods EASE OF USE AND LEARNING CURVE This is an extremely simple aircraft to learn and operate. Start-up can take a single minute and setting up for a mission takes less than two. It is kind of surprising how simple it is to learn this aircraft, to the point that it could become an excellent initial trainer for people interested in ground attack! This is a plane that anyone could like, no matter if you have not tried flying props or not. The experience of flying it is enough to make it worthy of a try. ITS DEVELOPER Dikennek from SPLIT-AIR is the only person that actively worked in developing this beauty. Yes, this is a one man operation. Hard to believe, huh? This project has got to be one of the most complete and competent that I have seen in a while. There is something that I do want to tell people since I feel like it is important, since it made me trust him as a developer immediately: Right after the interview was released, Dikennek sent me a preview version of the Bronco for me to test and also to write this very review! I found a very important and game-breaking bug during my testing and reported it to him. In a matter of a single day he had al ready sent me a corrected version. I was genuinely impressed at how open he is to constructive criticism and suggestions. I personally think that he cares deeply about this project and its future. If you want to count this as my personal vote of confidence towards him, then that's fine by me. I will be enjoying this mod a lot! IS THIS AIRCRAFT FOR YOU? If what you want in a module is: A zippy turboprop that doesn't disappoint A very nicely modeled interior and exterior An excellent EFM. A solid fixed wing A-FAC aircraft . If you don't mind: The quirks that come with a mod. The lack of any kind of guided weaponry. The simplicity of its systems. Not paying for an excellent aircraft. If all or some of the above is what you want, then Dikennek/SPLIT-AIR OV-10A Bronco is for you. TO DOWNLOAD THE BRONCO, GO TO THE SPLIT-AIR COMMUNITY DISCORD! About the writer: Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000's leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities but only started being active around the mid 2010's. Joined as a Spanish to English translator in 2017, he has been active as the co-founder and one of the main writers. Twitter | Discord: Cubeboy #9034

  • Mercenarial Economics: The Entrepreneurs of Ace Combat

    The metagame of Ace Combat provides the player the ability to upgrade their aircraft, weapons, and at times their aircraft performance by spending a form of in-game currency. Sometimes called “credits” or “MRP’s”, this currency is earned through the completion of missions and the destruction of enemy material in the form of aircraft, ground vehicles, ships, and buildings. From the perspective of the player, these credits do not represent an accurate price reputation in a reality where modern fighter aircraft are worth more than their weight in gold (reference document by Defense Aerospace). Metagame aside, the economic implications of this currency and trade system combined with the prevalence of well-equipped mercenary organizations on Strangereal (the original, fictional world of Ace Combat) paint an unrealistically rosy perspective for weapons and personnel sales in this comparatively high-quality-of-life world. Put simply, war is good for business. Ace Combat is a poster-child for this proto-dystopian corporate-conflict fiction. Ace Combat 3: Electrosphere firmly established the existence of the megacorps General Resource Ltd. and Neucom Inc. and their dominance over the civil governments across continental USEA. The representation of their dominance is projected in their war material. Neucom with their R-series aircraft, and General Resource with their COFFIN-equipped contemporary designs, and both their willingness to use them against one another. The culmination of Ace Combat 3 and these megacorps is well chronicled. The release of Ace Combat 7 further cements the fated timeline of the series with the introduction of the General Resource Guardian Mercenaries in Operation: Sighthound. The decisions to represent Ace Combat as a universe ripe for modern-day knights for hire does so much to motivate the player to fly and fight without introducing controversial geopolitics. It also provides a unique experience for this strange, real world that you are expected to indulge in. Especially at the time of their release, these hyper-powered mercenary groups and payouts for the destruction of rival militaries felt solidified in fiction. But is there more realism to this fictional representation then there seems? For much of history, mercenaries were a fact of war and highly sought after for any conflict. Standing armies as we know them today were rare—armies were raised and fought for conflicts that arose. As the imperial age gave way to the formation of the nation-state in the last half of the 19th century and the solidification of the total war posture of nations following World War I, the need for mercenaries dwindled, and modern rules of engagement forbade their treatment as lawful combatants, discouraging their use—at least in official capacity. This grey area of mercenary work is what forms the basis of the representation we see in game, particularly with aircraft. The United States was a well-known supplier of personnel of all combat professions, even in those that it had little experience in, like combat pilots. In fact, the United States first taste of air combat was in a volunteer capacity with the La Fayette Escadrille in 1916. These pilots built a positive reputation for the perception of the United States otherwise weak air corps. (reference article from The Centanaire). Their fight represented the glamour of air combat to the United States, despite their unofficial capacity. The experience the returned to their home nation jump started the meek U.S. Army Air Corps and started its formation into what would become a world-class organization by the 1940’s. The United States mirrored this support for Allied nations during the events leading up to World War II. Once again exhibiting isolationism, the United States officially kept its national forces out of the conflicts across the oceans. However its actions spoke a different language. The Lend-Lease program for Europe and the embargo of supplies required by the conquests of the Japanese Empire spoke volumes for who the United States was supporting. But the government also provided a secretive program for the deployment of American volunteers to the Chinese mainland. This American Volunteer Group was provided the same provisions as national flyers, but with a further benefit: A monthly stipend of $750 and a bounty of $500 for every Japanese aircraft destroyed in the air or on the ground. (Daniel Ford, Flying Tigers: Claire Chennault and His American Volunteers, 1941–1942, HarperCollins 2007, pp.44–45) Adjusted for inflation in the year 2020, this translates to a generous sum of over $13,500 per month and over $9000 for every Japanese aircraft destroyed. This provided the potential for some rather wealthy Flying Tigers. It is at this point that we see that the fame and fortune of combat pilots in Ace Combat don’t seem quite as fantastic as initially believed. Perhaps the best analog to these early war guns-for-hire is the mercenaries hired by the Ustio government during the Belkan War chronicled in Ace Combat Zero. The player decision to fight for the extremes of hard cash or noble notoriety in its representation of the Mercenary-Soldier-Knight system isn’t just a modest allegory to chivalry, but perhaps also a play on the volunteer roles of Western pilots on the forefront of aviation. During the 1950’s and 1960’s Africa served as a hotbed of mercenary activity. The post-colonial era saw uprisings of independence across the old European territories. This independence could not be achieved by peaceful means, however. Whether they were groups marginalized and brutalized, or wealthy landowners declaring self-sufficiency, these groups knew that their lack of military equipment and trained forces meant that they needed to seek experience and arms from those that may not see loyalty for an ideology, but rather can be bought with a promise of adventure. As warlords and colonialists fought for dominance, the border lines of the African continent shifted. There is perhaps no more recognizable group of soldiers of fortune than those of the now-defunct Executive Outcomes. Executive Outcomes was primarily formed from special operations forces from the defunct South African Special Forces following the end of the South-African border wars in 1989. Though established as trainers of Angolan military personnel, their activity expanded to direct confrontation with UNITA forces following disputed election results three years later. Their reputation was sealed with a quick and decisive victory against UNITA forces, brokering a peace deal and facilitating displacement of their forces with UN peacekeeping troops. Three years later the group engaged in combat against RUF forces in Sierra Leone who had gained control of diamond fields and held them for arms deals against the legitimate national government. Executive Outcomes again rapidly forced capitulation of hostilities and brought the group to talks. (The New Mercenaries and the Privatization of Conflict Archived 7 January, 2016 at the Wayback Machine Thomas K. Adams. Parameters, Summer 1999). During this war Executive Outcomes employed comparatively advanced heavy equipment, including the use of Soviet-era T-72 tanks and a privately owned-and-operated Mi-24 gunship. This equipment was provided to them by Iblis Air, which themselves also had access to MiG-23 and -27 fixed wing aircraft armed with air-to-ground munitions. Executive Outcomes was forced out of the conflict after peace talks and replaced again with peacekeepers, which were not effective in maintaining the ceasefire. Executive Outcomes demonstrated a relatively new concept of professional army for hire. The effectiveness of this company not only demonstrated an effective augment of national forces, but also the ability to win wars independently. In Air Combat and Ace Combat 2 this is exemplified with the Special Tactical Fighter Squadron Scarface—a government on the brink of disaster reaching out to well-trained mercenaries with their own equipment in a desperate bid to win back their territory. There’s merit in the thought that this representation of mercenary activity in-game is not a coincidence. The mercenary activities by groups like Executive Outcomes in Africa were regularly demonstrating the ability of a well-equipped but small force driven by a desire for wealth and manifest to be able to defeat in short time significantly larger national forces of the day. There is something of an unsettling “seediness” associated with the modern-day private military corporations that represent a significant chunk of armed security around the world. Whether this reputation is deserved is perhaps up for debate, but business suits and combat vests makes for strange yet effective bedfellows. However this combination is far from a novel paring. Companies and corporations have held their own private security divisions since their development, and what may have been configured as a requirement for the protection of trading vessels and caravans grew into its own lucrative stream of income for those so well equipped. The contemporary view of mercenaries meets this juncture with groups like the well-known Blackwater (now Academi following several reorganizations). But in just the last few years has a glut of surplus equipment provided the ability for legitimate companies to via for contracts assisting national air forces in combat training. It is in these companies that the line between suits and soldiers blur. Perhaps these companies do not use the weapons of war their equipment was initially equipped for, but they are displacing what were once tightly cherished national logistics lines, and not in small numbers. In fact, in the case of companies like American-based Draken International there is a maintained force of combat aircraft totally nearly 100-strong, outpacing the size of the air forces of majority of the world’s nations. And they are not alone: Air USA recently secured the purchase of over 40 ex-Australian F/A-18 Hornets. What makes these unique is they were purchased as is, weapons, avionics, and all with no plans for demilitarization (reference article from the Drive). To add further, these companies are not just lapping up older equipment—Air USA’s Hawk trainers are equipped with EL-2052 radars and are the only privately owned adversary aircraft equipped with AESA radars in the world. The vast sums of money available in private sectors and the United States government’s willingness to cede partial control of air combat training and logistics operations to civilian sectors represents an almost eerie bridge to the corpocracy represented in Ace Combat 3. Large defense contractors like Northrop Grumman are not unwilling to participate in this industry, with groups like Vinnel Corporation having once been lodged firmly under their umbrella of control. It has become far from unfathomable that this alliance of enterprise and defense will be checked. Neucom Inc. and General Resource Ltd., corporations once believed to be improbable during a time of anti-trust litigation and crackdowns on cartels and oligopolies now seems an inevitability in our world’s new order of private security in the name of cost savings. Ace Combat once may have been a glimpse into a different reality than our own, but in recent years the geopolitical structure of our world has shifted drastically. Dreams of private glory and gold once thought over with the establishment of boundaries and treaties had only been tempered for a short time before rebounding in ways reminiscent of eras long past. Trillion dollar companies with vast cash reserves and the acceleration of an unpredicted form of globalization and asymmetrical warfare has fostered the growth of new supranational organizations with a discerning eye for the future of inter-state security. But if we were to be honest with ourselves, there is perhaps little different. The clear blue skies—a link from past to future—forever stays the same. Yesteryear’s Dutch East India Company is today’s Saudi Aramaco, just as Ace Combat's Grunder Industries paved the way for their General Resource. About the Writer T.J. "Millie" Archer A Life-long realist and aviation enthusiast. Once the co-founding Administrator of the Electrosphere.info English Ace Combat Database. In the present day he is freelance, roving the internet in search of the latest aviation news and entertainment. Read Staff Profile.

  • Interview with KookaNova: Educator, Developer of Space's Aces

    During our latest dive through Itch.io, the fish like shape of a space fighter darting across the surface of an asteroid caught my attention. What seemed to be a small one-off game demo took me to a website of a developer that had a lot more going on than it seemed. With multiple projects beneath his belt, a game award and mentions of being an educator, we reached out to KookaNova for an interview about their past and current projects. Hello, and thanks so much for accepting my sudden interview request. After reading about you on your website, I felt like I had to talk with you. Thanks a ton for reaching out to me. I'm glad you find my work interesting. I'm Connor Cox. I'm a game developer and a teacher of technology and programming. I've been drawn to games since I was very young, and always knew I wanted to do something creative. At a different point in time, that has meant different things. It was fine art, it was animation. These days, it's programming, 3D modeling, music, and piecing all together into games that I want to play. Growing up, how did your interest in video games start? Were flight games and simulators a part of that? Despite my childhood being spent mostly in the 2000s, I grew up on the Super Nintendo first, and then Nintendo 64 and Arcade games. My first game was MegaMan X. Early on I encountered Ocarina of Time as well, and then in an arcade with my father, I experienced Galaga, which became my favorite arcade game. Somewhere in the midst of all that, my brother got his hands on a Playstation 2, and with that, Ace Combat 04: Shattered Skies. That might have been the first game I actually completed, and that experience specifically has driven me forward in the creation of my most recent projects, Space's Aces and now Ace Perinova. When did your interest shift from a pass time towards learning game development? I was always interested in game development, but my environment growing up wasn't conducive for understanding it at all. When I was very young, I was under the impression that everything was code, even all the music, and art. Eventually, I learned how game engines worked. Throughout high school, I was certain I was going to be a 2D animator or a musician because I really didn't understand technology very well. I thought if I couldn't make my own games, I could at least work on them through art. Yet for some reason when the time came to apply for colleges and sign up for courses, I dove fully into the hands-on coding classes and 3D classes instead of animation or music. Learning that is what has led me here. While Skyward Flight Media has interviewed indie developers before, I believe this is the first time we have interviewed an educator. Please tell us about your teaching experience thus far. I am, in fact, an educator. Specifically, I teach Unity Development, 3D modeling, programming, app/web development, and a plethora of other interesting general technology skills such as Arduino. I run the Makerspace at a residential treatment center where we focus on young adults with processing disorders, severe ADHD, who are on the autism spectrum, or who maybe struggle with depression or addiction. Specifically, our goal is to take in these young adults who have these hurdles in their life that make living on their own a challenge, and teach them how to become self-sufficient and independent. At the Makerspace, I teach students (often with technology addiction) how to use that interest in technology to develop skills and make technology work for them, as opposed to controlling them. Do your students create games as a part of the syllabus? Part of the fun of my class is that it's mostly self-directed. A new student comes in with an idea of what they want to learn, and I feed them the tools they need to be successful in that. I've had multiple students make games, and they learned a ton of great information about Unity that you can't get from tutorials on the internet. On the other hand, I've had students who used CAD software to design buildings and parts, and then print them out with our 3D printer and piece them together. One of my favorite projects has to be from a student who is fascinated with data science. They've enjoyed collecting data and finding ways to display it. This student is currently on a quest to find the center (in graph theory terms) of Wikipedia. That is, where all links in Wikipedia connect through the most. All that is to say, there's not a specific curriculum, just self-directed projects and myself as a really strong resource and guiding hand for the students. Some make games, some do other equally interesting projects. Has being an educator also helped with your own development projects outside of the university? Yes, very much! In University, I mostly learned programming and 3D art as it related to games development; however, the interests of my students have pushed me to pursue web development, programming console and windowed apps outside of Unity and with other languages, creating fun hardware projects (I once made an Arduino "scream machine" for the class), and generally I have been exposed to the broad world of technology where before I was very limited to only Unity. I will say, my favorite way to develop is still Unity. The game that caught our attention is Spaces Aces. Was this game developed as a part of the university course? Space's Aces was developed as my end-university capstone project. In our classes, we worked in cohorts, meaning we stayed with the same people from year 1 through year 4. So in the middle of year 3, we all came together to pitch capstone projects that would be completed in year 4. Then people got to pick which projects they wanted to work on. I pitched Space's Aces, and had a team of 6 initially join up with me. That was enough to make my project one of the few that would be completed in year 4. I created all the design documents and tasks for everyone to complete. Unfortunately, before we actually started the project, I lost 3 members of the team. Two of them dropped out due to long-covid symptoms, and one of them I had to fire because of a nasty little thing called plagiarism. Our team still felt confident that we could deliver on the idea of what we wanted, and so we continued development with a slightly scaled-down scope. In the end, we published what we would refer to as a complete demo of the game we wanted to make. I can understand Space’s Aces being seen as a demo for future work, but even this demo is already award winning isn’t it? Yes! We won a gold award at our University's "Digital Media Showcase" for 2022. It's similar to a film festival, but a lot more broad range. Each year in the spring my University holds this showcase where any student or alumni, single or as a group, can submit a "Digital Media" project to the event. There were really cool music projects, films, websites, commercials even. VR and AR projects of different kinds as well. My buddies worked on an animated horror short together for it. In the end, Space's Aces won Gold in the Animation/Games category. Fun fact: the video for that still had some of the cut features from Space's Aces. Spaces Aces is a single-player game but it's set up as a team deathmatch-style flight shooter. Did this game have local multiplayer? Were there plans to make it multiplayer? Multiplayer functionality was a part of the original scope, and we actually did have it completely in-game and working. Even better, it was online multiplayer! You may have also noticed that the enemies have names and character art. There were supposed to be characters in the game, and they were in and function too. Thank you so much for asking about this. So where did that multiplayer go? Well, the university had promised all of us that the projects we made for them that year would belong entirely to us. Then we changed deans something like 3 times, and whatever legal document was there that was supposed to guarantee us ownership vanished. When we caught wind of that, I decided I wasn't going to pay for server hosting for a game that I couldn't even legally claim as mine, and the team and I chose to cut the characters I designed out so that I could save them for a future project. I then kept them up to date with Ace Perinova development. My original plan was to take Space's Aces further outside of university and add a story mode, more ships and characters, more levels, game modes, and just more of everything. I'm most curious about what seems to be a cast of unique characters tied to each spacecraft. There isn't much information about them. What can you tell us about them? So actually, the characters are not tied to specific spacecraft. You were able to independently select them, and each had their own set of unique abilities that complemented the function of specific spacecraft. For example, one could teleport herself forward through time, and with the press of a button, could do the same to the secondary weapon of the spacecraft she was using. This was really effective with tracking missiles, which I think all spacecraft in this version come with for the following reason. This character ability functionality is actually still in the game, just this specific move set is selected by default and the select screen has been removed. That is due to me wanting to save the idea for a game that I can actually claim ownership on. Ace Perinova is your current development project. This game is inspired by Spaces' Aces but not completely based on it. What can you tell us about the ongoing development of Ace Perinova? Ace Perinova is essentially going to be what I wanted Space's Aces to be, but this time without any of the limiting factors. I have more time to work on it, a ton more knowledge (I built what you see for Ace Perinova with entirely new and 10x more efficient code in 2 weeks), and with a better render engine. I've taken a few month pause so that I could focus on learning more in general technology and programming so that I could be even better at my work and make some different portfolio pieces. I really want to return to it, because I can't think of a game I want to play more right now, but I'm also trying to get hired out in Seattle by some game developers so that I can hone my craft and use my income to fund further development of Ace Perinova, including things like voice acting for the characters and server hosting for the multiplayer. What are some of the biggest features/functions that Ace Perinova is bringing to its future audience? The biggest part of Ace Perinova I look forward to seeing is the way people use character and ship combinations to accomplish stunning feats that I probably couldn't have imagined. I have a character that creates gravitation anomalies for instance. Can you imagine the cool things people can come up with for using that? Or how about a grappling hook that attaches to ships like a towing line would? That's probably the most important part about this game. There are some other features though that I never planned on for Space's Aces that I now know how to incorporate thanks to my recent time off. Like a replay/picture mode! Imagine how Halo's Theater mode works. I plan on incorporating that and hiring a friend of mine to take some advertising shots for me, and in the meantime, it'll act as a good way to share development progress. I just have to implement it. We mentioned in a tweet a while back that the flight model of Spaces Aces was surprisingly well done for turning battles. Will Ace Perinova continue to focus more on close range combat or is longer-range combat coming with the new game? I saw that tweet and I was really happy to hear that. Having played Ace Combat a lot and really enjoying Project Wingman a while back, I find fun in the circle game of trying to maneuver behind your target through careful management of speed, pitch, yaw, you get it. That will certainly stay in for Ace Perinova. However, some ships will be better for maneuvering behind while some might be more suited for bombing an objective, or taking long distance pot shots. Of course, Ace Perinova also focuses on the characters and their abilities and how they play along with the weapon types and maneuverability provided by the ships. Some of the planned abilities affect movement. So the outcome may vary in any case. I look forward to seeing how people use these mechanics to change the game and seeing how I as a developer can play along. Ace Perinova is still a ways away, but do you have an idea of what you’d like the final product to look like? Visually, I have some ideas. The rendering in my videos on the game were actually an experiment with Unity's HD Render Pipeline and some of the effects I can get with that. Same with the updated Tri-Speeder ship. I tried some new techniques to add more polygons without hurting performance. So right now, I'm capable of producing something with visual fidelity comparable to that of Star Wars: Squadrons. I like that look a lot, but is that definitely what I want? Maybe. I'm working on some concept art and trying to see how vastly different environments may look. In terms of features, I absolutely know what I want. I have made up my mind on what the play experience should be like and what features can be expected by launch. For example, Online multiplayer and objective game modes that put emphasis on team cooperation. I have a required number of ships and characters to have in for launch. I have a specific list of features that are needed before launch, and that list isn't allowed to be changed. Removing anything to be a detriment to the project, and if I add anything I would consider that feature creep. I can't go into full detail on the plans, but I have a really good idea of what I want, and a decent understanding of how I'm going to get there. Thanks for this interview. We look forward to seeing more of your work in the future. I’ll be checking in to see how your next game project is doing for sure! Thank you for the interview! It's been great to have a chance to talk about this work, and has given me even more motivation to keep the progress going on it. For anyone looking to know more about what I do, I'm @KookaNova on Twitter and YouTube, where I post about the games I'm working on, or some of the techniques and technologies I'm learning and tutorials for them from time to time. Currently, I'm posting about a mobile strategy board game that plays like an infection checkers. When that's done, it'll all be about Ace Perinova for a while. About the Interviewer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Yukikaze: Fairies Dancing in the Sky (Xbox Port)

    Beyond the hyperspace corridor beneath the glare of two suns, humanity combats mysterious alien invaders that once overwhelmed Earth's military forces. Started by a sci-fi novel series began in 1984, the Battle Fairy Yukikaze franchise has only spawned one official game release.  Available in Japan only for personal computers and the Xbox Original, "Battle Fairy Yukikaze: Fairy Dancing in the Sky" offers the opportunity to fly reconnaissance and combat missions over the fictional planet named Fairy. About Yukikaze ​The world portrayed in the Yukikaze franchise revolves around humanity's first contact with and war against an alien race they named the JAM. The novels, original video animation (OVA) series, and video game all focus on a period over 33 years after the conflict began. The ongoing war started on the Ross Ice Shelf in Antarctica with the JAM invasion through a hyperspace corridor, later named "The Passageway." After the formation of the Earth Defense Force by the United Nations, a  successful counterattack forced the JAM to retreat back through The Passageway. The first Earth reconnaissance units found a completely different planet on the other side. This planet, believed to be the JAM homeworld, would be named "Fairy" by humanity. To prevent a second JAM invasion, the Earth Defense Force established a series of military bases and massive airborne aircraft carriers around The Passageway on planet Fairy. Due to many factors related to the type of enemy the JAM is and the geography of the planet, the aircraft and personnel of the Fairy Air Force are the leading force against the JAM. Game Mechanics In this game, the player takes the role of a member of the United Nations Earth Defense Force, Fairy Air Force, Special Air Force 5th Squadron (SAF-V). Known as the "Boomerang Squadron" for their record of always returning from their missions, they utilize thirteen immensely high-performance aircraft which the whole of the Fairy Air Force relies on for gathering data on the capabilities of the JAM. Early on in the conflict, the JAM destroyed many human-made reconnaissance satellites that were put in orbit around planet Fairy. This forced the Earth Defense Force to rely on reconnaissance flights by aircraft able to outrun and evade JAM aircraft. The thirteen aircraft of SAF-V become a vital part of humanity's ability to combat the alien threat. ​Both the PC and Xbox Original versions of the game utilize aircraft designs, engine sounds, weapons and characters seen in the OVA  rather than the novels. Even the unique Heads Up Display (HUD) of the FFR-31MR/D Super Sylph in the OVA is recreated. Differences between the personal computer and Xbox Original port of the game are minimal. The Xbox port has minor non-story related cut scenes were removed, one or two elements of the HUD are visually different, but functionality remains the same. Other small features like free look around the aircraft are inaccessible during missions due to the limited number of buttons available on the game console controller. ​During game play replays more cinematic camera angles can be accessed. Including flyby cameras and 3rd person, multi-angle cameras.  The Xbox Original port of the game is arguably easier to play due to its compatibility with the console's controller, whereas the PC version supports keyboard control without the use of a computer mouse. A limited number of flight sticks are supported without any software or modification needed. On the Xbox, the console specific version of the Thrustmaster Top Gun Fox 2 Pro Flight Stick is the only flight stick supported whereas the PC version supports the SideWinder Force Feedback, Thrust Master Top Gun AFTERBURNER 2 and Top Gun Fox 2 Pro USB.  ​​The soundtrack of the game is limited, but this is hardly noticeable during gameplay with a few exceptions. Music from the two original soundtracks or ending theme created for the animated series is not used. On the subject of sound, engine noises, missile launches and the like sound good with the radio chatter during missions being a nice added bonus to the atmosphere of everything.  In the graphics department, the game is somewhat minimal with pre-rendered explosions that appear two dimensional and terrain at low altitudes is not particularly remarkable. The aircraft models in the game are faithfully recreated from the OVA release; not the original designs from the sci fi novels. Only the FFR-31 MR/D Super Sylph and FFR-41MR Mave (arguably the two titular aircraft of the entire franchise) feature multiple points of view, whereas other aircraft only have A Heads Up Display view or a single external view. A majority of the player and enemy controlled aircraft can be viewed with the model viewer available in Extra Mode. They can be further appreciated with the replay viewer that plays after each mission in single player, VS mode or Extra mode. The overall flight model of the game feels stiff in some areas, primarily in the touchy rudder response. Even lightly pressing the analog triggers of the Xbox Original controller can cause a full input rudder response, forcing the nose of an aircraft as far to the left or right as possible. Very little pressure is needed to make precise adjustments. Pitch and roll react nicely. They accurately become less responsive at higher altitudes or near stall speeds. Applying aircraft rudder to maintain yaw over a long distance can also cause the aircraft to slip into a stall and force it to tumble. ​Aircraft performance is most affected by battle damage which can disable afterburners and limit mobility. Though visual damage is not often shown outside of a specific story mission, heavy damage to the aircraft engine does cause it to visibly smoke.  Throttle control can be adjusted to maintain a specific engine output without continually having to hold a button to decrease or increase speed. By setting the throttle to a specified thrust, the player can then focus more on maneuvering the aircraft with minimal throttle management. ​​​ ​Offensive weapons systems are simplified to a mixture of the aircraft cannon, gun pods, two types of air-to-air missiles with specific effective ranges and one type of air-to-ground missile. For certain missions, deployment of tactical air information system pods takes up weapon slots. The gun sight used for the aircraft cannon is not always accurate, with each aircraft having its position at a slightly different angle. Visually confirming the flight path of the cannon rounds from the gun by test firing and understanding the aim point by seeing its tracer rounds. Usually, the aim point is just below the Whiskey Mark on the HUD. Something to note is the effectiveness of the Air-to-Air missiles in this game. They are quite accurate and realistic in comparison to other console based flight shooters and flight simulators. A single missile is more than capable of bringing down a JAM fighter, but like wise capable of destroying or heavily disabling the player aircraft. Generating the correct angles, altitude and speed to evade incoming AAMs without using countermeasures is challenging. Unsuccessfully evading an AAM usually results in battle damage that will make dodging future guided missiles even more difficult. ​ Defensively all aircraft come equipped with an ample supply of countermeasures which can decoy all incoming enemy guided weapons. Deploying countermeasures while the missiles are at a medium distance from the aircraft is optimal. Missiles in this game do have a type of proximity detonation which can still damage the player aircraft. Unlike most flight shooters found on game consoles, the missiles are very accurate and attempt to lead their targets, making evasion by outmaneuvering the missiles much harder. Because of this, use of countermeasures is strongly suggested for new players of the game. With experience, the player will be able to aggressively maneuver their aircraft close enough to get within minimum missile range and prevent them from successfully firing a missile, but even then, flares will be needed to handle medium and long range missile fire. Single Player Campaign​​ During the campaign, the player plays as Lieutenant Rei Fukai, the main character in both the novel series and the animated OVA. Lt. Fukai is the pilot of the FFR-31MR/D Super Sylph modex #503 nicknamed "Yukikaze." Staying in line with the story only the Super Sylph is available for all except technically the final mission of the 15 mission single player campaign. Weapon selection varies depending on the mission with upgrades to missiles introduced as the campaign continues. A majority of the missions are original, created specifically for the game. There are a few notable missions from the first novel that feature changes from their original form. For example, the mission to 'support' the American journalist Andy Lander. Lt. Fukai is tasked to provide the journalist with a joyride for an article he is writing about the Fairy Air Force. In the novel, Yukikaze is forced to land in an unknown zone created by JAM interference. During their time on the ground, the journalist loses their hand after attempting to touch an unknown swamp of yellow material. After a second run-in with the JAM, the pair escapes the trap and returns to base. In the game, the mission includes a brief entry into the same unknown zone, but do not land. Instead, some brief air-to-air combat occurs before Yukikaze, and its crew returns to base. The bulk of the campaign is made up of air-to-air combat missions with a rare air-to-ground mission or two. A pair of missions in support of one of the few absolutely hulking AAC-4 Banshee airborne aircraft carriers are also included. When assisting the Banchee, mid-mission airborne landing, rearming and launch from the AAC-4 is included. While not every mission involves direct combat, the possibility of being attacked by JAM aircraft while flying to the mission area and while returning to base is a possibility. Depending on the mission, shooting down every enemy is not a requirement. Evading enemies using high speed and countermeasures, then returning to base before they can shoot down Yukikaze is an option at times. ​​The most interesting mission type featured are the reconnaissance missions which fall in line with the role of the SAF 5th squadron. Utilizing a Tactical Airborne Reconnaissance Pod System (TARPS) the player flies through a series of way points on a flight path shown in the mission briefing and during the mission through their HUD. These missions are set up to challenge players by having them fly at low speeds and various altitudes to reach them. Passing through them too quickly will not allow the TARPS to gather data and cause them to be missed. Some of these way points can be set at radically different altitudes or directions from the previous ones. This challenges the player to make coordinated, low speed turns while trying to avoid stalling and missing the optimum flight path completely. When it comes to flight games and simulators, this is an interesting challenge not often presented. Especially in arcade combat flight simulator games which place less emphasis on technical flying and more on high speed, high G maneuvering. The events of the campaign mode end around the same point within the novels where the transfer of the internal operating system of Yukikaze is done from the FFR-31MR/D Super Sylph to the FFR-41MR Mave. The events of the campaign are presented as a memory of Lt. Rei Fukai as he recovers from his last combat mission in which the Yukikaze Super Sylph was destroyed, and the lieutenant himself was injured. ​ VS Mode This game mode supports a maximum of two players in either player vs. player or player vs. CPU combat. Combat against the CPU in this mode is often very fast with engagements rarely taking longer than four minutes on average, depending on player skill level. VS Mode has the largest aircraft selection. Both human and JAM aircraft: FA-1 Fand 1, FA-2 Fand 2, FFR-31 Slyphid, FFR-31MR/D Super Sylph, FFR-41MR Mave, JAM Type-1, JAM Type-2 and Gray Sylph. ​After setting weapons to either Guns only or Guns and Missiles, a maximum of six locations is available as the setting for the battle: Forest, Fairy Air Base, Grassland, Sugar Desert, Subspace and Wilderness. Finally, the option to allow accompanying aircraft to act as the wingman for each player is available. Turning the 1 vs. 1 to a 2 vs. 2.  No options such as 1 vs. 2 or 1 vs. 3 are possible. The settings for VS Mode are shown below in two screenshots: Extra Mode This is an instant action game mode with some details that are not fully explained from the start. Its appeal is to let the player select an aircraft then pit them against waves of enemies. At the end of the session, their points are accumulated and compared against a leaderboard. It starts with aircraft selection, which is coupled with a model viewer for each aircraft available. Each aircraft model can be rotated with a zoom in and zoom out function. A selection of Human and JAM aircraft is available, but it is not clear why every aircraft from VS Mode is not available in Extra Mode. Only in Extra Mode can aircraft besides the FFR-31MR/D be flown using the full screen rather than being stuck in split-screen VS Mode. ​ After aircraft selection, the player is placed in an onslaught scenario. Waves of JAM Type 1 and Type 2 aircraft attack the player. Over time the player is taken to different maps with gradually increasing JAM presence. Weapons do not replenish between each round, and the damage is not repaired. The difficulty is further enhanced with the JAM using their unknown ability to disappear and reappear at random locations. Any missile pursuing a JAM loses lock when it disappears - this is the most frequent cause for wasted missile shots in Extra Mode. ​In the story of Yukikaze, the complete capabilities of the JAM remain a mystery throughout the entire conflict with humanity. Their ability to disappear or teleport is first visualized in Battle Fairy Yukikaze OVA episode 1 and episode 4. JAM type 1 and the JAM created Grey Super Sylph clone could disappear both visually and from radar.  Though never explained in detail, the ability is most likely tied to the truth behind the JAM's very existence - something explained within the novels and animated OVA. At the end of each Extra Mode play through, all points are tallied up, and the player's score may be entered on a top ten scoreboard. Battle Fairy Yukikaze: Fairy Dancing in the Sky as a flight game is not particularly spectacular. It would be somewhat confusing and slow paced for someone that has not at least seen the OVA. Die-hard Yukikaze fans have most likely sought this game for years now, and their efforts are rewarded with a decent overall experience. The biggest hurdle to overcome continues to be the game being rather inaccessible because of its exclusive Japanese release. The difficulty of finding physical copies for the PC and Xbox Original and region locking which prevents Japanese games to be played on non-Japanese Xboxes can be costly to deal with. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter | Discord: RibbonBlue#8870 |

  • SIMPLE 2000 Vol. 117 The Zero Fighter

    The SIMPLE Series was created by D3 Publisher starting in October 1998. The focus of the series was to publish budget-priced video games. These games were developed to meet a price point of 1500 JPY, much lower than the usual high prices of brand new games released for the Sony PlayStation 1 and the Sony PlayStation 2. With a wide variety of developers involved, the genres of games produced cross just about every genre there is: racing, shmup, mahjong, dating sims, light gun shooters, sports, board games, roleplaying games, and so many more to mention. Of course, there were a few flight games, which brought us to SIMPLE 2000 Series Vol. 117 THE零戦 (The Zero Fighter). ​Released on May 10th, 2007, for the PlayStation 2, The Zero Fighter was developed by Mobile & Game Studio and Bit-Town. Of the two studios, Bit Town was primarily a developer of flight games. Their works include the Sidewinder series (known as Lethal Skies and Raging Skies outside of Japan) and Astro Trooper Vanark. This developer also worked with Asmik Ace Entertainment and Aqua System, who published other flight games on the Xbox Original, Super Nintendo, Sega Mega, and PlayStation 2. This was stated earlier, but it must be repeated.tle that's a part of a lower-budget series of games. Don't load up this game expecting to play something on the level of its high-profile contemporaries on the PlayStation 2. ​Visually this game is about as presentable as could be expected of a title on the PlayStation 2. The soundtrack and sound effects are not worth focusing on much due to their low quality and limited variety. Skipping all of this, we'll focus on other parts of this release. ​​​ Mission and Story This game features a ten mission long, single-player campaign that is set in World War II. The missions are based on well-known battlefields of the Pacific Theater of World War II. Rabul, Port Moresby, the Solomon Islands, Pearl Harbor, Santa Cruz, and more. Some battles are easier to recognize than others. While one should not expect to see the majority of the US Navy Pacific Fleet rendered during the attack on Pearl Harbor mission, the representation of many warships and the general layout of the map is adequate enough to make the battle scene identifiable. ​ Each mission comes with a few optional settings before aircraft selection and beginning the mission. These options can change the time of day and weather, along with choosing mission difficulty. There are no pre-mission briefings to explain the situation or combat objective, but a sentence quickly sums up the type of mission you are about to embark upon. Mission objectives are very straightforward, with few surprises. There are no mid-mission updates, surprise waves of enemies, or unusual objective types. After completing all missions as a pilot of the Empire of Japan, playing as a pilot of the United States of America is unlocked. This grants access to new aircraft but only flip-flops mission objectives. The Japanese and American campaigns are essentially mirrored versions of one another. ​ Enemy difficulty does vary somewhat with the increase in mission difficulty, but the level of challenge isn't anything to write home about. Raising the difficulty level increases the amount of damage output from the enemies but not their skill levels. The most difficult enemies to deal with are the warships. They usually travel in groups with multiple anti-aircraft guns with a longer engagement range than your aircraft machine guns and cannons. The warships quickly concentrate fire on any aircraft that enters their weapon range, bringing a large volume of firepower directly onto the player within seconds. Aircraft Selection Fifteen aircraft are available in total: 6 for the United States of America and 9 for the Empire of Japan. These aircraft are a mixture of land-based and naval aircraft: fighters, dive bombers, torpedo bombers, and strategic bombers. ​​ Imperial Japanese Aircraft Aichi D3A Type 99 Carrier Bomber Kawanishi N1K-J Mitsubishi A6M2B Zero Type 21 Carrier Fighter Mitsubishi A6M3 Zero Type 22 Carrier Fighter Mitsubishi A6M3 Zero Type 32 Carrier Fighter Mitsubishi A6M5 Zero Type 52 Carrier Fighter Mitsubishi Navy Type 1 Attack Bomber (G4M) Nakajima Type 97 Carrier Attack Bomber ​ American Aircraft Boeing B-29 Super Fortress Consolidated B-24 Liberator Grumman F6F Hellcat Lockheed P-38 Lightning North American P-51 Mustang Vought F4U Corsair Completing missions unlocks more aircraft, while the post-mission rating the player receives unlocks paint schemes and aircraft tuning settings. Changes to engine power, armor, machine gun power, and more can be made, but they are subtle changes. These are minor adjustments to base aircraft performance, but they are adequate in combat. Especially increases in armor. Weapons When starting up a game or simulator set in World War II, anyone with basic knowledge of history understands the level of technology available throughout the conflict. The weapons selection includes bombs, rockets, and torpedoes of many sizes. The option to sortie without these weapons is also available. There is no limit in the quantity of how many of these weapons can be carried, but there is a reloading timer after the available stock of weapons is fired. Naturally, bombers such as the Mitsubishi G4M and Consolidated B-24 can carry larger versions of the torpedoes and bombs that smaller aircraft cannot. But even so, fighters like the A6M Zero and F6F Hellcat can be seen with almost comically large weapon loads. The first sight of a Vought F4U with four full-length torpedoes beneath each wing requires a moment or two to let sink in. Luckily, these visually overloaded weapons do not cause performance reduction on the aircraft carrying them. ​ The machine guns and cannons available on each aircraft share the same damage output and sound effects. They are especially effective against air targets because of the large gun sight the game provides once an air target is in range. The enemy aircraft hitboxes are also somewhat on the large side, making it easy to shoot them down once in range and at a good angle. The gunsight provided only appears to help the player lead their target. The player is not provided with their own gun sight to generally show the path their bullets will follow. This means that visually guiding tracer fire into targets while firing is the most reliable aiming method. Thorough use of yaw when firing is necessary; fortunately, yaw is very easy to use at any air speed, and there is no threat of entering a stall or departing from flight because of overuse. The omission of the aircraft having its own gunsight makes it especially hard to attack land and naval targets. A strafing run on a warship is particularly unrewarding. The time spent making corrections to hit the target allows the warship to pummel the incoming attacker. Factoring in that these warships usually travel in groups, the attacking aircraft will quickly find itself being hit rapidly from multiple angles. Coming off of a tedious strafing run with a large number of new holes in the aircraft isn't entirely worth it. The use of air-to-ground and anti-ship weapons becomes even more appealing because of this. Now, this is where things get... interesting. With the game set in World War II, the safe assumption would be that the most advanced weapon available would be unguided rockets. Most likely created for attacks against anything that doesn't fly. 'The Zero Fighter' throws a curveball in weapons characteristics by providing all torpedoes and rockets the ability to self-guide onto targets after achieving some sort of target lock. By far, the most beneficial optional weapon is Small Rockets. Capable of hitting air, land, and sea targets at twice the range of guns, they are akin to Standard Missiles in arcade flight action games like, Sky Rouge, Project Wingman, or Air Force Delta. The enemy also possesses these weapons, so evading guided rockets from an Aichi D3A is something that will happen. Alternatively, selecting a Mitsubishi Type-1 Attack Bomber with Small Rockets makes it a pseudo-Arsenal Plane, capable of firing many rockets at all targets from medium range. I doubt anyone saw that coming. Game Mechanics The overall flight model lands squarely within the flight arcade genre. While it is possible to increase or decrease and set engine power to hold at a constant speed, there are no other more sim lite functions. The focus on aircraft control is more on maneuverability than speed. All aircraft featured seem to accelerate and decelerate similarly and share the same top speed - which feels like a very low speed. Do not expect to outrun enemies or perform zoom and boom tactics during gameplay here. All aircraft, including the strategic bombers, are more than maneuverable enough to outturn one another. The prospect of bringing a B-29 Super Fortress to a large-scale air battle is actually very positive. Its now fighter-like maneuverability and forward-mounted guns are backed up by all other gun positions on these bombers, being capable of firing at targets independently. The gunners can even hit targets while performing barrel rolls and Immelmann Turns. ​ Each aircraft comes with at least one Special Move - an ability that temporarily alters aircraft capabilities or weapons systems. These abilities have a cool down gauge which must be full or all green before they are used. The four skills available are: ​Homing After selecting Homing but before activating it, enemy aircraft that are in attack range show a red lead indicator somewhere near them. Once Homing is activated, aircraft speed and control are automatically taken over by an autopilot. The player only needs to fire their machine guns until the target is destroyed. Once the target is destroyed, Homing turns off, and the player regains full control of the aircraft. ​ Kamikaze This causes a set amount of damage to enemies that are rammed while also inflicting damage to the player's aircraft. This function is the hardest to use due to the restriction of aircraft performance in the game. Multi-Bomb While active, it is possible to launch bombs, rockets, and torpedoes at multiple targets. This ability, coupled with the guided missile-like performance of these heavier weapons, can make an attack or bomber a medium-range powerhouse. Power Boost Engine output is doubled for a short time. Hot Swap A feature that many would remember from a first-person shooter than a flight game. At any time during a mission pressing the Triangle button will allow the player to switch from their pre-selected aircraft to any of the other allied aircraft participating in the battle. Though the aircraft cannot be manually selected before switching, the player can access attackers, fighters, and bombers and their equipped weapons with a few button presses. This is by far the most attractive addition to this game, but a specific danger comes when hot-swapping to another aircraft. Suddenly taking control of an unseen plane may put the player from flying horizontally to diving nose down at the ground in the middle of a dive-bombing attack. The threat of taking control in a somewhat dangerous position is real, but the reward of always being able to remain in action via hot-swap feels as though it is worth the risk. Immediately throttling down as soon as a hot-swap is complete allows for more time to ascertain the situation of the aircraft that is now under the player's control. Two things to remember: Hot Swap is not available while a Special Skill is active, and being shot down while attempting to Hot Swap will result in mission failure.​ ​ Replay Viewer The replay viewer features four camera angles that can be selected by using the L1 and R1 shoulder buttons. Though camera #4 has frequent problems with clipping through aircraft or being blocked by parts of the aircraft, cameras #1-3 offer camera angles that focus on the player's controlled aircraft and dynamic cameras, which show the battle from many sides. The emphasis on showing the large scale of the battle is evident in the replay viewer. The quality of the replay viewer makes watching the post-mission replay twice or three times in a row entertaining.​ SIMPLE 2000 Series Vol. 117 The Zero Fighter doesn't offer much in terms of replay value or long-lasting experience but it does have a few minor features making it worth playing all the way through at least one campaign. Flight game enthusiasts outside of Japan certainly haven't missed out on much by not having easy access to this title but it is worth entertaining a passing interest if you happen to see a copy of it somewhere. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • The joy of flying the Scooter in DCS

    I know it might be a bit heretical to say that I spend quite a lot of time in flying non-combat missions in DCS, but I do. One of my favorite things to do is to hop into the cockpit of one of my favorite aircraft and spend and outrageous amount of time cloud-surfing or down low, close to the terrain at treetop level. To me, the most enjoyable aircraft in this role is the Scooter. It is such a wonderful little jet with its agility and, most importantly, the excellent flight model that both Farlander and JNelson worked on for months. They managed to get it to fly not only accurately (within the limitations of a mod) but they also managed to make the flight model feel engaging. The feedback you get from the aircraft when you push it is absolutely amazing, this includes everything from the thud and impact of the slats deploying to the gut-wrenching feeling of high AoA maneuvers. It is an aircraft that just feels alive and I love that. It is that feedback that I miss while flying the F-5E or even other more recent modules like the Mirage F1. They lack that feeling of not being in control even when you are completely in control. I feel like, since we are missing that physical feedback, developers should really focus on ways of getting that feedback out to the player with the use of audio and in-cockpit effects. About the writer: Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000's leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities but only started being active around the mid 2010's. Joined as a Spanish to English translator in 2017, he has been active as a writer and content manager ever since. Twitter | Discord: Cubeboy #9034

  • Review: DCS Mi-24P Hind-F by Eagle Dynamics

    If there is one helicopter that has captured my imagination ever since I was a child, it has to be the Mi-24. From movies to video games and even in-person, I have always had the Hind in mind. Now, after years of development, Eagle Dynamics has finally released their Mi-24P Hind module to DCS; allowing us to have the highest fidelity simulation of this aircraft to date! This article will be kept up to date as updates arrive to the module. The last update to this article was done on 1/11/2023. This article was originally posted 06/22/2021. I will divide this article in several areas, as per usual, to make it easier for you to go to the parts that interest you the most. This is so you can judge this module for yourself and decide if it is a fit for your own flying style. External and internal 3D models Audiovisual effects Flight modeling Mission capability Armament Ease of use and learning curve The state of ED's Early Access products Is this aircraft for you? EXTERNAL AND INTERNAL 3D MODELS The Hind-P is the latest module by Eagle Dynamics, so it is natural that it has one of the prettiest and most detailed 3D models currently in-game. The level of detail reaches levels of absurdity in some areas, it is outright gorgeous. From the rivets on the outer fuselage and the way that they have depth, to the internal turbine model that is only visible from certain angles; it is clear that a hundreds upon hundreds of hours were spent recreating the Hind to the highest level of detail possible. It boggles my mind how such a detailed model does not tank my PC's frames like some other aircraft have done in the past. It must mean that it has also been highly optimized, which is a feat in and out of itself. (Example of what I said here on the gallery above). UNAPPRECIATED DETAIL It is in areas like the rotor that you can clearly see how detailed the model really is. Every single mobile part has been painstakingly detailed and animated. It is hard to see when it is rotating, but the texture work is also sublime. I love it. The external model might be gorgeous, but what you will be staring at the most is the cockpit. In this regard, the cockpit model has nothing to envy from the external model. The cockpit is bathed in the all too familiar Soviet teal-like blue. Every switch and button has been animated and textured in great detail. Metal textures look realistic and gauges feel alive. It feels like you are not flying a brand new Hind, but one that has been slightly weathered with time. even the leather on the seats and on the canopy frame looks fairly realistic! Cockpit lighting is just...beautiful. There is no other way to describe it. Here I will leave all the pictures that I have taken of the cockpit so you can see everything that I have said so far: AUDIOVISUAL EFFECTS The most striking part of the effects is what appears to be the application of the new propeller technology to both main and tail rotors. It is the most convincing rotor effect I have seen in a simulator until now. At night you can actually see the halo emitted by the tip lights much more clearer than with other helicopters. This is great stuff, I tell you. You can see the halo effect which I talk about here on the Armament section of this article. External lights look much different than in other modules. Gone are the floating balls of light and in are the more realistic looking navigation lights. Here, have a look: Audio-wise, the Hind also makes itself known. Seriously, you will hear this beast approaching you. The multi-layered external audio design gives this bird a distinctly unique sounding engine and rotor sound from different angles. This has been applied on multiple modules over the years so this tech is nothing new. But its implementation here is excellent. I leave you with a recording so you can hear a bit of this design for yourself. VOLUME WARINING. Fly-by at maximum IAS (330 Km/h) FLIGHT MODELING Just like the last time I talked about a helicopter flight model, I will state the following: I would like to clarify that I am mostly a fixed wing pilot. Most of my thousands of hours of flight sim experience have been with all sorts of fixed wing aircraft, not with rotary wing. I do not know the exact number of hours I have spent on rotary wing aircraft on both XPlane11 or FS2004, but I know it is not enough to say that I am deeply knowledgeable on how helicopters behave inside flight simulators but I can defend myself with them. So my opinion in this category is one that comes from a more amateur side, unlike my fixed wing reviews. I will not be judging its realism either as I have never flown a helicopter in real life, and the only "real" helicopters I have flown are mini-coaxial RC helicopters as a child. My experience with helicopters has expanded since I said this, but I still stand by this. With that out of the way, I would like to talk about how the Hind is the most unique-feeling helicopter I have ever flown on a sim. It does not like to hover, it is heavy and yet it is the fastest helicopter I've seen, to the point where I have gotten myself into retreating blade stalls because I was overspeeding it on a shallow dive (360-370Km/h). It is not maneuverable in the way that some other helicopters are, you will not be doing loops like a Bo-305 or a Gazelle. At high speeds, you will notice that it relies a lot on its wings for stability and that the tail acts like a tail, aiding in stability. It is clunky, it feels like you are flying a boat; yet, it has to be the most fun I have had on a helicopter so far. The Hind demands your attention at every moment, specially at low speeds. Once you start gaining momentum, it just goes. I can not attest for its fidelity in relation to a real Hind, but it sure feels like what I would think a Hind would. I have enjoyed every second of it. MISSION CAPABILITY If what you want is a modern tech-filled helicopter, you have come to the wrong place. The Hind shines on missions in which air superiority is guaranteed and AAA is light to none over the area of operations. Your armament and design lend themselves to a gun-ship style of mission, mostly proportioning CAS for your troops and escort for convoys. This is a helicopter which is capable of doing sling-loaded cargo deliveries as well as troop transport. Hell, if you are empty and light, you could do both at the same time! You can do it all, as long as you are brave enough to get close to the enemy. Your ATGM missiles do not have enough range for you to do stand-off shots, a-lá Black Shark, nor are your sensors good enough to give you an accurate representation of the battlefield around you. You will have to get close and dirty with this helicopter. o ARMAMENT AT-6 Shturm-V-2 (9K114) ATGM & AT-9 Ataka (9M120) ATGMs This is your only ATGM. Guided by a SACLOS (Semi-automatic command to line of sight) system, they required to be manually guided all the way to the target. Employing them can be a team effort, but I can assure you that both with Petrovich AI or with multicrew, that they can be an effective weapon! GSh-30-2 30MM CANNON and MG PODS The meanest weapon in your arsenal, by far. It is mean and it sounds mean. It is loaded with 250 rounds, which can last either really long or they can be gone in an instant depending if you use it on low or high fire rate. Here are examples of how both sound, enjoy. Short burst, low fire rate: Short burst, high fire rate: You also have access to Machine Gun (MG) pods equipped with 12.7, 7.62 and 30mm grenades, which can be a bit lackluster with the current DCS damage model. B-8 AND UB-32 ROCKET PODS These are devastating for area denial purposes. You can equip both S-8, S-5 and S-13 rockets as well as larger S-24 rocket, those do not come on a pod. UNGUIDED BOMBS A bit difficult to use precisely. They are still as deadly as ever, though. You have access to 100, 250 and 500Kg variants. As well as a bomblet dispenser! R-60 AND R-60M VYMPEL (IR MISSILE) These "new" missiles were added with an update. They are the best missiles currently equipped to any helicopter and they are extremely deadly. From dealing with enemy helicopters or even fixed wing aircraft, they make quick work of anything they touch. EASE OF USE AND LEARNING CURVE This is not a helicopter that can get the "Baby's first helicopter" award. It is not as easy to fly as a Huey nor is it as forgiving as a Black Shark. It lies somewhere between the Ka-50 and the Mi-8 in terms of learning difficulty. Mainly because, while you do have a stability augmentation system (SAS) in the form of your autopilot, it is far from the computer assistance encountered on the Ka-50. And yet, I have found that it is much easier to land in comparison to the Mi-8. It has a relatively shallow learning curve, at least shallower than the Mi-8 or the Huey. Specially the Huey since that one has no kinds of assistance whatsoever, which makes flying it more similar to trying to balance a yoga ball at 100Kts. I found that, on my 12 hours of flying time since release, I have been able to operate the Hind to a level in which I have been able to perform combined attacks with fighters and even multicrew employment of ATGMs! PETROVICH AI, YOUR BUDDY. Lastly, the Petrovich AI. While simple, it has got to be one of the most useful and beginner friendly aspects of this helo. Its manner use and UI are a bit clunky, being controlled solely through a 4-way hat switch, but it manages to make solo-pilots combat capable! I haven't had many issues with it, both from a gunner and pillot's perspective. KORD GUNNER Added in an update, this new gunner position provides a new dimension to the gameplay possibilities that this module has for all types of users. If you don't feel like flying then now you can join one of your friends as a side gunner equipped with a KORD machine gun! Additionally, if you are a pilot and you do not have a friend of fill this slot, then good news! This position can also be filled by an AI gunner that you control from your pilot seat. THE STATE OF ED's EARLY ACCESS PRODUCTS This part is for those who are wary of EA products or those who have been disappointed by Eagle Dynamic's Early Access programs in the past. I know how something like the Hind being released as an EA product can generate a bit of doubt or mistrust, and it is understandable! After what happened with the F-16C's EA launch, with it being broken (lacking a damage model, broken collision boxes, lacking essential systems and weapons, etc.) many players have grown bitter with time, and I understand it. I was angry too when that took place. But with the Hind, ED seems to have finally proven that they have learned their lessons from that event. All the systems implemented currently, work. Both cockpits (pilot and gunner) work to the extent in which I expected them to. But does this mean it is perfect? No. Does it have to be perfect on day one of an EA period? No. What is here is what should be the standard for any future ED Early Access programs for DCS World. A solid fundament in which systems will be built upon as the EA period progresses. Well done, Eagle Dynamics! Your devs should be quite proud of their work. IS THIS AIRCRAFT FOR YOU? If what you want in a module is: A beast of an aircraft that makes you feel like you own the skies. To annihilate any light armored targets in your way. A uniquely-feeling flight experience. A helicopter that can prove to you how fun helis can be. If you don't mind: Dying over and over trying to hover The lack of truly stand-off ATGMs. Having to find a friend to share this awesome experience with. Being bullied for becoming a rotary wing fan. If all or some of the above is what you want, then ED's Mi-24P Hind-F is for you. About the writer: Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000's leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities but only started being active around the mid 2010's. Joined as a Spanish to English translator in 2017, he has been active as a writer and content manager ever since. Twitter | Discord: Cubeboy #9034

  • DCS Mi-24P: The simple brilliance of Petrovich AI

    To me, the Hind is the perfect helicopter for DCS. It is a jack-off all trades that can do basically any mission you throw at it. Be it long range infiltrations, anti-armor and even air interdiction against other helicopters. The Hind can do all of that and more, in the hands of a capable crew who knows how to manage its systems effectively in battle. But many of us do not have a friend who either owns the Hind or someone that is available every time we want to fly the Hind. That is where Petrovich AI comes into play. As many might already know, DCS now has many module-side AI companions that aid in the operation of aircraft that usually need a two man crew to operate. Petrovich is the AI companion offered by ED for the Hind. If we were to humanize him, you could say that he is the strong, silent type. I have always enjoyed using it allows me to even fly the damn thing in combat, since most of my friends fly fixed-wing exclusively. That means that I am usually the only weird flying helicopters, with the exception of only a couple of my buddies. This feature really makes me like the Hind. All you need to control/communicate with Petrovich is a single 4-way hat switch or 4 buttons, whichever is more comfortable or available to you. It is kind of impressive that that is all you need, with the addition of head movements either from your head tracking software or a hat switch. From its menus you can set everything that would be in the front seat, such as your countermeasure program, your weapons, etc. It only takes a couple of flicks from your hat switch to be prepared for the battle ahead. And when you are ready to pop open some tanks or take care of a pesky AAA, you will be using your head to direct Petrovich's sight onto the targets you want to hit. Then you will be selecting your targets with a very convenient pop-up menu, one which you also control with the same hat switch! It is that simplicity that always makes me come back to the Hind. The same thing applies to the Apache, to a lesser degree. I suppose I have a preference for the Hind's flight model and systems, but George is also a great example of this complexity made simple. If you have the chance, give the Hind a try and have a chat with Petrovich. He is a great listener, but don't expect much of a conversation. At least not until they implement his voice lines into the game at some point. Do remember that free trials are a thing for DCS Standalone, so there is no monetary commitment! About the writer: Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000's leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities but only started being active around the mid 2010's. Joined as a Spanish to English translator in 2017, he has been active as the co-founder and one of the main writers. Twitter | Discord: Cubeboy #9034

  • Happy New Year 2023, Skyward MB-339A Livery Download Available!

    This year has been a really important one for us. We have grown like we never anticipated we would, we have gotten the chance meet and work with developers, creators and friends in ways we thought wouldn't be possible. We also got the chance to, once again, be FSExpo partners and we were even sponsored by Fox 3 Managed Solutions. It is thanks to these opportunities that we have gotten the motivation to make this year the year with the most articles released so far! These include DCS Reviews, Indie game showcases, retrospectives, opinion pieces, interviews and more. We aspire to continue producing as much content as possible for you to enjoy. That's why we wanted to give everyone one last gift this year: The Skyward MB-339A Bare Metal livery. This livery celebrates 2022 with its shine and sets the tone we want for 2023. We want to keep polishing our content and master our craft. This livery can be downloaded by clicking the button below or by going to our DCS Liveries section, available by hovering over the "Downloads" category in the header. Once again, thanks everyone for such a stupendous year and we hope that your 2023 will be a great one for you and your loved ones. See you in 2023! About the writer: Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000's leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities but only started being active around the mid 2010's. Joined as a Spanish to English translator in 2017, he has been active as the co-founder and writer ever since. Twitter | Discord: Cubeboy #9034

  • Ace Combat: Player-Controlled Strategic Bombers

    To say that 2011 - 2018 was an unusual time for the Ace Combat series would be an understatement. There was an elaborate but failed reboot that included three books and one game, followed by a fantastical mash-up of the real world with elements of Ace Combat's original world for a free-to-play game. Of the new ideas tried, player-controlled strategic bombers were one of the most eyebrow-raising additions. Players could finally fly bombers themselves. Ace Combat is famous for high-energy, breakneck dogfights and Mach-speed ground attacks with the most popular fixed-wing fighters that do and don't exist. Throughout Ace Combat's now 27-year history, bombers are either easy to shoot down beginner targets, a slow low priority threat or units to be escorted while players zip around the map swatting down interceptors. Flight Characteristics Player controlled strategic bombers in Ace Combat benefitted from its arcade flight model. With no G-limits and higher-than-normal speed flight available, flying these aircraft did not feel like the slow, carefully planned endurance missions they were designed for. Even on the Expert control settings that better reflect actual flight controls, players could throw their bombers across the sky without any serious worry but had a limited amount of roll they could use. The bombers were limited to what is referred to as Novice controls, which tie roll and pitch controls together. This made every control input to the left or right a coordinated turn that would not allow bombers to fly inverted or at extreme bank angles. Restrictions on pitch were also in place, not allowing bombers to make full loops. There wasn't much variety. Only the B-1B Lancer and B-2 Spirit were available in the two Ace Combat titles players could fly them in. In particular, the B-2 was hampered by how the series presented stealth aircraft at the time. With no considerable benefit to stealth capability in either game, the B-2 was somewhat the lesser of the two options. The B-1B enjoyed the added benefit of already being a high-speed platform, with flight arcade physics enhancing its speed and maneuverability. Even a semi-upgraded Lancer could match the speeds of aircraft like the Su-34 and F-15E. Their most important capability is the overwhelming firepower they can produce in just a few seconds. Putting over a dozen weapons on target in a single pass is something even high-performance multirole aircraft could not match. Restricted Introduction In Ace Combat: Assault Horizon (2011), the flagship title of the attempted reboot, player-controlled strategic bombers played a minor role in offline and online gameplay. One single-player mission focused on sneaking past air defense radars and decimating bases. The mission inevitably ended with bravely running from enemy interceptors until allied fighters arrived to save the day. Example of Ace Combat: Assault Horizon single player gameplay. (2:58) The same was true in Capital Conquest, a large-scale team-based multiplayer game mode. After a certain threshold, players on the losing team could fly strategic bombers in a last-ditch effort to change the tide of battle by decimating the opposing team's headquarters in a single bombing run. The success rate of these hail-mary bombing runs was low, but when they did get through, it was almost a guaranteed win for the losing side. Example of Ace Combat: Assault Horizon online bomber gameplay. (1:12) Assault Horizon's iteration had a limited impact because there were not enough opportunities for players to fly them. Their gameplay relied on Air Strike Mode, a part of this game's cinematic Close Range Assault system made to provide scripted cinematic moments and dynamic camera angles for a Hollywood action-style presentation. But Air Strike Mode (ASM) made players fly in an on-rails-like game mechanic, restraining their maneuverability while in ASM. That's a minor restriction when you know those bombers won't be doing high-G maneuvers anyway, but further limiting their gameplay didn't help make them more appealing. The Full Experience Ace Combat Infinity (2014) was a free-to-play entry in the series that boasted the largest aircraft selection of any game in the series. While this game did have an unfinished single-player story, its primary draw was online competitive PVE co-op. Summarizing the game mode, two teams of four players compete against each other to destroy many enemies within a limited time frame. The players on each team cannot shoot each other down, so the winning team was decided by how many points they accumulated by the end. The game also featured an aircraft customization system with performance and weapon effectiveness upgrades. With the removal of ASM and the option to fly strategic bombers at will, their full potential in Ace Combat was displayed. With no air-to-air weapons onboard, bombers carried two air-to-ground weapons, including unguided bombs, guided bombs, long-range air-to-ground missiles, and stand-off dispensers. The blast radius of each weapon was notably larger than similar weapons carried on fixed-wing and rotary-wing aircraft. A single well-placed munition from a strategic bomber could destroy half a dozen targets. Their longer-ranged weapons had equal blast radii, giving bombers somewhat of a first-strike capability other attackers could not match. Example of Ace Combat Infinity online gameplay. While they were useless in dogfighting, Ace Combat's famous massive flying airships were vulnerable to incredibly aggressive bombers willing to drop bombs onto their massive fuselages and wings. A flying aircraft carrier typically needs to be destroyed section by section, with smaller aircraft making multiple passes. A brave bomber could align itself above this massive flying target and bomb them to ruins in less than a minute. In Retrospect Beyond some meme-worthy aircraft formations of entire flights of strategic bombers, generally, players used them less than the faster and more maneuverable attackers, fighters, and multirole aircraft. Player-controlled strategic bombers did not return for the release of Ace Combat 7: Skies Unknown (2019), but in retrospect, the reason for this is obvious. They only had success when online multiplayer game modes had more diversity beyond the tried-and-tired obsession with team deathmatch or battle royale. Allegedly these game modes are the only things players care about, which is highly debatable considering how well liked the PVE and PVPVE game modes Ace Combat Infinity were. Ace Combat Infinity is long gone and completely inaccessible, but the lesson of diverse multiplayer game modes allowing every aircraft under the sun to be somewhat viable has been forgotten. Here's to hoping the next installment in the series finds a way to recapture the magic of a supersonic B-1B slugging its way to victory. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Flight Sim Expo 2023 Media Partnership Confirmed, Discount Code

    Skyward Flight Media has been confirmed as a media partner for Flight Sim Expo 2023! About the Event FlightSimExpo is one of the world’s largest dedicated flight simulation conferences and tradeshows. The event has welcomed more than 3,500 attendees to events in Las Vegas, Orlando, and San Diego since 2018. After a brief skip in 2022, the 2023 event is taking place in Houston, Texas, USA in June 2023 to once again connect simmers, developers, exhibitors, and real-world aviators in-person and online. Most notable about the event's location this year is that two days take place in the Lone Star Flight Museum. Schedule at a Glance The event itself is still many months away, so there is not a detailed schedule avaialble at the time of our announcement being posted. However, here is preliminary information: Friday, June 23rd, 2022 is the day for the biggest seminars and product reveals. Held at the DoubleTree at Houston Hobby Airport, Friday will feature announcements from some of flight simulation’s biggest developers, plus an evening welcome social. Saturday, June 24 and Sunday, June 25 will be at the Lone Star Flight Museum, where attendees will find hands-on exhibits that show off the latest in flight simulation software and hardware. Speaker rooms will feature how-to seminars and educational seminars on various flight simulation topics. Do note that access to the Lone Star Flight Museum will only be available on Saturday and Sunday. There is no access on Friday. Online attendees are able to watch livestreams of the presentations and announcements with purchase of a ticket. Discount Code Registration for attending the event does not open until December 2022, but hotel reservations and flight related discounts are available. Please see the Travel and Logistics page of the official website for more information on that as time goes on. For the first time, Skyward Flight Media has a 10% discount code for any in-person registration purchased before June 15th, 2023. The code is: skyward Tickets purchased using our code will assist our staff members attending the event in person with potential hotel discounts and travel vouchers. Future FSE 2023 Plans As the more detailed schedule for the event becomes public, we will be planning our own list of booths and panels that catch our interest, along with some content leading up to the big weekend. Hope to see you there!

  • Interview: Flashpoint Studios, Developer of 'Aggressor'

    It has been roughly six weeks since 'Aggressor' began its early access period. During that time this visually striking lowpoly arcade flight simulator has received multiple updates. Flight model tweaks, user interface changes, bug fixes, new aircraft added to the roster and more. Skyward Flight Media reached out to Flashpoint Studios to discuss the game, initial user feedback and to get to know the developer a bit better. Hello, and thank you for accepting our interview request. Congratulations on the release of Aggressor into early access. Can I ask you to introduce yourself? Thank you very much! My name is Mark, solo developer of the flight action game Aggressor. I live in the Netherlands and I'm currently in my first year studying the programming side of game development. I'm 19 and I've got around 4.5 years of experience developing simple light-sim and arcade flight projects. I started out doing game development in my free time just for fun and went from there as ideas started flowing, it's honestly great for me being able to turn this into something more than just a hobby. Right now I'm working pretty much full-time on Aggressor. My goal is to develop it into a complete game with a well-defined start and ending. Before we get to Aggressor, we'd like to get to know you a little better. How did you become interested in aviation? It started early for me since I grew up close to an airport. Was always fun going there and it sort of sparked my interest for aircraft, it's the classic story really. From there on I picked up flying in air combat games and got hooked pretty fast. Were there any flight games or flight simulators that you have played in the past that eventually inspired you to become a game developer? Absolutely. Among the first was IL-2 1946. This game was my first experience with a simulator, essentially it's where I learned how to roughly control an airplane. I played it for about 4 years. During this period there are a few other flight games that I tried along the way such as IL-2 Cliffs of Dover, War Thunder and briefly FSX. In the end I stuck with 1946 because of its seemingly endless possibilities with the mission builder. Before 1946 there was another IL-2 game I had on my Nintendo, but that's really long ago. I've also played SimplePlanes for some time where I got into modding that eventually led me to pursue game development. Interesting, we did not know you were a mod creator. Which games did you create mods for? Are you still actively creating mods? I used to create them for a game called SimplePlanes. I made a variety of mods that are still available today, though I'm not sure if they are in working order. I did this until late 2018 when I stopped to focus fully on game development. Have you always had an interest in game development? Not always. Honestly it was not until I started making mods that I realized how nice it could be to create something yourself and have it work. You can credit SimplePlanes for that. How did the concept for Aggressor form? Aggressor went through many design phases before becoming what it is today. Prior to Aggressor I had been experimenting with flight physics and damage models for a while. I knew I wanted to make a low poly air combat game, but wasn't sure what it should be about. Last year in August I continued work that I abandoned earlier on a sort of part-based flight model that allows aircraft to break apart. To my surprise the initial concept was a lot of fun to play around with. This was all before the project even got a name. At first I was actually going to call it Overkill, having no missions and only a gamemode where you take down waves of aircraft in a sort of roguelike fashion, it would have been a much simpler game for sure. As development went on, the concept for Aggressor kind of formed along the way. The one thing that has always remained the same though is the art style; a lowpoly aesthetic with console-like graphics. This game has many aircraft that are hardly seen in other games. It’s not the same set of somewhat expected fixed-wing fighters that people are used to seeing. How do you think the aircraft selection has been received by players so far? What are your thoughts on the aircraft selection? I've had surprisingly little comments about the variety of types available, but those that do comment are generally positive about it. Personally these sorts of experimental aircraft that you see in the selection interest me the most. It's great fun for me to be able to fly these in a game. Only downside is that for some of them it's hard to find info like handling/performance stats. Though I later found that's not too much of a problem since it's an arcade and the only true-to-life values I really want are weight and thrust, everything else I can estimate from that in flight testing. It's exciting to see some old experimental and prototype aircraft from the 50s and 60s flying. There are a few other uncommon but familiar aircraft in the roster as well. Are there any aircraft you are particularly happy to have in Aggressor? Mostly the more uncommon experimental aircraft are very interesting to me. Especially if I haven't seen them in any other game yet, I'm happy to be able to fly them in Aggressor. There are a few unknown aircraft that have appeared on the official Twitter profile. Referred to as “all black planes”, is there any more info available about them? Are they still planned to be included into the full game? Yes they are. These will belong to a third nation hostile to all the others. Such planes will see action only every now and then, but their impact in battle should be great. Under no circumstances will they be player-controllable though. About the single player campaign, what level of complexity are you considering going forward? The current short mission format or is something more elaborate being considered? At the very least, a mission briefing to help create some context. The short mission format is here to stay, as in campaigns made up of a list of missions. That is until I find a better way to stitch things together. The briefing would happen in 3D, with a simple representation of the map with all allied/axis units deployed. I think Project Wingman does it really well. Right now Aggressor is focusing on air-to-air combat, but are there plans for land and seaborne enemies for more complex missions in the future? Both of those are planned yes. Ground vehicles are work-in-progress right now. Naval targets will be added further down the line. The main motivation for adding other kinds of targets is to get some extra challenges for the player. Also since shooting down aircraft is still difficult to many, ground targets may provide an easier way to acquire cash. There is one thing we found unusual about the gameplay. There was a lack of a dedicated gunsight. Was this an intentional design choice or is it planned to be added later? That was intentional to keep things clean. Basically the idea was constraining most of the UI displays to first person view in order to give the player some clarity in third person. I'm reconsidering this choice though as it is difficult to aim in third person this way. All in all I think the UI needs more time to come into it's own. When done right, it can enhance the player's experience. When done wrong however it can clutter the screen and throw off immersion. What have been some of the most requested features that you have seen since the early access launch? Better controls. Specifically, a mouse aim control scheme like in War Thunder (WT). This is kind of a problem since WT has patented their approach. In fact, they seem to have patented the whole idea of leading a plane with your mouse. I could be wrong, but the more I look into it the more confirmation I get that this is the case! Anyhow, I'll have to get creative. Lots of the reviews on the game contain remarks about the controls and how it is difficult to aim. To a lesser degree, things like more advanced joystick/gamepad support are desired. Also more content; like more missions with different types of targets (ground targets like tanks, AA turrets etc) which were already planned anyways. Takeoff and landing operations are also a much requested feature. Another important thing is a minimap or some other tool to help with situational awareness. For example; variable color displays for the units on the minimap would allow IFF (Identification Friend or Foe) to take place more easily. To further help with IFF, aircraft may also receive color-coded markers in the actual 3D scene. The game definitely has an eye catching, shiny look overall, so concerns about the UI getting out of control are understandable. Have you considered a photo mode? There is actually a photo mode which can be toggled on/off by a button. Unfortunately the control for it was not listed in the initial game release so there was no way to know of it's existence. Truthfully, going off of pre-release media. I was not expecting a damage model of this complexity. The negative effects on flight performance caused by aircraft sustaining damage and losing aircraft parts adds an interesting layer of realism to combat. Why did you choose to include this more simulator style damage model rather than a general flight arcade damage model which ignores more detailed damage? It's really just something I personally missed in these sorts of games. It makes shooting down the other aircraft that much more satisfying because there are many scenario's that can unfold. I think just like anything else, the damage model should be dynamic. Besides that it's also fun for me to work on damage effects. On itch.io there is a development roadmap that was assembled long before the early access release on Steam. Is this still a valid document or should players instead standby for new updates in the future? Except for me not crossing off the features I've completed anymore, it's still very much up to date. I use that list as one of the main references for ideas and plan to add as much as possible from it. There is no guarantee all of it will see implementation, but it's gonna be close. Thank you for this interview! We look forward to seeing where Aggressor goes in its upcoming updates. No problem! The game has certainly got a long way to go and I'm excited to see what the future holds. About the Interviewer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Flight Sim Expo 2023 Registration Begins December 17th, Skyward Discount Code

    Flight Simulation Association’s next annual conference and tradeshow is June 23-25, 2023 in Houston. On December 17th, be one of the first to register to secure the best rates! Registration Begins Registration for FlightSimExpo 2023 is set to open next weekend, starting at just $50 for FSA members. This special rate includes Friday to Sunday all-access, all seminars, a free drink at our Welcome Reception on Friday, and admission to the Lone Star Flight Museum on Saturday and Sunday. The $50 rate is limited to the first 200 registrants and is available exclusively to Flight Simulation Association (FSA) members. If you’re not yet a member, you can join for free at www.flightsimassociation.com. Non-member pricing for Friday-Sunday access begins at $80, with Weekend-Only and Online-Only options also available. For more information and to be notified when registration becomes available, visit www.flightsimexpo.com. Skyward Discount Code As a media partner for Flight Sim Expo 2023, Skyward Flight Media has a discount code that provides a 10% discount for registration. Use the code skyward to receive the discount. Tickets purchased using our code will assist our staff members attending the event in person with potential hotel discounts and travel vouchers. 2023 Event Schedule Held across two locations near Houston’s Hobby Airport (HOU), FlightSimExpo 2023 will offer flight simulation fans the chance to interact with developers, try out the latest hardware, hear the latest developments, and meet fellow sim enthusiasts. The event kicks off on Friday, June 23 with a series of seminars and announcements from some of simulation’s biggest developers. Later Friday, registered attendees are invited to join a welcome reception and social event featuring light fare and a free drink. All Friday activities take place at the DoubleTree Houston Hobby. On Saturday and Sunday, the event shifts to the Lone Star Flight Museum, a 130,000 sq. ft. air-conditioned museum located on Ellington Airport (EFD), about a 15-minute drive from the DoubleTree and Hobby Airport. Nestled amongst warbirds, fighter jets, and drones, attendees will find hands-on flight simulation exhibits where they can try the latest in flight simulation software and hardware. Speaker rooms will feature how-to seminars and educational discussions throughout the weekend. Museum admission is included with FlightSimExpo registration. Travel Details As in previous years, FlightSimExpo has negotiated significantly discounted hotel rooms for attendees alongside discounts on airfare, rental cars, private aircraft parking, and more. For full details on event logistics and to access up to 10% off with Delta, United, or Southwest, visit flightsimexpo.com/travel. As North America’s community-driven flight simulation conference, organizers invite the community to share their ideas, feedback, and suggestions for the show. Visit www.flightsimexpo.com for contact information or subscribe to the mailing list for registration updates. FSA members are also invited to join their Discord to share their feedback about the event. About the Flight Simulation Association Flight Simulation Association is a community-driven organization of developers, simmers, and real-world pilots working to make it easier to get started in home flight simulation. Join the community today—free— for resources, learning content, webinars, and discounts on top add-ons and simulation hardware. The association invites the community to attend FlightSimExpo on June 23-25, 2023 in Houston, one of the world’s largest dedicated flight simulation conferences and tradeshows. The event has welcomed more than 3,500 attendees to events in Las Vegas, Orlando, and San Diego since 2018.

  • Project Wingman: Revisiting it after 2 years!

    It is hard to believe but it has already been two years since Project Wingman first released. At the time of its release, I was just a sophomore in university and I had extremely high expectations for this game as I had been following its development for years. As soon as it released I got a copy and played it to completion at least three times. My experiences with this game at release can be found here in our launch review. To celebrate the opportunity, I wanted to revisit this game with a clear and open mind. I know I had my reservations with the story, so I wanted to see if this time away from the game would help me to understand those aspects that I had disliked when I first played it. Personally, my expectations were not as high because my memories of this game were kind of clouded. SAME OL' GAMEPLAY: A BLESSING Something that was an immediate a breathe of fresh air was the familiar and extremely polished gameplay. It felt like putting on an old glove and playing a baseball match with your childhood friends. That feeling was one that I missed dearly. It felt like I had come back home. Every single aspect felt as good as I remembered it being. Missile tracking is excellent, they do lead pursuit instead of pure pursuit. This makes the missiles feel fair as your nose positioning while shooting will affect the missile guidance greatly, making everything feel more skill based. The same applies for the gun and even the rockets/ground munitions. They all feel very fun to use. The aircraft mechanics are absolutely brilliant, too. Almost all planes feel balanced in the way that they fly. heavier planes roll slower and cannot hold turns with more agile aircraft. Overall, this part of the game is as good as I remembered it to be. COMING TO TERMS WITH THE STORY I will be completely honest here just as I was during my original review: I am not the biggest fan of how the story was handled in this game. I initially saw it as a big disappointment as I had waited so long for this game only for its story to be the weakest point, at least to me. I am a bit surprised to say that most of those feelings are in the past. I feel a lot better about the story and I can now appreciate it for what it is: A series of motivations to get the player into a series of exciting scenarios. Some of the scenarios can be extremely wacky, yes, but at the end of the day it is an arcade game. One has to hold a bit of suspension of disbelieve to enjoy it, kind of like watching an over-the-top bombastic anime. Does this mean that the story is good? No, not at all. Every single flaw that I pointed in my original review is one that I still stand behind. I feel like everything could have been handled a bit better; but, I can now appreciate the wacky nature of this rollercoaster of a game. After all, which other game allows me to fly over seas of magma while I dogfight an ace in the middle of a volcanic eruption? CONCLUSION: A GAME WORTH PLAYING To keep it short, this is a game that is completely worth playing. It might be extremely bombastic with its story and characters, but the gameplay holds it together very well. It is a game that rivals Ace Combat with its gameplay polish and the worldbuilding is very interesting. You rarely get to see a post-apocalyptic story whose focus is on aircraft and mercenaries in a fight for freedom for a foreign country, à-la Area 88 but with a lot of magma. About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000's leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities but only started being active around the mid 2010's. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord: Cubeboy #9034

  • The Brew Barons: Kickstarter Pre-Launch Interview with Lifetap Studios

    There are times when you experience an unanticipated piece of media that leaves a lasting impression. Weeks ago, while scrolling through a social media timeline I was swept away by visuals of a seaplane soaring above the gleaming ocean, towns glittering at night and... a brewery producing custom made drinks to fight back against pirates. Admittedly, it was 3:00 AM, but my mind was not playing tricks on me! The Brew Barons is a currently in development title from Lifetap Studios. It immediately became a game I checked in on almost daily through their Twitter and YouTube accounts. While reading updates and watching videos, it's obvious that The Brew Barons is developing into a rare type of flight game that is willing to blend game mechanics from other genres, prioritize adventure and go out on a limb to try something outside of the ordinary for the flight genre. Following the announcement of their Kickstarter pre-launch page on October 13th, 2021, Skyward Flight Media reached out to Lifetap Studios for an early interview before the Kickstarter campaign begins next year. We were fortunate enough to get the first interview about this upcoming aerial adventure! Hello and thank you for this interview! Could I ask you to introduce yourselves? Lifetap Studios was formed by two ex-Relic Developers, Diccon Yamanaka and Rob Hartley. We've both spent a decade and half making games professionally for a number of companies that span way back to the PS2 days back when normal maps were the latest craze. It was in 2020 we decided to take the leap and found our own indie company, Lifetap Studios based in Vancouver Canada. Before getting to the main subject of the interview, I’d like to talk about the prior development experience of Lifetap Studios. I see “Ex-Relic devs” listed in the official Twitter profile bio. Can you tell us about your time with Relic and any other game development projects you’ve been a part of? Relic was an absolutely awesome place to work. Some of the titles we've both had the pleasure to work on would be Company of Heroes 2, Dawn of War 3 and Age of Empires 4. We've both spent a number of years there, as it was a fun studio filled with very talented people whom are passionate about their craft. Relic also had some great stances towards working overtime which was kept to a minimum so as not to burn anyone out. What drove the decision to establish Lifetap Studios? I think it's no secret that most game developers have a dream game they wish they could produce. I, Rob, have had dozens of little side projects that I've done just for the fun of it throughout my career. Diccon and I both shared this desire to make a game of our own and it all started there. In fact it would be around 7 years of casually working on a couple sideprojects out of passion before deciding to establish our studio. How does it feel to be working on The Brew Barons as an independent studio? It's fun to work on something that's entirely new and unproven. That said, we develop with an openness to new features that could help enrich the experience. We're also able to quickly pivot if something doesn't feel right. It's also been interesting from a career standpoint as we're forced to branch into new disciplines in attempts to keep our team small and budget light. Our biggest obstacle at this point in time is mainly funding. We've been developing The Brew Barons for two years with no income. The simple solution would be to get a publisher, of which we've had many offers, though we're confident that our upcoming kickstarter campaign will raise a modest amount of funds to help us along without the need of an external publisher. The Brew Barons seems to be a rather refreshing intersection of game elements not usually associated with each other. How did the concept for this game come around? The amalgamation of unlikely game mechanics in a flight game came from a number of exploratory twists and turns during the early development stages. Though before that, it was our liking of a famous Japanese film named Porco Rosso that involves a beautiful landscape and seaplanes that inspired us. Our original desire was to make a relaxing and peaceful flight game that wasn't a sim, though the issue was we didn't have much for the player to do outside of just aimlessly flying around. We explored a number of ideas such as delivery, survival, prohibition themes to name a few. Each on their own they didn't standout, but in combining elements of each made for an interesting concept. One of our goals since the beginning was to make an adventure flight game that didn't rely on combat to be the primary act of the game, to which I feel we've fulfilled. That’s a great point to make about not having combat be the focus of this game. That alone is something noteworthy. Because shooting down every pirate you may see isn’t the fastest way to win, what do you estimate the overall play time for this game to be? We're hoping to build a charming world filled with islands to explore, interesting characters to meet, quests and collection. The size of the world and activities within it are still in development, which makes it hard to give a figure on total play time, but we'd aim to deliver an experience that requires a minimum of 10hrs to complete the core game. We expect the miscellaneous events and activities to add an additional couple hours of extra play. Screenshots and videos have been circulating on social media platforms and Reddit in the past few months, but how long has this game been in development? Quite some time. Several years ago we produced a very early and rather different story that can be seen in its infancy on YouTube. Once we left Relic and went full-time, we revamped the game in the direction you see today, which has been nearly two years. After seeing the “Drytail Runners” video you’ve sent, I’m somewhat surprised that the video went unnoticed for so long. Is there any of the original concept of “Drytail Runners” left in The Brew Barons? There are a few mechanics from Drytail Runners that we've carried over. The concept of collecting water from the ocean and utilizing it as a resource for plane abilities such as water boosting, water projectiles and water bombing were functions we enjoyed and brought over to The Brew Barons. Plane crafting and brew delivery were in a prototype phase, but they too were also brought over. Just about all the art was scrapped, though we retained our goal to deliver a charming and beautiful world. Our previous pilots weren't as developed as they are now, they did however have stamina and a sensitivity to chilly altitude temperatures which we've also kept. Brewing and business management… in a flight game?! That’s a wild idea, but it does feel like it fits the adventurous energy of the game. How does brewing and delivering products save the day in The Brew Barons? The primary story of The Brew Barons involves a corrupt and imposing organization of Pirates whoms operations are funded by their strong-armed brewing monopoly. Through the production of their Pirate brand brews, they impose loose control over many of the suppliers, bars, patrons and the very islands themselves which contain a number of ingredients ready for the picking. With the pirates growing evermore in strength, it's only by disrupting the source of their brewing monopoly through the engagements of their patrols, creation of your own higher quality brews and delivery to bars all over the world can the Pirate organization and their funding whittle away. Do you have a favorite brew that you think people should try to craft when the game is released? The brewing mechanic is rather open ended. You can mix any ingredients you want to form a number of brew outcomes ranging from beers, wines, whiskeys and more. Do you want to make a whisky made from giant pumpkins and glowing mushrooms, you can certainly try! Not all combos will taste great and might fail, but can still be sold. We're going for a more playful brewing experience and not strictly following real life brewing rules. That said, I recommend people have fun experimenting and see what you can come up with. For those not wishing to experiment and spend more time flying can try to acquire brewing recipes located throughout the world and make a brand they can call their own. An open world flight experience somewhere in the Mediterranean is such a vibrant setting. Recently a video of aircraft flying through caves has joined other videos of ambient life. Is there a rough idea of how large the open world is? At the moment the physical size of the world in it's early phase is rather small as we work towards getting all the pieces in place, to which we can then expand out. Explorable caves are definitely in the pipe, underwater salvaging too. Our desire is to make a world large enough so that you might have to factor in fuel reserves and fuel stations when charting a course. Additionally as a stretch goal we would like to make the world procedurally placed. So it might be possible to allow the player to define the size of the world within limits... but that would need to be discussed and explored further. It feels like seaplanes are rarely seen in simulators or flight action games. Having the game revolve around the capabilities of a seaplane is very interesting. Why were seaplanes selected for this game? Are there land based aircraft available? The idea of focusing on seaplanes really came from the film “Porco Rosso” of which we drew inspiration from and found their heavy use of seaplanes to be charming. There's also greater freedom with seaplanes as you’re not confined to runways and you can stop on any body of water, which is critical when coupling an RPG style adventure. We don't have plans for land based craft, but we are planning to include flying boats that would be slightly larger than our seaplanes. There were mentions of customization leading up to the recent gameplay trailer, but no one was expecting eight different categories! Could you describe in a bit more detail how customization works? Parts can be acquired through a couple ways. You could try your luck at salvaging a part from a downed seaplane that rests on a seabed floor, or if you have the money you can purchase a new part from the parts catalogue. When you acquire a new part, you're actually obtaining just the part blueprint which can be physically produced as many times as you wish for a fee. When crafting a plane, the player will choose from one of two categories, light or heavy. Light planes (pontoon style) can only accept light parts and heavy planes (flying boat style) can only accept heavy parts. Each plane part will possess RPG style trait modifiers that alter plane attributes like structure points, cargo size, fuel capacity, fuel consumption, landing durability, weight penalties, ingredient collection and much more! Typically each part will possess both a positive trait and negative trait, so best to put a little thought into your part combos. Should you damage your plane or crash, you simply pay the repair fee. The only thing you might lose are the items within your cargo hold at the moment of impact. Repairing aircraft at a town was briefly mentioned in a Tweet. Do the towns have other interactive elements for players to use? Other towns will have Bars, Markets and Gas stations to visit. Within the bars you can expect to find a bar owner that might require friendly persuasion to accept your brews or local patrons needing your help and presenting a task in typical RPG fashion. I have to ask because they seemed so popular when they were proposed, are there any serious plans to include the fishing or crane recovery mini-games in the final release? Absolutely, the underwater salving crane game is already in a playable state and will be available in our demo. Fishing is still on the drawing board but we have full intentions to include it in the brewing ingredient lineup. That's right, we're leaning toward the option to throw some sea creatures into your brews should you desire ;) The role playing game elements of the game include choosing pilots who have their own character traits, strengths and weaknesses. Will these characters be able to have their levels or abilities increased? Pilot attribute points from a raw performance standpoint will deviate from one another just slightly, it's their individual character traits that will make them standout. Each pilot will have a few traits, most of which are positive but some negative. For example we have one pilot that's afraid of the dark and will refuse to swap into the pilot seat at night. It's traits like these that we'd like to give our pilots to create unique situational obstacles as the player adventures the world. Through the progression of each pilot's story will they overcome a personal obstacle and convert a negative trait into a positive one. On the subject of pilots, are there also notable pilots among the hostile pirates that players will be fighting against? We do have a small cast of pirate goons that you will regularly see, for your combat engagements will not kill these pirate individuals, but instead disable their craft, forcing them to retreat and fight you another day. We are the good guys in the pursuit of peace and balance after all. We have yet to build the full fleet of pirate attack boats and planes, but there will be a hierarchy of power within the pirate organization. We've also had a couple ideas regarding ex-pirates that might help your cause. We have lots of great ideas in store for the pirates. Is The Brew Barons designed to only be played with keyboards, mice and gamepads or will players with flight sticks be able to use their hardware as well? We have plans to support all of the above. Keyboard/mouse are currently supported, controller and stick support are on our to do list. What can you say about the flight model? Is it pure arcade or is there a bit of realism mixed in? The flight model is physics based, in that it uses aerodynamic equations to calculate forces that move the plane around so the model is based on realism. However the numbers used to drive the plane are not based on real aircraft, but tuned according to what we found enjoyable to play. We also cheat the equations in certain situations by making wings bigger or smaller, or moving the centre of gravity around, because it makes the gameplay more enjoyable. The overall aim is to try and provide a sensation of weight and realism but without all of the skill requirement that comes with a real simulation. How has the feedback over the past few months been received by Lifetap Studios? Was there any feedback that helped in recent game development? We've seen a decent amount of really positive feedback on Twitter, Reddit and Youtube. We've heard from flight enthusiasts intrigued to see a flying game venture into new experimental gameplay. Equally we're also seeing individuals that aren't diehard fans of flying games take an interest in what we're making because of the RPG and Business management elements in an entirely new setting. But most of all, we've heard the praise from fellow Porco Rosso fans who rejoice at the fact a game in its honor is being made, to which we share that same sentiment. The Kickstarter pre-launch page was announced on October 15th, 2021. The game is currently listed as released in Q3 or Q4 of 2022. Is there a rough idea of when the Kickstarter will launch? Our Kickstarter for The Brew Barons will go live sometime around Steam's Next Fest demo event in February. We want players to have a chance to play our game before backing us, so we welcome anyone interested to give the demo a play. Our release date has some variables tied to successful Kickstarter, as it would permit us to build more features and may delay this date, which is why we’ve loosely stated our release window. We look forward to trying out the game as soon as possible. Thanks for your time! We, Rob and Diccon, sincerely thank Skyward Flight Media for not only reaching out to us with this interview, but also for being the first ones to do so! Our thanks comes not only for the extra exposure The Brew Barons will receive, but also for supporting indie developers as a whole. About the Interviewer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • "Righteous", the Gen 5+ Testbed Ace Combat Barely Knew

    ​The most underused and now long forgotten aircraft from the universe of Ace Combat: Assault Horizon may be a testbed aircraft nicknamed Righteous. This heavily modified aircraft is only found in the prequel novel for the game, "The Last Ace" written by Jim DeFelice. This article is written using a copy of the original transcript provided to us by the author. We would like to thank the author for sending us the book for writing this article and future articles related to it. ​Before he saw combat in East Africa, United States Air Force Colonel William Bishop flew high in the skies of Nevada, USA. This introductory setting is far removed from the explosive opening missions of Ace Combat: Assault Horizon. After serving in two conflicts overseas, Bishop would be a test pilot part of a United States Air Force (USAF) research program based at Nellis Air Force Base, Nevada.  ​ Testbed This aircraft is the core of a military research program created to define the development path of the United States Air Force aircraft technology in the future. The goal of the program was to make progress towards developing sixth and possibly seventh generation combat aircraft. Though still under development in the modern-day portion of "The Last Ace," its description of performance increases and extended capabilities push it into what could be considered a generation  5+ aircraft.  It is described as a streamlined and lengthened F-22 Raptor. Visibly longer in comparison to the mass-produced F-22A found in the United States Air Force and United States National Guard air squadrons. Hardware modifications included longer wings and more powerful engines than those found in the F-22A. Increase in maximum service ceiling, overall speed and maneuverability are noted, alongside extensive upgrades in software and computer systems. Modifications to internal systems are not specified in detail. Righteous could also deploy a version of the AIM-120 AMRAAM, known as the AIM-120C-9. An improvement over the C-7 models employed by the real-world F-22A Raptors and F-35 Lightning IIs. The personal assessment from Colonel Bishop was that Righteous was a "work in progress," "fast and maneuverable and deadly" but not completely invincible. Depending on the situation another F-22 might be able to challenge this modified aircraft assuming the pilot was skilled. Important Aircraft Choice Rather than using an existing experimental aircraft, a well-known prototype or creating a new fictional design, the author chose a real world, operational 5th generation fighter that has been mass produced. Having this book tied to the Ace Combat franchise would allow the author to be liberal regarding aircraft selection. An existing fictional aircraft created by Project Aces, the game's development team, or a completely new original design could have been used. Ace Combat is known for its super fighter aircraft capable of carrying energy weapons, designed with up to four engines, 360 degree view enclosed cockpits - heck, even fighter sized aircraft with onboard defense systems capable of shooting down incoming missiles. But the choice by Jim DeFelice to use the F-22A Raptor, even if modified, keeps the story within the realm of the real-world setting Ace Combat: Assault Horizon utilized.  It was the right choice for the prequel novel to the game. ​Pilot Optional ​During the test flight detailed in The Last Ace, William Bishop flies in the cockpit of this unique F-22 acting as more of a backup system than a pilot. While cruising at 30,000 feet, Bishop turns over control of the aircraft to operators at testbed command in Nellis Air Force Base. The operators flew the aircraft up to 40,000 feet in preparation for a mock air battle. Shortly before the battle began, Righteous was given full control over the entire aircraft.  The defining feature of this aircraft is its abilities to operate without a human pilot at its controls. It can be flown through remote control, similar to other military Unmanned Air Systems (UAS) like the RQ-1 Predator and MQ-9 Reaper or allowed to operate autonomously. The test program that Righteous embodies is presented in a way that echoes the ongoing discussions about fully autonomous aircraft on the battlefield.  In the real world, the mystique surrounding military controlled UAS dissipated long ago. Surveillance and combat footage of drones in Middle East have proliferated television and the worldwide web for decades now. Rather than asking if it is possible, the questions surrounding autonomous unmanned combat aircraft now lean towards ethics in war, technological limitations, and its overall value in combat. Being able to fly a combat aircraft on missions deemed too dangerous to send human pilots is often a leading argument in favor of ideas like Righteous. Saving lives while destroying the enemy is a positive selling point.  However, even at the time of the book's publishing and the writing of this article, fully autonomous combat aircraft able to identify and attack their own targets remain in the conceptual and testing stages.  ​ Mock Combat ​​In the novel, the mock air battle pitted Righteous against two F-16 Fighting Falcons, four F-35 Lightning IIs and one RQ-4 Global Hawk unmanned surveillance aircraft. The F-35s acted as a strike package with the support of the Global Hawk capable of detecting stealth aircraft with ELINT sensors. With no input from its pilot or ground-based operators, Righteous aggressively prioritized targets and formed a strategy that even Bishop thought was somewhat arrogant.  The aircraft elected to strike the F-16 escorts of the Global Hawk first, rather than stealthily destroy the surveillance aircraft. Within minutes half of the enemy force was defeated. During the engagement, Righteous unexpectedly opened its weapon bay doors. For a few moments, both the control team and Bishop questioned the purpose of this, thinking it was a flaw. Bishop perceived this as the F-22 challenging its adversaries to attack by exposing itself to their radars.  Though this first flight test ended in a flight emergency that demanded human control to recover from, Righteous was still able to defeat the Global Hawk and two F-16Cs before beginning interception of the F-35s. During the mock battle, Righteous handled all aspects of air combat without a single input from a human controller or pilot, while defeating other manned aircraft. Even with the inflight emergency, these results show the effectiveness of the autonomous flight functions and most likely would merit further testing after this incident. ​The novel ends with Colonel Bishop electing to take a transfer to an international task force in East Africa that was already in combat against rebel ground and air forces. While Bishop's story would continue, the story of this aircraft would end with the novel. With no official image of the aircraft available and it not being seen or mentioned in the game, we can only imagine what it may have looked like.  Now that the franchise has refocused itself on its own original universe with the imminent release of Ace Combat 7: Skies Unknown, Righteous has faded to the background of Ace Combat lore history. Likely to never be seen or used in any future works, as it is tied to the failed reboot of the Ace Combat franchise in 2011. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter | Discord: RibbonBlue#8870 |

  • DCS Foothold Syria Cold War: Our Experience

    For the past two weeks we have been running a very interesting mission in our private DCS server. This mission has allowed us to get back into playing longer and cooperative DCS sessions with our friends for a plethora of reasons. Let's talk about some of the experiences we've had so far in this refreshing mission! The mission is a modified version of Foothold Syria, the same mission we had before. Aaron modified the mission to make it a bit more "Cold War". Not a realistic cold war setting, but one that is a bit more limited in terms of weaponry and aircraft. We no longer have access to GPS guided weapon or any of the advanced long-range weapons for air to ground engagements. That means that we are limited to older "iron" bombs and just a couple of the anti-radiation missiles for convenience purposes. Air weapons got adjustments too, particularly the number of Active Seeker missiles that are available to certain airframes. This has made us think a bit more about which planes to use for certain roles and missions as now planes that served the same role (F-14A/F-14B) are no longer capable of performing the same missions All enemies have been adjusted to fit these new weapon limitations as well. Air threats are mostly composed of mid and late cold war aircraft as well as a couple of high-skill 4th gen soviet planes that act as the primary aerial threats. Just like in the regular version of the mission, we have the capability of gaining points to call in AI support flights as well as AWACS and tankers. These units have been adjusted to fit the new setting and rules, so they feel quite balanced. I personally feel like I have to pre-plan my missions a lot more now. Before, with the regular mission, it felt like it was extremely easy to steamroll objectives. It felt almost effortless to wipe the map clean off of enemies in just a few sessions. The changes have made it so that progress is a lot slower, but still fair. It is not that the mission is more difficult, but the act that it feels a lot more balanced. Capturing airbases with helicopters while one or more of your friends cover your ingress is great. The same applies to using irons to go against convoys and armored targets alike, it is a very enjoyable experience. I can no longer just stay at 40K feet lobbing GPS guided bombs and glider munitions from ten comfort of my cockpit. If you want someone gone, you will have to get down there, below the clouds, to deliver your ammunitions. To say that this has been a breath of fresh air would be an understatement. I have been enjoying being on the skies with my friends again, all thanks to this mission. About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000's leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities but only started being active around the mid 2010's. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord: Cubeboy #9034

  • The story of the "ADFX-01 Morgan First Prototype" feat. Scale Aviation vol. 135

    Scale Aviation is a "visual bi-monthly [magazine] for scale aircraft modelers" and often features incredible models and commentary by the makers on their build process. In this volume, pro modeler Pooh-Kumagai (@poohkumagai on Twitter) talked about the build process of his scratch-built 1/72 ADFX-01 Morgan and includes fantastic photos of the model. Though the commentary on the build process was fascinating, the most interesting part was the supplementary world-building information that was included by the Project ACES team to introduce the Morgan to those who are unfamiliar with it. However, there were some brand new, never-before-revealed details included within. Here's what it says: (Told from a military reporter's point of view) On June 30, 2020, the Osean Air Defense Force displayed a certain aircraft at a ceremony commemorating the 25th anniversary of the end of the Belkan War. It was a former test and development aircraft whose existence had been reported on intermittently up until then, but specific details were unknown. Its origin was the former Belkan Air Force. In the ceremony held as part of the Osean government's efforts to make information regarding the Circum-Pacific War public, many members of the military and media from all major countries were invited to a static display and presentation, as well as a demo flight. They even allowed for approved photographers to ride in an Osean F/A-18F chase plane to take aerial photos. Behind all this appeal to the media by the Osean government, there was the sense that they were trying to present this aircraft as a memento of Gründer I.G. which was in the process of being reorganized after the Lighthouse War. The model number of the test and development aircraft is "ADFX-01." Development of this aircraft, code-named "Morgan" within the air force, began in 1985 by the former South Belka Munitions Factory as the Belkan Air Force's Advanced Dominance Fighter (ADF program). The aircraft has quite the eventful history, since a technology demonstrator was thrown into combat by the coup d'etat forces during the Belkan War in 1995, and the Osean military continued development using a captured aircraft as a base. This one in particular is the first Osean-made prototype and was completed by bringing in Belkan engineers who were involved in the development of the original aircraft. The ADFX-01 is categorized as a 4.5-generation fighter with multi-role capabilities. It could be said that its form, with the forward-swept wings and canards that are excellent at reducing drag at high angles of attack and large twin engines is an embodiment of the traditional Belkan ideology that puts an emphasis on dogfighting. Though it is very large for a fighter, it does not have internal weapon bays, but the four under-wing and four over-engine hardpoints allowed it to be equipped with heavy weapons like multi-purpose burst missiles (MPBM) and a tactical laser system (TLS) that were not able to be miniaturized at the time. Though it is a pure canard aircraft with no stabilator in the rear for pitch control, it was very maneuverable. During its demo flight, unburdened by heavy weapons, it even performed a "cobra" post-stall maneuver and thrilled the spectators. Apparently this was unplanned and instead a tactful decision by the pilot, but I remember that the atmosphere clearly changed at the ceremony grounds when it happened. The ADF program that had continuously sought the "ultimate answer" for fighter aircraft is right now, at a critical moment. It transforms as it responds to the times, sometimes taking the shape of a fighter jet, and has even shattered the very concept of war. As the aircraft, the genetic origin of these "answers" took flight, it almost seemed to be asking us once more, "what does it mean for humans to fly?" There were also some observations and additional info as captions to the various photos of the model. For the demo flight: -The ADFX-01 overtakes the F/A-18F camera plane, banks easily, then turns. Perhaps due to the forward-swept wings, it has a exceedingly high roll rate, and seems to have blended the stability of canards and instability of forward-swept wings quite well. -After the aerial refueling display, the ADFX-01 flies near the tanker once more per requests by journalists. It does not seem to be affected by the slipstream of the tanker, and was very stable with very little vertical movement. The tanker at the time was an Osean Air Defense Force KC-10 Extender. From shots taken from the boom operator's seat, it was clear that the gun port was on the upper surface of the nose, right behind the radome just like a F/A-18. The gun caliber is large at 30mm, and has the ability to make strafing runs on ground targets that is on par with attack aircraft. It goes without saying, but note the inward-canted vertical stabilizers and thick engine nacelles. -A picture taken right after the ADFX-01 took off. The reason the gear is still up at this altitude is so that it can perform a dirty roll. During this ~20 minute demo flight, it executed all kinds of maneuvers and gave a performance that showed it was not inferior to state-of-the-art fighters. For the static display: -The inward-canted vertical stabilizers have the effect of maintaining stealth characteristics as well as preventing turbulent flow from being generated when installed with large weapons such as the TLS unit. During the demo flight, it was observed that the flaps also move upwards, confirming that they act as elevators. -The demo aircraft was displayed as an untouched prototype that only had the primer undercoat, and gives the impression that it had time-traveled from the beginnings of its development. It has not been formally adopted by the Osean military, but there have been reports stating that due to its ability to carry immense payloads, a few had been produced and are being used as testbeds for new weapons development. -The oddly long nose (relative to the small wings) catches the eye, but this is to securely house the 30mm cannon. This design also allows the aircraft to remain stable at low altitude and high speed, and enhanced its ground attack capability as an aircraft with high wing loading. The tandem double-tire main landing gear was also used to allow it to operate from unmaintained, front-line runways, and this aircraft possesses excellent traits as an attacker. These excerpts from Scale Aviation has been confirmed as official by Masato Kanno, and "can be considered [like those materials] from ACESweb." Also many thanks to Twitter user @fofohg14 for providing images of the text.

  • Clouds 2.8: An Opinion on DCS 2.8's New Dynamic Weather

    I have hopes that the fair weather flyer status quo will begin to change It has been well over a year since the flight simulation enthusiasts of Digital Combat Simulator dreamed of the possibilities that volumetric clouds could bring. In April 2021, DCS update 2.7 would finally do away with the well-worn clouds and weather that could be traced back to Flanker 2.0 circa 1999, and the cloud-powered hype train was hitting full steam. We wrote a few pieces about it ourselves. While DCS 2.7 certainly has had an impact, the recently released DCS 2.8 builds upon it in a few minor but significant ways. Thinking back on roughly 17 months of operations with volumetric clouds in multiplayer servers, my assessment of clouds today is somewhat different than what I thought they would have been when they were first introduced. In retrospect, the clouds of DCS 2.7 were treated more as a part of the background scenery than a part of the missions/servers I found myself flying in the majority of the time. Clouds were present, but clear weather flying with great visibility and scattered clouds at high altitudes were near constant. The gameplay was noticeably different in servers that utilized more unique presets. For pilots accustomed to using targeting pods and the old mark. One eyeball, DCS 2.7's clouds, and weather were immovable obstacles. Literally. With no changes to their position, particular cloud and weather presets could seal off entire areas of a map to combat operations. I can think of many cases where a mission was designed with no consideration to how the clouds actually appear on the map, but once weather effects were applied, the objectives were entirely obscured by clouds that go all the way down to the surface. In those situations, there would be no way to complete the objectives unless there were coordinates for GPS-guided weapons or turning on unit labels that are visible through all weather. It's probably safe to say that the complications caused by limited visibility scenarios were more detrimental than expected to mission editors and people hosting servers as they tried to maintain an easy-to-access gameplay experience. With DCS 2.8's new dynamic cloud and weather systems, I have hope that this fair weather flyer status quo will begin to change. Now with even the thickest cloud banks rolling across terrain due to wind and rain, sleet or snow coming and going with time, the genuine issue of forever obscured targets has been negated. The unpredictability of the weather during long-play sessions revitalized a few missions and specific servers I am all too familiar with. During sorties in public multiplayer servers that immediately took advantage of the update and private testing on Skyward's own DCS World server, the randomness of the environment made even the most well-worn missions play differently. It was noticeable among the general player population too. There were more pre-planned attacks and lower-altitude flying, which is quite the contrast to the usual high-altitude, long-distance guided weapon approach that permeates most of the experiences out there. Now that arriving over a never moving cloud bank no longer means a guaranteed botched mission, I'm hoping that mission editors will incorporate dynamic weather while taking the initiative to integrate new priorities. For example, with better fuel management being a factor in how much time they have to loiter in the event of weather being in the way, better placement of air-to-air refueling tankers could be a welcome addition. DCS 2.8 brings a considerable amount of minor and major changes. There's a lot more to unpack, but with weather being such a big part of aviation as a whole, it seemed like a good subject to start with. About the Author Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Skyward M-2000C DCS World Liveries

    Here is our free to download Skyward themed livery for the M-2000C by RAZBAM Simulations for Digital Combat Simulator. If you enjoy seeing the sun shine over your Mirage, then this one is for you. It is based on based KEAPS' and Sushy73's 2018 livery , with extremely heavy modifications done to the pattern, weathering, roughmets and diffuses. Roughmets are new and shinier and the titanium parts of the fuselage have different reflectivity! Skyward Bare Metal M-2000C Designer : Cubeboy Release Date : 10/26/2022

  • Flight Sim Expo 2023 All Expenses Paid Trip Giveaway, Skyward October 2022 VTOL VR Giveaway Winner

    Skyward VTOL VR Steam Key Giveaway Winner The results of our spur of the moment giveaway for one copy of VTOL VR are here! Once again the Google Random Number Generator was used to select the winner for this giveaway. The winner for this month's giveaway is: Ric Bis (@bis_ric) Skyward Flight Media would like to thank everyone that participated and helped spread the word to others to participate! The winner will be contacted soon to begin discussing their prize. Flight Sim Expo 2023 All Expenses Paid Trip Giveaway Flight Simulation Association (FSA) is giving away an all-expenses paid trip to FlightSimExpo 2023! The prize package includes flights to Houston from anywhere in Canada or the Lower 48 U.S. states, hotel accommodation, conference registration, and on-site expenses. This giveaway ends at 11:59pm CT (UTC-5) on November 13th, 2022. Follow this link to enter and read the page for all information: flightsimassociation.com/trip. Although FSA membership is not required participate, creating a free account increases your chances of winning! FSA members will also have the first chance to register for FlightSimExpo —at the best prices—when tickets go on sale in December 2022. Skyward FSE 2023 Discount Code For those that are not lucky enough to win this generous giveaway, we'd like to remind you that Skyward Flight Media does have a discount code for purchasing tickets to the event. Read more about the code and our media partnership for Flight Sim Expo 2023 here.

  • Aggressor: 'New Horizons' Looks to the Future

    After almost a year of no significant news, the latest update for Aggressor is a bold step toward the game's future. After it launched into early access in August 2021, there were a handful of updates the following month, and there has been little to no activity since on Steam. This was not because the game was dead shortly after arrival but because of the developer's focus on a massive update focused on the next iteration of the game. On July 19th, 2022, the update was released and already more minor updates that have fixed, tweaked, and added content have followed. We last spoke to Flashpoint Studios in an interview following its launch into early access in 2021. Update 1.1.6, the New Horizons update, is aptly named as the difference between the game in 2021 to 2022 is considerable. The primary focus of this update was to revamp the core of the game's systems to set it up for new gameplay mechanics and game modes coming to Aggressor in the next few months. Of the laundry list of updates from New Horizons and the quick follow-on updates, these are a few things that caught my interest. The extensive revamp invoked a complete progress wipe from the previous build of the game, so a mandatory fresh start was an excellent opportunity to experience Aggressor's new build. Returning players will notice the difference from the moment they leave the start screen. With a Command and Conquer-esque faction selection screen, the menu screen pops to life with moving backgrounds, basic but stylish buttons, background music, and placeholders for upcoming game modes. Design-wise, I suppose the general keyword would be minimalist with the menus being semi-transparent over the content in the background; they never really feel in the way. This is a minor point compared to gameplay, but the presentation has improved quite a bit. Things that are harder for users to see on the front end center around core data structure making adding content faster, particularly with the yet-to-be-fully explained Aloft and Frontline game modes. Though there are general comments from Flashpoint Studios floating around their Discord server about what these modes could potentially be, waiting for official announcements on them may be the better decision. The addition of a Mission Builder also falls under this change, but I chose not to explore it too deeply for now because of its current experimental and unstable nature. Things like mission editors and mission builders are always of interest in the flight game genre, so that will be worth a revisit at a later date. Single Missions has replaced the former "Campaign Mode" for now, at least until full single-player campaigns are introduced, which is a high priority according to the developer. The currently available training missions teach players the basics of how to fly in Aggressor, introductions to different weapon systems, and an air racing challenge which proves surprisingly valuable for combat with the amount of low-altitude turn battles players will inevitably end up in. Completing the training missions is the best way to gather large amounts of in-game credits in just a few sorties. These credits are locked per faction, so earning hundreds of thousands of credits for NATO won't carry over to the USSR. Unlock progression is easier to understand with the aircraft tree better illustrated. Starting from the earliest aircraft in the tree possible, purchasing the base aircraft allows players to buy the next most advanced aircraft beneath it. Where aircraft variants are available, those can be purchased as an option, not a requirement. Using the picture above as an example, purchasing the P-51N is the minimum requirement for buying the more advanced XP-80F. However, the purchase of the XP-51XR and XP-82T is optional. The previous, unique roster of early and mid-Cold War aircraft and prototypes remains with new aircraft added. One of them being the "MGI-21 PD", an aircraft based on an obscure demonstrator of the MiG-21 Fishbed that demonstrated vertical lift and takeoff capabilities. Some aircraft have started to receive basic cockpits, which were wholly unavailable before. Even non-fighter types like strategic bombers can be analyzed using the Skypedia option on the main menu to view data about all aircraft in the game and their vehicle models. The placement of weapons on each aircraft is rather extensive and free to interpretation. To the point that each weapon can be placed anywhere in the available stores areas and pylons of each aircraft. It's possible that more historically accurate restrictions will be put in place as development progresses, but for now, even the most hilariously unrealistic loadouts can be prepared. Instant Dogfight mode is the best way to try out all available aircraft and weapons without having to adhere to the aircraft tree. Instant Dogfight continues to be the game mode that best represents what Aggressor is capable of at this time. It is the same large dogfight mode it became known for in August 2021, but with a higher degree of control over every detail. From weather, location, time of day, the position of the sun, and distance the battle starts to control of every detail of both allied and enemy flights. The options include aircraft type, weapons carried, and skill levels all the way down to their starting altitude and airspeed. Pushing this mode to its limit, it's possible to have an eight-faction battle, each faction having over 100 squadrons each. Whether or not the player's computer can handle that is entirely different, but know that it's possible! Finally, the exact changes to Aggressor's flight model are harder to explain for positive reasons. With the introduction of the Rewired advanced input system and extra control options from Flashpoint Studios for changing the input sensitivity, setting dead control zones, and smoothing axes. The initial pop-up screen asking the player about their preferred control method is an excellent reminder that multiple controllers can now be supported. Still, as always, taking the time to create and adjust your inputs as your preferred controller allows is highly recommended. All of these new extended control options are a net positive for the game, but be prepared to set aside time during flight training sessions just for setting everything precisely the way you want it. So far, what has not changed gameplay-wise is its within visual range combat focus. Even with heat-seeking, semi-active radar, and active radar homing missiles now entering its roster with countermeasures to boot, most engagements end with high-energy maneuvers and watching opponents having pieces of their aircraft blown off just a plane length or two away from the player. The addition of an actual gun reticle has been a simple but excellent quality of life improvement. With no lead indicator, old-fashioned World War I and II style gunnery makes up the bulk of combat between the occasional missile launch. After a long period of checking in on this game somewhat regularly, I'm happy with the New Horizons update, the minor follow-on updates, and new activity from the developer on the game's Discord server. If you haven't given Aggressor a play in a while, now is the time to jump in and get involved. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • The Extreme Versatility of the DCS: OV-10A Bronco

    For you, what is the most important quality in a combat aircraft for DCS World? Is it the speed? Is it the maneuverability? Or is it the multirole capabilities? I'll tell you that, for me, it is a matter of multirole capabilities. Surprisingly, I have found that the OV-10A is a much more versatile aircraft than I initially thought. It is a multirole beast. I have used it for situations I never expected it to be effective at. Anything from CAS, which is more conventional, to convoy interception and even interception. Basically: as long as you are fine with the fact that you fly relatively slow, you will be able to perform that task within your limitations as a prop. Over the past few days we have tested these abilities in our DCS server with some friends. These adventures have lead us to use the Bronco in all the roles previously stated, including one that we added due to its necessity for the mission we are playing: Foothold Syria. We added the ability of carrying cargo to the Bronco. This means that, aside from being able to liberate low-priority areas on its own with the arsenal of rockets, bombs and rockets; it is able to capture them by using its excellent rough terrain STOL capabilities. So instead of relying on helicopters to capture some of the smaller sites, we can just send one of our friends to capture it with a Bronco. It is faster than any helicopter in the game, we can reliably capture every zone after neutralizing them. And talking about the helicopters, we also used the Bronco as an interceptor against them. To put this in perspective: whenever you liberate a base in Foothold, both factions launch AI helicopters to capture them. If you intercept them, they will not capture anything. If our CAP flights are occupied, we have sent Broncos to intercept them! It works perfectly. We have been pushing the Bronco to its limits and I am happy to report that it holds up extremely well. It is a beast and I would highly recommend including it in your missions. Although if you read my review on this very special mod, you would already know this! About the author: Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000's leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities but only started being active around the mid 2010's. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord: Cubeboy #9034

  • October 2022 VTOL VR Giveaway

    One week giveaway! 17th to 24th of October 2022 Surprise! We've decided to run a giveaway for one of the best VR flight titles out there, VTOL VR by Boundless Dynamics. It's as simple as that! TIMELINE This giveaway will run from October 17th, 2022 to October 24th, 2022. The giveaway winners will be announced on October 24th, 2022. PRIZE We are giving away one (1) copy of VTOL VR on Steam. Unlike past giveaways, there will be no option to convert the offered prize to a different prize. HOW TO ENTER This year we have two ways to enter this giveaway. Follow SkywardFM on Twitter and like our pinned giveaway tweet. Retweeting is not required, but helping spread the word is appreciated. For those that do not have a Twitter account, they can fill out the contact form on our website. Please include your Name and/or Screen Name, email address and that you are entering the giveaway so we can contact you if you win. Skyward Flight Media will announce the winner publicly in a tweet and blog post on October 24th, 2022. Winner will also be contacted via direct message or email as well to receive their prize. Best of luck, Skyward Staff

  • Interview: Team Nemo, One Year Anniversary of English Patch Release

    It has been two years since the last interview with Team Nemo was done by Electrosphere.info. Team Nemo is the group behind the English translation of the Japan only version of Ace Combat 3: Electrosphere. As the one year anniversary of the full English patch release for both discs of AC3JP nears, we catch up with team founder DragonSpike XIII (DS) and co-founder Iceman-UK (ICE). The interviewer being Aaron Mendoza (RB). This is the first part of a two part interview series with Team Nemo for 2017. Part two features publicly submitted questions sent to us for Team Nemo. We ​would like to thank DragonSpike XIII and Iceman-UK for allowing us to conduct this interview on behalf of the rest of Team Nemo. Best wishes to Team Nemo and their ongoing effort to translate AC3 into English. A full mission utilizing Team Nemo's translation. Video footage by Enigma. We must ask: after the release of the full English patch, how did the team members enjoy their vacation? ​DragonSpike: The first thing I did was clear my mind of all things AC3. Me and translator Greenrose worked on it very fast and very hard during the months leading up to release day and, as a result, we both felt very tired. The light was flashing red on my burnout meter and the siren about to go off, so to speak. Another passion I have, besides AC3, is watching Japanese TV series (also known as J-Drama or Dorama), especially those from the 90's and early 2000's, so with the experience I gained with my AC3 fan-translation project, and with some much-earned time off from the project, I'd finally found the right time to help out. I only got to help sub one series before heading back to AC3 to organize and begin work on our next release but, after that, I want to be more active in the J-Drama scene in the future. ​​Iceman-UK: It was an amazing achievement after so many years starting the project. To be honest, the credit is to DragonSpike and the rest of the team. I was mainly involved in the website side of things. As we near the one year anniversary of the patch release for both discs, how do you feel about the overall reception of Team NEMO's release? ​​ DragonSpike: I tried to visit as many places as I could that would be interested in AC3 or our fan-translation (YouTube, Reddit, acecombatskies' forums, Romhacking.net, two anonymous imageboards and even foreign websites) and the reception was overwhelmingly positive. I noticed how a lot of people were really happy that this was finally a reality and it seems to me like our v2.0 release didn't let anyone down. There was one moment in particular on an imageboard where someone posted this image of an anime girl, with a stern look on her face, holding a banner saying "This is a magnificent event!". That was a pretty funny moment, I got positive vibes from everywhere but that was the moment I enjoyed the most. ​ One thing worth noting was how the project received attention from gaming publications online and gaming channels on YouTube for the first time, even in languages other than English. I felt very thankful for the sudden spike in exposure that our project got during that time. Iceman-UK: It's always gratifying seeing the notes of encouragement and thanks. They were there even when the project was dormant. Iceman-UK had a very interesting experience this August at OggCamp, an IT industry conference. While there he did a presentation on Project NEMO and showcased some footage of the game running International Edition patch. His overall experience was discussed in a post on his personal blog "Eject Disc". Can Iceman tell us about his presentation? ​ Iceman-UK: Thanks for mentioning this - I should say that OggCamp is actually a "free-culture unconference" where the talks are all crowd-sourced. It's a pretty amazing concept! Anyway, I wanted to contribute to the 2017 OggCamp and thought about what I could talk about. I formerly talked at the 2009 OggCamp about another translation project I was involved in: Front Mission 5 on the PlayStation 2. That got a lot of interest and went very well so I thought I would do the same for Project Nemo. I had a LOT of help from DragonSpike who put together some amazing videos for me to show off and gave me technical information about some aspects of the translation. The majority of people voted for my talk so I got to deliver it in the main auditorium of the venue in front of 200+ people with a massive projector screen show-casing Project Nemo. ​ ​On July 30th, 2017 a blog post on Usea Today announced that DragonSpike was back from vacation. With Team NEMO officially back into full swing, what are some of the things the team hopes to accomplish before 2018? ​ DragonSpike: Many new things have been implemented, some smaller in scope such as translations for the title screen, some more menus and loading screen, which were made possible with help from German programmer Krishty. We're also working on some pretty big things as well, such as the entirety of the in-game encyclopedia which has dozens of entries on the people, organizations, places and various technologies of AC3. This, to me, is the main component that we're adding to our fan-translation with our next release. Another important focus is improving our translation from every possible angle, sometimes enlisting the help of translators when necessary. It's painstaking work but I think there's a very good chance the script for the story-line will be finalized with our next release. ​ As an added bonus, I'm also going to include a fan-translation patch for the AppenDisc, the second disc of the game's soundtrack which also doubles as a game disc. As your efforts continue has the team picked up any new members? Have other individuals or groups outside of Team NEMO come along that have had an impact on the project? DragonSpike: Greenrose, a translator, was the last one to join us in a long-term capacity involving a high volume of work. For the most part that is my criteria for who I consider part of the team. That is not to say that the project hasn't benefited from the help of other contributors. I've mentioned Krishty, whose extraction tools allowed me to find and translate new parts of the game. But it's worth mentioning the support I, and by extension the project, have been receiving from M-35, the developer of the jPSXdec program, who not only sought to improve the compatibility of this rather nifty and powerful tool with AC3 but also took time to look, on more than one occasion, into the data files in order to help us find out whether it was possible to edit other parts of the game, such as the intro video and the credits scroll. As far as outside contributors, he was the first one, going all the way back to 2009, the first year of this project. There's also a number of translators who have helped us during the translation process: Absent Abyss, DarknessSavior, Ein Ni Hen, Momomeno, Seihen and tanukisuitup. All people who had a hand in translating AC3 and whose fine work will always be part of our translation. Another person whose presence can still be felt when playing our fan-translation for AC3 is Agness Kaku, a professional localizer who once did a demo translation for Namco-Hometek before they decided not to localize the full game. She gracefully gave me her permission, even if only symbolic, to make use of the contents of that demo translation and so I included as much of her work as I could when inserting our translation into the game's first mission (that was the scope of her demo), so there are even some professional-quality translations in there too! It's also worth mentioning DrMefistO from Lab313, who made TimView+ and its successor Tim2View, who gave me some much needed support when inserting our translations had finally become possible. Both programs are central to this fan-translation project as well. ​ I make it a point to write down every person's username and contribution so I don't forget, but there are many more who have made a tangible contribution to the project even through something as simple as a comment or reply or even by just spreading the word about our project. Especially when I was just starting out, every answer or comment I got helped me move the project forward. Concerning the in-game term database in AC3: how will the translation of that information be handled? Will it be strictly done through translating the data entries in game or are some articles planned for release on the Team Nemo website? ​DragonSpike: Aside from some raw Japanese text that I found on the Japanese side of the Web, it's being worked on pretty much from scratch. That means we're identifying the characters, transcribing it file by file, and then translating it with little reference outside. There is an old, incomplete and not very reliable translation that can be found on GameFAQS, by user HJerng that has been there since AC3's release in 1999 but we're doing it all from the ground up. At this point I think it's possible to have them all translated and viewable in-game but I can't say for sure just yet because only a fraction of them have received translated, and those are also very much work-in-progress and not fit for release. Nonetheless, I plan on having the same in-game translations readable on our Project NEMO homepage when the time comes. Translating these entries hasn't been easy so it's gonna take a long time to get them up to the same level of quality seen in our translation for the story line.​ ​ What was the most surprising thing you discovered about the plot or lore of Ace Combat 3 during the translation process? ​DragonSpike: I'd say I had a number of smaller ones as opposed to one big revelation during the past few years. Some of the biggest surprises I had overall were before we ever released our first full script back in 2009 but there's plenty that I found out after we started improving the translation when inserting finally became possible. Nonetheless, the biggest one I can think of was understanding what happened during the DOE (Darkness of Enigma) Project and why it was shut down and swept under the rug. ​ One of the more recent surprises I've had is how subtle the briefing for mission 14 Pawns in the Game is and how it tries to convince the player, a peacekeeping pilot, that they're suppressing weapons factories in the middle of a city and how they explain you flying a plane from a different company. It's in moments like these that a good translation comes in handy, so you don't miss the point the game is trying get across. ​ Another is finally getting closure on a small issue that I've had for years: Was the Geofront city a full-fledged city and did people live there during the events of the game? This is not very well explained, if at all, during game play but according to the second Search file has on General Resource, the Geofront is still referred to as an underground city plan or project. ​ ​​Over on Romhacking.net the tools used by Team Nemo for the AC3 English translation were gathered and some were re-uploaded by DragonSpike. What do you hope will happen now that you've made these tools easy to access? ​ ​DragonSpike: The ones who are going to benefit the most from these tools are those who wish to translate the game into their own language. I think some of these tools could help people working on other PS1 games too, I know I used one of them while testing a possible fan-translation for another game but the would-be project leader disappeared so it didn't take off (second time that's happened to me). The tool worked flawlessly though, so other fan-translators might be able to save time by trying ours. Does Team Nemo have any plans to begin translation of AC3 into languages besides English? ​ ​DragonSpike: We don't plan to do any more languages, that's really up to those interested in translating the game into their own language. Project NEMO was born as an English-only project and will remain as such. The tools are all there so have at it! About the Interviewer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Strangereal Study: The Estovakian Civil War

    An unseen conflict from within the original world of Ace Combat, only found in the side margins of its history. The Estovakian Civil War is one of a few conflicts that is not featured as a playable part of any game within the Ace Combat series. All details about this conflict can only be found through official in-universe magazine articles, in-game assault records and hard copies of video game guides in Japanese. We look at the known facts of this conflict as the first entry into our article series, Strangereal Study, which focuses on the original world seen within the Ace Combat games since the mid-1990s. Ulyssess 1994XF04 The International Union of Astronomers (IUA) discovered an asteroid on a collision course with the planet in October of 1994. It would be named the Ulysses 1994XF04 asteroid. Years later a team of prominent astronomers, astrophysicists, and geologists assigned to the IUA confirmed the size and trajectory of Ulysses. After being announced to the world on April 20th, 1996, a plan to destroy Ulysses before it struck the planet was formed by various nations. This resulted in the construction of the Stonehenge Spaceguard Turret Network (STN) near San Salvacion on the Usean continent. As the day of impact neared, a large hollow area within the Ulysses asteroid was detected in June 1998. This area made the asteroid structurally weak, meaning that it would shatter into multiple pieces when it hit the Roche Limit. The new damage projections went beyond the Usean continent, putting Estovakia within range of the estimated Ulysses impact. This was the complete opposite of the initial estimate that showed Ulysses hitting the Usean continent in one piece. With the Spaceguard Turret Network past the point where extensive changes could be made, this left Estovakia on its own to prepare for the incoming asteroid.  With little time left to prepare and an unsuccessful attempt to build their own asteroid interception system, Estovakia was left defenseless. On July 3rd, 1999, the Ulysses asteroid broke through the Roche Limit. On July 8th, Ulysses rained down on the surface of the planet. As a result, more than 500,000 human lives were lost as a direct result of the impacts. Aftermath of the Impacts Estovakia suffered substantial damage from the Ulysses impacts. The national infrastructure was shredded which brought the country to a halt. Eventually, the central government all but ceased to function, and Estovakia fell into further chaos. Within the same year of the impacts various military factions formed. They took control of different regions within the country as their way to stabilize the civilian population and restore order. Once these factions took control of these regions, what remained of the central government influence was further reduced, making them an almost non-existent power.  ​ In the year 2000, the Republic of Emmeria and other non-government organizations (NGO) attempting to assist with reconstruction were heavily delayed by these armed factions. Between the weak central government and the armed factions, the support intended to restore the Estovakia could not be applied to a viable national reconstruction effort. With the much-needed supplies from Emmeria and other NGOs on hold, the armed factions began to pillage one another, including Estovakian cities, to make up for supplies they were not receiving. It was decided that the support for Estovakia could not be continued under these conditions and all efforts were temporarily frozen until more favorable conditions were reached. ​ Lieutenant-General Lyes, the commander of the Lyes Faction, succeeded in taking control of the national capital city of Estovakia on April 3rd, 2007. His faction would continue advancing until it had conquered the western region of the country. In doing so, the Lyes Faction became the most prominent faction in the nation. ​After gaining control of the capital, the Lyes Faction declared itself the orthodox Estovakian government. After renaming themselves the Lyes United Front (LUF), they began to pursue domestic and international appeals by taking charge of reconstruction efforts. The Lyes United Front received aid materials from the Emmerian government who wanted to lift the suspension of aid and begin the reconstruction of Estovakia. Rather than focus on reconstruction and reunification, the LUF utilized the resources and assistance from Emmeria to suppress the other armed factions and any opposing territories or groups that refused to pledge allegiance to the  LUF. Of those that refused to comply, the city of Glenda would become the breaking point. ​​ ​The city of Glenda refused to comply with the Lyes United Front and as punishment had its supply of aid materials to the city halted. This would cause the deaths of more than 200,000 civilians over time. Following this tragedy, the other factions moved to combat the LUF and to establish themselves as the rightful governing power in Estovakia. This would be the start of armed hostilities and the beginning of the Estovakian Civil War which would last for six years. The Civil War Begins The opening phases of the civil war would see each faction engaging in all-out warfare against one another. The factions involved, not including the remaining government forces were: the Eastern Faction, Independent Tariff Federation, Island Coalition, Lyes United Front and Northern Highlands Faction. ​ ​​​In the opening phase of the war, a naval insurgent group, the Independent Tariff Federation, was ambushed by the Lyes United Front early on in the conflict. After the Federation's defeat, members and equipment of the Federation were absorbed into the LUF. The Island Coalition came under attack by the LUF but was successful in repelling their attack. The Eastern Faction ​launched attacks against the Northern Highlands Faction. With the Eastern Faction victorious, the remaining forces of the Northern Highlands Faction were absorbed into the Eastern Faction's overall military strength. This was made possible by the amicable relationship between the Eastern Faction's Colonel General Gustav Dvornik and Lieutenant General of the Air Force of the Northern Highlands Faction, Isaac Alenski. Utilizing its new military strength, the Eastern Faction then went on the offensive against the Island Coalition in 2010. ​During the battle, Franz Leko of the Eastern Faction’s Vampire Team performed an extremely-low level spearhead attack against Island Coalition defenses. Leko single-handedly destroyed all anti-aircraft defenses the Island Coalition deployed and was  accredited for securing victory for the Eastern Faction. Even after the civil war, this action was regarded as the crowning moment of the entire conflict. ​ ​Following the Eastern Faction’s two victories and the reorganization of the Lyes United Front, the war entered its final phase. Lieutenant General Lyes ordered a massive attack by all land, naval and air forces against the Eastern Faction in January of 2013. The Lyes ​United Front outnumbered the Eastern Faction forces by a wide margin at the start of the battle. The fierce combat included city-wide bombing campaigns which sought the complete destruction of the opposing forces. Despite the advantage the Lyes United Front had, they were utterly defeated. Only a week after the battle began, the Lyes United Front lost 80% of their territory. The primary cause of their defeat being the deployment of a new Eastern Faction weapon, the P-1112 Aigaion Heavy Command Cruiser. The Aigaion, coupled with the Strigon and Vampire teams was the driving force behind the rapid Eastern Faction advance. ​ The remnant forces of the LUF were cornered in an area near the Emmerian border, where they were finally defeated. The battle resulted in the death of Lieutenant-General Lyes and the end of the Estovakian Civil War. Postwar, International Tensions Arise According to an analysis done by the Emmerian think-tank, the Amherst Research Institute, it would take Estovakia 30 years to restore their economy to the levels it operated at in the 1990s without international reconstruction support. ​Former Highlands Faction Lieutenant General Isacc Alenski contributed greatly to restarting international reconstruction support. Isacc Alenski was instrumental in the creation of the post-civil war Estovakian government. For his efforts he became the Foreign Minister of the new government and was well known to the Estovakian and Emmerian governments for his contributions. He was a key figure in making appeals to other nations for restarting international aid programs for reconstruction in Estovakia. Relief efforts were somewhat hindered due to aid convoys sporadically being raided by armed secessionist groups. One of these groups - formerly a part of the Lyes United Front - attacked Foreign Minister Alenski's car while he was going to Zaurek International Airport in November 2013. On the day the attack occurred he was beginning a trip to attend the Conference on Reconstruction Assistance to Estovakia hosted in Gracemeria, Emmeria. He would die of his injuries on December 2nd 2013, but it would not be made public knowledge until February 2014. This assassination was the beginning of new attacks by other groups once a part of the LUF; the largest of these attacks being against an Emmerian reconstruction assistance relief supply stocking facility in Vistoc, in western Estovakia. The attack on February 4th, 2014 killed eight Emmerian soldiers, 27 civilians and NGO staff killed or wounded and food and medical supplies for over 50,000 people stolen. Apprehension spread domestically and internationally about the break out of a second civil war. The actions of the Emmerian government during the Estovakian civil war were not forgotten by leaders of the former Eastern Faction, who held a grudge against Emmeria. During the civil war, the Lyes United Front maintained a dominant position by utilizing the continued supply chain from Emmeria for national reconstruction. The Emmerian government did not halt aid to the LUF until 2011, years after the conflict was well underway and the aide was being utilized for war efforts rather than reconstruction. Bitter sentiments were not expressed officially until the new Estovakian Foreign Minister and former captain of the Eastern Faction Navy, Antonina Koznick stated that the Emmerian government was partly responsible for the outbreak of the Estovakian Civil War. A statement which ratcheted up tensions between the two nations. This animosity, coupled with raids against relief supplies by armed secessionist groups, 40% national unemployment and international concerns about once again propping up a military dictatorship in Estovakia by supplying them with aid materials, maintained a certain level of tension between Emmeria and Estovakia. This tension continued up to the outbreak of the EE War on August 30th, 2015 which started with Estovakia invading Emmeria's capital city, Gracemeria. Source(s) Ace Combat 6, ​Estovakian Assault Record #5, 6, 9, 10, 15, 16, 17, 20, 23 Soft Bank Creative, Ace Combat 6: Fires of Liberation Complete Guide, Page 171 Front Line Military Journal, The Aerial Fleet Initiative, February 26th 2016 Gaze, Last Christmas, January 1st 1999 The Emmerian Chronicle, February 5th, 2014 About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Hardpoint: ECMP in Ace Combat

    We play Ace Combat for thrilling, high-speed aerial combat. A heroic pilot rushing into the heart of the enemy force, singlehandedly destroying entire squadrons with cutting-edge missiles and top of the line combat aircraft. Getting high completion ranks in Single player relies on destroying enemies quickly, and player vs player victories are decided by outperforming rival players from around the world. Doing something like willingly giving up a special weapon that can obliterate a group of targets from the land, sea or air seems pointless. But it's often forgot that a keen defense is just as good as a relentless offensive. Electronic Counter Measure Pod ​​ The ultimate form of electronic countermeasures within the Ace Combat series would come with the release of Ace Combat 5: The Unsung War on October 21st, 2004. For the first time, players could equip a special weapon known as the Electronic Counter Measure Pod (ECMP). ​ The ECMP had a number of unsavory restrictions tied to it from the moment it was introduced. In comparison to other special weapons, it often has the lowest 'ammunition count' and the smallest effective range. Of these restrictions, the lack of aircraft capable of deploying ECMP continues to be a limiting factor, with the average number of aircraft available for use ranging between three to six per game on average. From 2004 to 2010, the electronic countermeasure pod was widely considered by many players to be nothing more than a defense system that fulfilled the role of the traditional chaff and flare dispensers found on real-world combat aircraft. ​The introduction of a chaff/flare game mechanic for players would not come until the release of Ace Combat: Assault Horizon (2011). ​ Though the limitations of the ECMP didn't change much with the release of Ace Combat 6: Fires of Liberation (2007), the introduction of widely accessible online multiplayer would deepen the understanding and deployment of the ECMP. Ace Combat 6 online multiplayer became a proving ground. A place where their skills and strategies they honed from every Ace Combat game they've played would be matched directly against one another. Within a year of Ace Combat 6's release, many individuals, and online squadrons (groups of players that formed long-term teams) sought new strategies to maintain their edge. The value of the seemingly restrictive ECMP had begun to increase once new multiplayer tactics were developed to utilize the few seconds of coverage it could provide. Some online squadrons would go as far as privately researching the capabilities of the ECMP in private online matches among their squad mates. The information they gathered would later be utilized to deploy and counter the ECMP in official squadron versus squadron matches. The ECMP underwent many changes with the release of Ace Combat Assault Horizon (2011). Its improved default capabilities coupled with further enhancements with "Skill" upgrades made this special weapon a true squadron support tool. The most effective form of ECMP is seen in Ace Combat Infinity (2014) which combines elements of legacy ECMP with the Assault Horizon ECMP variant. Legacy ECMP The first generation ECM pods for the Ace Combat series. This data is applicable for Ace Combat 5, 6, X, X2, Zero and 3DS (Assault Horizon Legacy/Cross Rumble). The exact jamming range of Legacy ECMP could not be determined easily due to the lack of a visual representation of jamming range, as seen in Assault Horizon and Infinity. Ace Combat 6: Fires of Liberation introduced a set maximum range for ECM. Much of the research for Legacy ECMP started with the Ace Combat 6 variant of the ECMP. For quick reference, Ace Combat 6 jamming range is the inner most circle of the in-game radar display shown in the bottom left corner of the heads up display. Assault Horizon ECMP For a time, the ECMP seen in Ace Combat: Assault Horizon was capable of covering an area large enough to support a squadron of aircraft in co-op and multiplayer game modes. When utilizing the multiple ECM related Skill upgrades, the ACAH ECMP had the largest jamming range in the Ace Combat series. It did not completely disable incoming hostile weaponry in Player vs Player game modes, but it did increase the time it took for enemies to gain a lock onto the ECM emitting aircraft or any allied aircraft within the emission range. ​With the introduction of compatibility packs (game updates) following Ace Combat: Assault Horizon's release, the ability to stack Skill upgrades was removed and overall performance was also reduced. The special weapon was forced to return to a level similar to that of the Legacy ECMP in which it had a short range and emission time, but successfully disrupted incoming guided missile fire. all Skill stats are null in void during actual game play due to compatibility packs.​ The Extra ECM skill increases the special weapon ammunition count by four. It does not provide a enhancement to range, emission time or reload speed. As such it is not listed on this information table. Infinity ECMP This version combines characteristics of the Assault Horizon and Legacy jamming pods, making it the best version of the ECMP in Ace Combat so far. The effective range is visible on radar, represented with a large blue circle or a white circle if a friendly aircraft from a different allied flight is emitting ECM. It is important to remember that ECM from a different flight does not protect all aircraft from both flights (i.e. if the friendly jammer aircraft is on Bravo team, aircraft on Alpha team will not receive ECM coverage). In single player and online competitive co-op mode, the ECMP has a significantly extended emission time in comparison to all past versions of ECMP. Its performance can be enhanced by leveling up the special weapon and equipping Aircraft Tuning parts designed for ECM. By equipping a specific combination of parts, it is possible to maintain consistent coverage over an extended area, allowing allied aircraft to operate with minimal concern for incoming air-to-air or surface-to-air missiles. In player vs player game modes (Team Death Match (TDM), Naval Team Death Match (NTDM) ) ECMP performance is restricted. The emission time is reduced to the shortest emission time of all player controlled jammer pods in the Ace Combat series. All aircraft parts that enhance the abilities of the ECMP are rendered ineffective during team death matches. Deployment Notes Effect of Active ECMP While the Electronic Countermeasure Pod is active, any hostile guided weapon that enters its effective range has its guidance system disabled. After it is disabled it will proceed flying in a a straight line along its flight path until it times out or impacts another object (ground, ocean, building, etc). The effects are immediate and do not require that the enemy weapon(s) remain within jammer range for a set amount of time. One second of contact with an active ECM is enough to jam a weapon guidance system. It is important to remember that while the ECMP is active, any guided weapon that enters its range will become unable to guide onto targets. Even after the weapon has left the emission range its guidance system has already been disabled. ​ Emission Range This is the area that the ECMP effects. The exact range varies depending on game, aircraft tuning parts and aircraft level. The ECMP range is recorded using the in-game radar which displays objects in two-dimensions. Through testing, it has been verified that the effective horizontal range is also applicable vertically, which gives the ECM field a sphere shape. If the emission range of the ECMP is 10000ft, it is effective at 10000ft in every direction around the aircraft. ​ Unguided but Dangerous ​It is not recommended to proceed flying in a straight line, directly at the weapon that has just been jammed. A minimal amount of movement (yaw, altitude change, rapid change in speed) is required while emitting ECM. After a weapon has been disabled it loses its guidance capability but this does not mean that its explosive charge is disarmed. An unguided weapon will still inflict the same amount of damage to the player's aircraft. Any weapon with a blast radius will still cause damage across that blast radius even after being jammed. ​​Basic SEAD An aircraft providing ECMP support can utilize basic suppression of enemy air defense (SEAD) tactics to ease the level of difficulty when attacking enemy land and sea forces. Using the ECMP to block out incoming missile fire while targeting enemies firing Surface-to-Air Missiles at them. Air-to-Surface Weaponry ​The ECMP is also effective on guided air-to-surface weaponry (weapons designed to attack buildings, vehicles, ships, etc) launched by enemy aircraft. This is the most uncommon use of ECMP which requires more effort and planning in comparison to defeating air-to-air weaponry. Attempting to jam air-to-surface weaponry requires that the player deploying the ECMP keeps the enemy aircraft firing air-to-surface weaponry within their range. By utilizing the radar or visually confirming a weapon being fired, the player can activate the ECMP before it can guide onto a target. LAGM, LASM, XAGM: The standard attack profile of these weapons requires them to fly above their target, then perform a sharp dive to attack it from above where it assumed to be thinly armored. Jamming these weapons before they get above target will prevent them from making their final turn, causing them to fly by harmlessly. The attack profiles of these weapons can change depending on game and the distance or angle they were fired at. An advanced understanding of how these weapons operate is recommended. GPB: This bomb utilizes guidance fins to direct itself onto a target as it falls. Enemy aircraft using this special weapon frequently rely on the GPB's ability to guide itself and often won't set up to drop it as though it was a standard Unguided Bomb (UGB). The sooner this weapon is jammed by the ECMP, the better, as it will deny its ability to guide itself onto a target. If a GPB is jammed too late within its drop sequence, the relatively small blast radius of the unguided GPB will still damage or destroy its target. Research The data provided for ECM specifications in this article was gathered through multiple in-game research efforts focused on the electronic countermeasure pod special weapon. The first in-game study was done in 2008 by an Ace Combat online squadron known as 12th MNAT Ribbon. The week long study established baseline data for Legacy ECMP; including the identification of ECM emission time, effective range, shape of the ECM burst, weapons that could be jammed, flight characteristics of jammed weapons and the creation of basic tactics for ECMP deployment in a multiplayer environment. ​ Much of this data would be reconfirmed and multiplayer tactics were expanded upon in a second study by another online group, Strategic Military Services, in 2009 and 2011. The fourth study would be performed in 2014 by the Sphere Aerospace, a Ace Combat Infinity focused group of members from Electrosphere.info. For the release of this article, information for Ace Combat Infinity was expanded upon with other information being reconfirmed. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Hardpoint: Electronic Countermeasures in Ace Combat

    Within the Ace Combat series advanced forms of electronic countermeasures (ECM) has exclusively been a non-player character (NPC) feature since it was first introduced. NPC ECM is commonly deployed by enemy forces in an effort to increase the difficulty of single player missions. Electronic countermeasure support is not usually deployed in favor of the player or their allies. ​ Though the presence of ECM cannot be specifically confirmed in Air Combat (1992/1995), mission 6 of Ace Combat 2 (1997) is the first mission to introduce electronic countermeasures within its briefing. A pair of E-767 Vigilante AWACS aircraft disrupted or "jammed" the player's radar, making it harder for them to track the enemy units using their radar. By hindering radar detection from all ranges, it forced the player to rely more on small pieces of information they could glean through breaks in the enemy jamming. ​​ ​ ​​​From Ace Combat 2 to the release of Ace Combat Infinity (2014), NPC ECM would become a reoccurring factor in a limited amount of missions for Ace Combat releases on PlayStation 1, 2, 3, PlayStation Portable, Nintendo DS and Xbox 360. As the series advanced in regards to graphics and game mechanics so too did ECM. The basic forms of NPC electronic countermeasures are primarily focused on disruption of navigation systems and communications. More advanced types of ECM are capable of tricking and denying player controlled weapons systems. Often times enemy NPC units will use multiple types of ECM at once to effectively disrupt the player. ​In Ace Combat 5 Electronic Counter-Countermeasures (ECCM) were also introduced but was closely tied to the plot of the story. It wasn't used much outside of in game plot points which used ECM interference to drive the story forward. As such, allied ECCM wasn't really a factor in game play. A second form of ECM is enemy deployed Electronic Support Measures (ESM). ESM acts differently than ECM in a few different ways, but ESM that is deployed by enemy forces reduces the homing performance of missiles fired by the player or their allies while they operate within enemy ESM range. In that sense, it is a electronic countermeasure. NPC ECM Platforms The electronic countermeasure platforms used by non-player character allies and enemies are usually aircraft or land-based installations. Aircraft are the most common ECM platform used. NPCs frequently use known military electronic jammer aircraft like the Su-24MP, EA-18G, Tornado ECR, along with larger aircraft like E-767 Vigilante, IL-76 and similar platforms. Land based jammers come from specific types of radar vehicles or military installations. Certain notable super weapons like the Excalibur Anti-Ballistic Missile System and Stonehenge Spaceguard Turret Network utilizes electronic counter measures to ward off attacks from close and long ranges. Types of ECM Communications Jamming Experienced in single player missions, frequently used in plot related events. Communication between in game allies is disrupted by ECM causing confusion. Static on the radio and missing words within subtitles are common characteristics. Decoy Projection ​False targets appear on the player’s heads up display and radar. This type of ECM can lead to the waste of mid and long ranged special weapons fire. Visually identifying targets before firing in necessary. By closing into visual range or using the in-game camera to zoom, the actual target can be located. Radar Suppression Jamming that blocks out radar. Its severity can range from the disruption of localized areas to complete radar black out in the mission area. The most common visualization of radar suppression appears as a green circle which emits waves of interference at varying intervals of time. The design of the green circle varies in each Ace Combat game. Weapons System Jamming This type of ECM is designed to deny the guidance capabilities, causing guided weaponry to lose lock mid-flight and disabling the heads up display so it cannot show the position of enemy units. The visual effect of weapons system jamming includes scan lines on the HUD and the disappearance of all enemy target indicators for varying periods of time. Notable Uses in Ace Combat Series ​Morganite ECM System The ADFX-02 Morgan, constructed by the South Belkan Munitions Factory before the events of Ace Combat Zero: The Belkan War, featured a set of highly specialized weapons. Among them was the Morganite ECM system which was powerful enough to physically deflect incoming missile and gunfire from any angle and any range. The only weak point was its inability to cover the area around the ADFX's engine intakes. This meant that the only way to shoot down the Morgan was to fire at it from its direct front. From the point of view of game design, it's clear that the Morganite ECM system was created to enable the iconic joust style final dogfight of Ace Combat Zero. Operation Battle-Axe The Belkan Air Force 22nd Air Division, 4th Tactical Fighter Squadron "Schnee" flew F-14D Super Tomcats supported by an EA-6B Prowler electronic warfare aircraft. On May 28th, 1995, Schnee squadron was deployed to reinforce Belkan forces during the large scale air battle in Belkan strategic priority one airspace B7R. Upon their arrival they engaged the Ustian 66th Air Division, 6th Air Force Unit "Galm" in an effort to stop the Allied Forces from securing the airspace. The air battle ended with Schnee being shot down and the Allied Forces secured a major victory in the Belkan War by seizing B7R.  ​ ​Ace Combat Zero, mission 10 (Soldier) was the first time within the series that an enemy ace squadron utilized ECM in such a way. While the EA-6B Prowler remained at high altitude and suppressed radar, the Schnee F-14s engaged the player with close range weapons and long-range XLAAs (AIM-54 Phoenix). Being unable to track targets with radar, the player was much more vulnerable to XLAA missiles as they were unable to identify which direction they should maneuver to evade the incoming missiles. ​​ Safe Return A U-2 Dragonlady spy plane with the Independent State Allied Forces (ISAF) was damaged by air defenses from the Federal Republic of Erusea. Mobius One of the ISAF 118th Tactical Fighter Squadron would be dispatched to Gnome Ravine to destroy a network of airships carrying ECM emitters. It was vital for ISAF that the jammers be destroyed since their U-2 was forced to fly at low altitude due to damage from Erusean air defenses. After the successful destruction of a large amount of jammers and the interception of Erusean fighter aircraft attempting to destroy the spy plane, the vital data the U-2 gathered was recovered. Evidence of Erusea preparing Megalith as a replacement for the recently destroyed Stonehenge STN. This is the first time such a vast network of ECM was used against the player in the Ace Combat series. The mission maintained a decent level of difficulty without relying on enemies actively pursing the player. With the radar heavily jammed the player is forced to visually spot the airships they're attacking. Pawns in the Game After the death of the General Resource LTD. CEO Aldair Carlos Nascimento, two factions within the mega corporation began to fall into a power struggle. Sensing that one of the two factions could incite a war with Neucom Inc. the Special Armed Response Force of the Universal Peace Enforcement Organization was dispatched to strike a General Resource armory as a measure to remove that possibility. Utilizing ECM coverage provided by the UI-4053 Sphyrna and new R-211 Orcinus aircraft, the armory was destroyed. After the mission's success it was discovered that the facilities were actually corporate housing. The UPEO raid using Neucom marked aircraft had caused the deaths of many civilians and employees. Full on armed conflict between General Resource and Neucom would start shortly afterwards. Ace Combat 3: Electrosphere [JP], UPEO Mission 14 "Pawns in the Game" was the first time ECM coverage had been provided in favor of the player, rather than against them. A second interesting note is that the airship which had deployed the electronic countermeasures would become an enemy. Next Form of ECM The ultimate form of electronic countermeasures within the Ace Combat series would come with the release of Ace Combat 5: The Unsung War on October 21st, 2004. For the first time, players could equip a special weapon known as the Electronic Countermeasure Pod (ECMP) to disrupt guided weapons fired by enemy units. See our article, Hardpoint: ECMP in Ace Combat, for its history, hardware, specifications and more. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Strangereal Study: The Hidden Power Behind the Estovakian Civil War

    This sister article to our first Strangereal Study article comes from the point of view of an investigation. It does not assume the existence of the main subject, as its existence in Strangereal was not made public knowledge even after its destruction. This investigative approach allows for a unique way to learn about this subject. Traces of a hidden power behind the end of the Estovakian civil war can be found in translated in-universe materials, pilot records and in-game information from Ace Combat 6. Introduction The defeat of the Lyes United Front (LUF) by the considerably outnumbered Eastern Faction may be accredited to more than tactical prowess or the strength of its air squadrons. The LUF had a considerable numerical advantage regarding sheer firepower near the end of the Estovakian Civil War. It is hard to believe that the Eastern Faction could capture 80% of their territory, then soundly defeat them in just over a week of combat, without the presence of an overwhelming new strategy or weapon deployed to the battlefield. We begin our analysis of the Eastern Faction's victory by reviewing a bold and seemingly impossible plan presented by the leader of the Eastern Faction. The proposal was made before the outbreak of the civil war by Colonel General Gustav Dvornik. This man would later become the leader of the Eastern Faction and eventually the Supreme Commander of the Estovakian Army after the end of the civil war. The Aerial Fleet Initiative sought the development of a new strategy for establishing and maintaining air superiority over broad areas. The system would be refined with long-range attack capabilities and deployment of air-launched carrier fighters. The term "air-launched fighters" seems to refer to an airborne version of the launch and recovery system found on a naval aircraft carrier. This would be ideal for a nation such as Estovakia; half of its national geography is mountainous, and it's proximity to the North Pole limits naval operations. The ultimate goal of this concept being the ability to hold control over large areas of land for extended periods of time. At the time it was assumed to be impossible for Estovakia to amass the finances, resources or advanced technology needed to make it a reality. Even before the 1994XF04 Ulysses asteroid impact, the state of Estovakian domestic weapons technology was nowhere near developed enough to pursue such an audacious project. ​Estovakian domestic weapons development was not a priority due to their reliance on importing weaponry. Estovakia had been procuring weapons for its military from the Union of Yuktobanian Republics and the Principality of Belka since 1970. Weapons imports from Belka ceased in 1995 after the principality's defeat in the Belkan War. The damaged caused by the Ulysses asteroid in 1999 devastated national infrastructure which would further setback any domestic weapons projects. In 2002, Estovakia was placed under weapons import restrictions via a strategic materials control act by the Republic of Emmeria, the Osean Federation, and other nations, due to Estovakia becoming unstable and armed factions beginning to form within its borders. An extended civil war would follow shortly afterwards and wouldn't end until 2014. These conditions are not conducive for a concerted weapons development project. And yet, Estovakia nearly defeated the Republic of Emmeria in the EE War of 2015. When comparing the Emmerian military capability before the EE War to the combined combat potential of the Estovakian civil war armed factions at the height of the civil war - which arguably was a more significant force than the reformed Estovakian military after the civil war - Emmeria had more combat potential. How could Estovakia, still recovering from so much internal strife and economic setbacks, nearly defeat one of the best-organized armed forces in the world? Their military gained control of almost all of the Emmerian mainland in just two months of combat in 2015. That in itself is reminiscent of the Eastern Faction's sudden victory in the Estovakian Civil War.  ​ ​ Within the Shadows of the EE War ​The investigation of the civil war's end leads us into Estovakia's future conflict in 2015. It is there that the presence of a hidden force begins to surface on a international scale. The opening Estovakian military strike of the EE War on August 30th, 2015 resulted in the capture of Gracemeria, the capital city of the Republic of Emmeria. After a brief success in blunting the Estovakian surprise attack, 70% of the responding Emmerian forces were destroyed by what was described as "huge fireballs" about 1 kilometer in diameter. These fireballs blanketed the airspace above Gracemeria. The reports of those explosions came in simultaneously with cruise missiles entering the area. The same cruise missiles and fireballs from August 30th would be seen time and time again as Emmerian forces retreated westward from the advancing Estovakian troops. In September 2015, the Doypalm Bay Offensive in San Loma would be a crucial victory for Estovakian forces. With the capture of San Loma, Estovakian troops succeeded in pushing the bulk of what remained of the Emmerian military off the mainland. During this battle an eyewitness would surface, whose information was then coupled with a release of photos from the Union of Yuktobanian Republics.  ​​ The February 26th, 2016 issue of Front Line military journal featured an eyewitness account from an anonymous Emmerian military officer. He had participated in the defense of San Loma in September 2015. Using the alias of "Mr. Allen" to protect his identity, his account detailed his effort to intercept cruise missiles flying towards San Loma, which resulted in the loss of his aircraft. After barely being able to eject from his plane, he landed safely and observed cruise missiles flying towards San Loma which exploded into fireballs above the combat area. Mr. Allen then witnessed two aircraft after he landed on a nearby beach. The first aircraft being a fighter jet painted black and red which entered San Loma from the same direction the cruise missiles were fired from. The second aircraft was massive, visible as far away as Mount Nix, which was 30 to 40 kilometers away from him at the time. Mr. Allen describes it as being "so enormous that its wings tore the clouds apart." This eyewitness account coincides with multiple rumors from Emmerian soldiers about a large plane that was spotted across various battlefields in Emmeria. ​ ​The red and black fighter that was mentioned is believed to have been operated by the Estovakian Central Forces Precinct Air Force 370th Aviation Regiment, 9th Tactical Fighter Squadron "Strigon". This squadron was officially stationed in occupied Gracemeria throughout 2015. The Strigon squadron operated Su-33 Sea Flanker fixed wing fighters capable of launching from aircraft carriers. With no Estovakian held operational runways between San Loma and Gracemeria during that phase of the war, the aircraft must have received in-flight refueling or was launched from an aircraft carrier. However, it's least likely that it was launched from a naval vessel.  ​ Su-33 Flanker-D operated by 9th TFS Strigon (Photographer: Fighterman) It was revealed by the Union of Yuktobanian Republics that in April of 2015 one of their spy satellites spotted an unknown, massive aircraft. The aircraft, similar in design to a manta ray, remained airborne for three days. It flew from a coastline in southeastern Estovakia, then disappeared on the fourth day near the northeastern coastal area. In the vicinity of its point of disappearance was an oil drilling facility managed by Estovakia's Oil Development Corporation.  ​​​ ​​​Research into the aforementioned oil drilling facility shows that it was previously abandoned for 18 years. The facility was abandoned in 1990 but repaired and expanded in 2008 by the Eastern Faction during the Estovakian Civil War. The oil drilling complex put in place after 2008 was far too large for the amount of oil estimated to be available for the area.  ​ ​​The Yuktobanian spy satellite images of the giant aircraft and oil drilling complex from April 2015, coupled with eyewitness reports of Emmerian troops during the EE War were used to estimate the size of the unidentified giant aircraft. The wingspan and length of the unknown giant aircraft were roughly as large as the oil drilling complex it mysteriously vanished near. ​Compiling the available information implies the realization of the Aerial Fleet Initiative. But even then, skepticism remained from military analysts. Despite there being flight records of giant aircraft in the past, an aircraft of that size capable deploying and recovering other aircraft was unprecedented. The advancement in technology needed for Estovakia to construct such a weapon could still not be explained. This missing link would be discovered through the record of a pilot that came to Estovakia before the civil war.​ ​ ​Estimated Capability of Unknown Giant Aircraft The following calculations came from military analyst Vincent Baldwin as published in Front Line military journal, 2/26/16 - a Strangereal canon magazine. The 3000km-range cruise missile with an up-to-date guidance system. Its shock waves embroil wide areas. 72-hour flight ability. Capable of firing the cruise missile consecutively. Capable of carrying many aircraft. Capable of deploying fighters and attackers while airborne. Technology Transfer ​The missing evidence that would explain the sudden technological leap would surface in the assault record of a pilot named Lorenz Riedel. Not an Estovakian born citizen, Riedel came to Estovakia from the Principality of Belka. ​​His roots can be traced back to him being a member of the Belkan Air Force 18th Air Division, 5th Tactical Fighter Squadron in 1995. The squadron was lead by Commander Anton Kupchenko, who was once the chief engineer of Project Pendragon. This was an advanced weapons development program launched in the 1970s by the Principality of Belka. Among the new technology and weapons created was a giant airborne heavy command cruiser and burst missile technology. ​Riedel and several other Belkan defectors managed to escape the post-war inquiries made by the Allied Forces by fleeing to Estovakia. Political ties between Estovakia and Belka are presumed to have been amicable during that time due to the import of Belkan weapons for decades. These Belkan defectors were later accredited with assisting in the development and construction of new technologies for the Estovakian military. Investigative reports also claim that the research brought with these defectors became the deciding factor in the Estovakian Civil War, though the type of information provided and new technologies developed was never completely clarified. During the Emmerian counterattack in the EE War, the presence of the unknown giant aircraft, its purpose, and its capabilities were confirmed just before the Emmerian recapture of San Loma on February 15th, 2016. This battle plan utilized top secret information from Emmerian intelligence agents, many of whom had lost their lives gathering the data. This intelligence was coupled with missile samples, small unmanned aerial vehicle samples, radar records and analysis of all battles in which air bursting cruise missiles appeared. They were compiled into an attack plan to destroy the centerpiece of the invading Estovakian force. ​ ​ ​Heavy Command Cruiser ​In February 2016, the P-1112 Aigaion heavy command cruiser was identified by Emmeria as the flagship of the Estovakian Aerial Fleet; the final product of the Aerial Fleet Initiative. This fleet consisted of five massive aircraft centered around the abilities of the heavy command cruiser. Its escort P-1113 Gyges aerial battleships and P-1114 Kottos electronic support aircraft provided the Aigaion itself with electronic warfare support and more firepower if needed. The its long range strike capabilities, extended flight range and ability to launch aircraft was the driving force behind Estovakia's advance across the Emmerian mainland. ​ Though this was the first time the presence of the Aerial Fleet was confirmed outside of Estovakia, the P-1112 Aigaion had seen combat in the Estovakian Civil War in January 2013. The Eastern Faction deployed the Aigaion against the Lyes United Front in the final week of the war. The heavy command cruiser's overwhelming capabilities were joined with their elite flight squadrons, Strigon and Vampire. This was the true force behind the Eastern Faction's victory and the reunification of Estovakia beneath a military regime. The concealment of Aigaion from public knowledge can be accredited to two things. First, the rebuilt and greatly expanded oil drilling complex controlled by the Eastern Faction in 2008. The size of that facility would allow for the construction of the heavy command cruiser and aircraft of similar size with no airborne or space-based reconnaissance asset capable of seeing it from above. Its appearance as a non-military related oil facility also deterred any suspicion. With the Aigaion being designed to operate on the ocean, it was most likely constructed in a secret facility within the oil drilling complex. With this facility being large enough to house the Aigaion, it would be able to be physically concealed at any time as well. ​Second, following the end of the civil war and the reunification of Estovakia, many of the former members of the Eastern Faction became leaders of the new Estovakian central government. They believed that the misguided reconstruction efforts of Emmeria caused the civil war to occur and also extended the duration of the conflict. With this animosity within the Estovakian government and national military, the decision to conceal the P-1112 Aigaion comes of no surprise. ​ ​Officially, the existence of the Aigaion was not made public even after its destruction on February 20th, 2016. This is made evident by the fact that Front Line Magazine "Aerial Fleet Initiative", which was released on Feberuary 26th, 2016, did not confirm Aigaion's existence or destruction and could only present the possibility of an aircraft of such size existing. If its existence was made public after the EE War is unknown. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Hardpoint: SOD in Ace Combat

    The term "standoff", in reference to military use, indicates the ability to strike a target while keeping the aircraft that launched the weapon outside of the range of the enemy's defensive weaponry. The Stand-Off Dispenser (SOD) is a special weapon that can strike ground and naval targets at mid-range using bomblets or other submunitions. This analysis article presents information about this Ace Combat special weapon, including detailed deployment notes. ​The SOD first appeared in Ace Combat 04 (2001) on the Dassault Rafale M, the only aircraft in that game capable of equipping it. The number of aircraft that could equip the SOD gradually increased and decreased starting with the release of Ace Combat 5 (2004). The highest amount of variants of the SOD was seen in Ace Combat Zero (2006) with six different models of the weapon appearing. ​ ​Ace Combat: Assault Horizon (2011) included an important new visual upgrade, giving it a visible impact area on the Heads-Up Display (HUD). Much like the visual cues for Unguided Bombs (UGB) and Guided Precision Bombs (GPB), a set of circles are displayed on the HUD which show where the bomblets will impact on the surface. ​The introduction of Aircraft Tuning in Ace Combat X: Skies of Deception (2006) would have little to no impact on the SOD until the release of Ace Combat Infinity (2014). The modifications available to the SOD in Infinity were extensive, capable of increasing the dispersal area and overall attack power of the weapon. A new variant of the SOD that could only be carried by strategic bombers, known as the Modified Stand-Off Dispenser (MSOD) was also introduced in Ace Combat Infinity. ​ Weapon Animation The Ace Combat 04 version has the most unique animation for its bomblet dispersal. The missile body of the SOD leaves behind a small contrail while the bomblets, when deployed, hang in mid air for few seconds before glowing orange, then flying downward to the surface. The glow emitted by the bomblets is similar to that of rockets from the Rocket Launcher (RCL) special weapon.  ​ ​ ​Starting with Ace Combat 5, its animation was more standardized as it shared the same bomblet explosion effects as the Self-Forging Fragmentation Submunitions (SFFS) and the Bomblet Dispenser (BDSP) special weapons. Clouds of dirt appeared as the bomblets hit the surface. ​​The animation for Ace Combat 5, Ace Combat Zero, Ace Combat X, Ace Combat: Joint Assault (2010), and Ace Combat 3D: Cross Rumble (localised as Ace Combat: Assault Horizon Legacy) (2011) were similar with the weapon's explosion animation being somewhat subdued. In Ace Combat 6 (2007), the SOD received a small animation upgrade making the impacts more visible. A new animation featuring even larger explosions was introduced with Ace Combat: Assault Horizon and was carried over into Ace Combat Infinity and Ace Combat 7: Skies Unknown. The new animation also included new Heads-Up Display cues which showed where the bomblets of the weapon would impact on the ground. The video below was created by Armored Core Network to demonstrate the differences between the MSOD and SOD in Ace Combat Infinity. Though the test itself shows the weapons at different levels and is considered flawed by its uploader, the video does show the HUD cues for each weapon clearly. SOD Models AGM-154A JSOW The AGM-154 JSOW (Joint Stand-Off Weapon) is the product of a joint weapons development program between the United States of America Air Force and Navy. The AGM-154A, the first variant of the JSOW, uses over 145 BLU-97 sub-munitions to strike its targets. In Ace Combat, the AGM-154A JSOW is the model frequently seen on American designed aircraft. The MSOD for strategic bombers in Ace Combat Infinity are also JSOWs with improved range, more submunitions and higher accuracy. The size of the MSOD is somewhat larger than the SOD overall. Bombkapsel 90 Also known as the DWS 39 Mjölner, this weapon is manufactured by DaimlerChrysler Aerospace in Germany in a joint project with Sweden. It deploys a classified submunition system which differs from traditional cluster bomb munitions by being able to prevent ordinance from exploding without receiving a specific launch indication. In the real world, this is an important feature following the introduction of the Convention on Cluster Munitions in an effort to reduce civilian casualties caused by unexploded ordnance. In the Ace Combat series, the JAS-39C Gripen uses the BK-90 as their SOD model. MBDA APACHE The APACHE AP is a anti-runway air-launched cruise missile proposed by France in 1983. The Arme Propulsée ÀCharges Éjectables (APACHE) program was to be completed by France and Germany, but the company MBDA finished its development after 1988. APACHE deploys ten KRISS runway penetration submunitions to attack its targets while the body of the missile passes over said targets. ​In the real world, France deploys the SCALP-EG cruise missile, with other nations in Europe and the Middle East deploying the MBDA Storm Shadow. Unlike the MBDA APACHE, the SCALP-EG and MBDA Storm Shadow use a single large warhead rather than submunitions. That being said, the SOD model commonly used for the Dassault Rafale, Tornado GR.4 and Eurofighter in the Ace Combat series would have to be the MBDA APACHE rather than their single warhead counterparts. Unidentified SOD 1 An unidentified standoff missile design. It may be an original design created using common characteristics found on existing standoff missiles in the real world. This model of SOD is used for all compatible aircraft in Ace Combat titles on the PlayStation Portable and Nintendo 3DS. Unidentified SOD 2 An unidentified standoff missile design. It may be an original design created using common characteristics found on existing standoff missiles in the real world. ​​ Unidentified SOD 3 An unidentified standoff missile design. It may be an original design created using common characteristics found on existing standoff missiles in the real world. ​​ Weapon Deployment It’s best to think of the Stand-Off Dispenser as a cross between the Bomblet Dispenser (BDSP) and Long-range Air-to-Surface Missile (LASM). ​The length and width of its effective area varies somewhat between each Ace Combat game, not including any modifications that could be made through Aircraft Tuning. The SOD’s flight path has it fly over the target it was launched at, rather than impacting it directly. Dispersal of the bomblets begins shortly before the weapon passes above its target, then proceeds in a straight line following the flight path it was fired from. ​For the Effective Deployment section of this article, diagrams will be provided to explain basic concepts. The image below explains the symbols shown in these upcoming diagrams: Land Targets ​​The Stand-Off Dispenser is most effective against light and medium armored vehicles such as tanks, armored personnel carriers, anti-aircraft guns, SAM sites and similar units; buildings and non-reinforced structures can also be destroyed relatively easily. When launching the SOD, positioning the aircraft so that the weapon passes over the highest amount of targets is vital in maximizing their effectiveness. Though they do have a guidance system, their ability to handle being fired from high dive angles or from horizontal offset towards a target is not as high as other air-to-ground missiles (XAGM, LASM, LAGM). The SOD will be even more effective if the player lines up with the target and places the aircraft onto an optimal attack course. The diagrams below show examples of attacks against a cluster of land-based targets. Diagram A An ineffective deployment of the SOD. Using it on a single target is a waste. A single target can be handled by the aircraft's gun or Standard Missiles (MSSL). ​ ​ Diagram B An effective deployment of the SOD. With the aircraft lined up to strike a row of targets. The targets within the effective range will be destroyed and the target on the right edge of its range will most likely be damaged. ​ Naval Targets ​​The common shape of naval vessels makes them longer than they are wide, which benefits the SOD dispersal area. This makes the SOD an effective anti-ship weapon if deployed correctly. Due to the SOD releasing its bomblets into the ocean there will be no splash damage caused to the ship by bomblets exploding around it. Diagram C and Diagram D further explain SOD anti-ship deployment: Diagram C To ensure that the SOD inflicts maximum damage against ships, attacking them along their length is most effective. When deployed this way, there is a far higher chance that all of the bomblets will impact and destroy all of the ship’s weapons with the possibility of the bridge being left intact or destroyed, the latter sinking the ship in the process. ​ Diagram D Damage can still be caused if fired horizontally, but fewer of the bomblets will impact the ship because the weapon will not fly over the full length of the ship. Horizontal attacks primarily target the center of the ship. Usually, destroying the bridge results in the ship itself sinking. However, the chances of the bridge being destroyed are lessened when attacking the ship horizontally. Terrain Warning The SOD does not handle mountains or tall hills well. Due to its flight path bringing the weapon close to the ground as it travels, the risk of the SOD impacting terrain is higher than most other guided air-to-surface weaponry. Remember to factor in geography when deploying this special weapon. Altitude and Dive Angle The altitude and angle that the SOD is released from can affect its dispersal pattern. Launching this special weapon in a steep dive at lower altitudes will cause it to disperse its bomblets in a smaller, more circular area, similar to the SFFS bombs released at low altitude. ​Against Elevated Targets Elevated targets such as oil platforms and towers may escape damage or only receive minimal damage due to the bomblets having a lower chance of impacting these targets while they free fall to the ground. A majority of the bomblets released by the SOD will miss the target with only the central portion of its effective engagement area having a chance to hit. Rather than waste an SOD on these targets, use of Standard Missiles and the aircraft gun are recommended.  ​ Against Hardened Targets Deploying the SOD against hardened targets, such as bunkers, fortresses, and heavily armored ground targets, is not recommended. These targets, that take more than three standard missiles to destroy, would require multiple SODs to destroy them. As this weapon is more effective at destroying groups of targets, firing two or more of them to destroy a single high-value target would be a waste of firepower. Using Standard Missiles and the aircraft gun, alongside no more than one SOD is recommended. Clearing out air defenses around the hardened target will make it easier for Standard Missiles and the aircraft gun to be used. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Real Flight Controls in Macross Games

    Within the high flying, dynamically transforming and musically inclined Macross franchise, there are games of various genres. Of the games released since the 1980s, 3D flight shooters released in the late 2000s and throughout the 2010s have included an optional Real Flight Control setting for the Fighter mode of their Variable Fighters. ​For the sake of clarity, terms primarily used in the Macross series will be used throughout this article. ​ Variable Fighters Whether you know of Variable Fighters from Macross or Robotech, these high performance mecha are most recognizable for their ability to transform into three different modes. This was made possible when in the TV shows humans obtained and developed Over Technology after a Protoculture alien star ship crash landed on Earth. Of the many fantastical technologies developed, Variable Fighters became the primary front line war machine against the enemies of humanity in Space War I (Super Dimensional Fortress Macross, 1982) up to the most recent conflict in the Brisingr Globular Cluster (Macross Delta, 2016). The three modes Variable Fighters can transform into are: Fighter, Battroid and GERWALK (Ground Effective Reinforcement of Winged Armament with Locomotive Knee-joint). Each mode has an ability it specializes in with certain weapons that are more effective depending on which mode they are being utilized in. Fighter Mode is the form most commonly used for long distance travel, high speed attacks and aerial combat. This form gives Variable Fighters an appearance similar to human developed fixed wing combat aircraft. Primarily fourth and fifth generation aircraft. Real Flight Controls Though the franchise's first 3D action game - Macross: Digital Mission VF-X (February 28th, 1997) - also featured somewhat realistic controls, Real Flight Controls (RFC) have become the official name for realistic flight controls in 3D Macross games starting in 2008. This remains true as RFC is available in the most recent 3D action game, Macross Delta Scramble (October 20th, 2016) on the PS Vita. Unless RFC is switched on, Variable Fighters in Flight Mode operate with what is referred to as Normal flight controls. This is a simplified control setting which limits the ability to roll and arguably decreases potential maneuverability to a certain extent. However, it also negates the need to properly manage speed and aircraft attitude while in combat on planets or moons with atmosphere and gravity.​ Real Flight Controls were first introduced by name with the release of Macross Ultimate Frontier (October 1st, 2009) on the PlayStation Portable (PSP). By activating Real Flight in the options of the game, flying in Fighter Mode becomes more of a flight shooter experience. A full Heads Up Display (HUD), controls that allow for full input of pitch, roll and yaw and the camera either showing HUD only or being positioned behind the Variable Fighter in a third person view. For those that are used to flight simulators and flight shooters that use flight controls closer to real-life aircraft controls, activating Real Flight Controls is a benefit. The Normal, more arcade like controls Macross uses as a standard flow better with the high speed, transforming robot combat the series is known for, but RFC brings more clarity and control to the action. ​PlayStation Portable Titles Macross Triangle Frontier (February 3rd, 2011) is being used as the title for information on Real Flight type controls in Macross games on the PlayStation Portable. The reason for this is because it is the final PSP release for the franchise, but it is the most advanced version of the Ace Frontier series developed by Studio Artdink. There are three games within the series, each of which use the same game engine but expand on their content with each consecutive release. Real Flight controls in Macross Triangle Frontier benefits from having a large amount of vertical freedom. In missions where land based combat is an option, the altitude ceiling is 4000 (measurement undefined) with maximum speeds capable going beyond 1000 (measurement undefined) depending on the stats of the Variable Fighter used. This altitude is technically doubled to a maximum altitude ceiling of 8000 in high altitude levels, but the lowest altitude attainable is 4000. While using Real Flight controls, an effective use of slashing style attacks allows for volleys of missiles and gun fire to be focused onto targets; the iconic Macross Missile Massacre. This can be done all while maintaining a reasonable distance to evade counterattack or gain distance in the event a humanoid shaped or Variable Fighter enemy attempts to move in for close range combat.  ​​An immediate, problematic change in game play using RFC is the exaggerated effect of gravity. When reducing speed using the designated button altitude loss begins immediately. No matter the speed or attitude, the loss of altitude begins immediately. Rolling inverted also incurs rapid altitude loss. Each of these can negated for the most part by temporarily going to maximum speed or performing an evasive roll. Fortunately Macross games are fairly forgiving starting in the sense that ramming into the ground or bouncing off of large enemies does not cause damage or immediately destroy the aircraft.  The default button layout of the PSP is somewhat of a handicap, especially with a second pair of shoulder buttons being unavailable for a more flight sim friendly setting. However, by reassigning multiple buttons the awkwardness can be minimized. Macross 30 Though there have been a handful of Macross games on the PlayStation 3 (PS3), they are essentially re-skinned versions of missions found on the PSP. These PS3 games were bundled with the Blu-Ray movies the missions correspond with. That's not exactly a complaint, but for the sake of exploring Real Flight controls further, a different title will be selected. Macross 30: Singing Voices Connecting the Galaxy (February 28th, 2013) was released on the PlayStation 3 to commemorate the 30th anniversary of the Macross franchise. It features characters, mecha and music from five of the major TV shows and OVAs alongside an original cast and original story. It is widely considered to be one of the top, if not the best Macross game in the franchise thus far. This semi-open world flight action role playing game allows players to enjoy the freedom to explore large areas. Throughout these areas are cities, bandits, aliens, dungeons, side quests, hunting quests, delivery orders, air racing, high speed pursuit missions, boss battles and more. Real Flight Controls benefit from the semi-open world by making travel easier and more scenic, while making air combat maneuvers easier to perform. At the beginning of the first play through, the limited missile range and radar lock on range make RFC harder to utilize. However, by leveling up these stats and equipping specific skills to your character this can be corrected. The largest hindrance for RFC in Macross 30 is the altitude restriction. Even when accounting for the game scale difference between PSP and PS3 releases, you simply cannot reach the same altitudes that could be reached in PSP titles. Though the Macross 30 HUD gives no exact numbers, the altitude restriction is visibly evident. The effect of gravity has been toned down to more realistic levels with ground collisions still not causing any damage. In Macross 30, Fighter Mode with RFC can be a powerful opening strike as it focuses all firepower forward with long engagement ranges (depending on pilot skills and mechanical upgrades). After launching an initial strike, the player has the ability to fly past their targets to set up for a second long-range strike or close distance to transform to GERWALK or Battroid for close-range combat. Attacking specific areas of medium and large warships with high speed missile barrages is great way to weaken them over time while avoiding prolonged engagements at ranges where they can deploy all of their weapons and their escort fighters can encircle the player. Being able to buff up the Fighter Mode of a variable fighter is a conscious choice that won't be easy to pull off without extensive button remapping at times. The reward of being able to use more realistic flight controls in the high speed action universe of Macross is an uncommon but welcome one. Give it a try! About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Thin Ace Combat 7 Assault Records

    Ace Combat 7: Skies Unknown does many things right to bring back the feeling of what many fans would consider the 'original formula' of the series. The atmosphere of the missions, presentation of the world and story twists fall well within the realm of what one would consider "Ace Combat." One of its features, as minor as it may seem, is noticeably lacking. The Assault Records of Ace Combat 7 are unexpectedly thin. The current iteration of these enemy Ace pilot records is nothing like they have been since 2006. ​Assault Records are personnel files of allies and enemies the player encounters throughout the story of certain Ace Combat games. This game feature was introduced to the series with the release of Ace Combat Zero: The Belkan War (2006, PlayStation 2). They would then be seen again using the same name or under a different name with the same function in Ace Combat 6: Fires of Liberation (2007, Xbox 360), Ace Combat: Cross Rumble (2011, Nintendo 3DS) and now Ace Combat 7: Skies Unknown (2019, PlayStation 4). Ace Combat Zero: The Belkan War provided the highest volume of Assault Records with 168 entries available, while Ace Combat 6: Fires of Liberation provides 45 entries. Ace Combat: Cross Rumble provides seven entries on certain characters in the Data Viewer - which provides information in the same way Assault Records do. Ace Combat 7: Skies Unknown presents twenty-four entries. AC7 ASSAULT RECORD GALLERY Ace Combat 7 Assault Record gallery screenshots provided by TaskForce 23. The inclusion of Assault Records to the Ace Combat series was more important than the volume of text available would lead someone to believe. A few sentences of biography seem unimportant when shooting down a named enemy Ace to gain access to a unique paint scheme is the prize. However, for those that choose to delve deeper into the intricate world of Strangereal, these records are small windows into its minor details and background events. Through reading these entries and comparing them with known information at the time of their game release, new details about Strangereal were presented. Minor details like the marital status of pilots and their hometowns could be found alongside information concerning Presidential assassination attempts, wars in unknown nations, shadowy technology transfers, the downfall of a governments and more. The Assault Records of Ace Combat 7 are more like a trophy case than a library of data entries. Its single-page entries certainly feel more like Flavor Text than what their name implies. With only introductory information on the pilot, their unit and a picture of their aircraft, the layout is similar to how Ace Combat 2 handled the same information. This is less of an intentional throwback as it is more of a minor step back.  Examples of interesting Assault Records from past games are presented below along with explanations of their importance. Screenshots provided by BG. To read all Assault Records from past Ace Combat games, see Acepedia for more information. ACZ 028 - FREDI STARKE First mention of anything in 1940s Strangereal. Implies combat occurred in the 1940s as "Ace" pilots only gain that title from shooting down 5 or more aircraft. ACZ 057 - KREBBER LUDWIG Discusses The House of Ludwing, a Belkan royal family. Also includes a reference to the Legend of Totemhem and mention the Belkan Royal Dynasty. This entry is one of a handful which further detail the existence of a long history of Belkan Knights and royalty. ACZ 124 - THEODOR SANDER Becomes a member of North Osea Grunder Industries UAV Development after 1995. His work in this field would contribute to all future Grunder UAV programs. While it is not confirmed if he worked on these aircraft, Grunder Industries produced the Zone of Endless A.I. program which was mounted onto multiple aircraft. The following unmanned aircraft were also produced by Grunder Industries: ADF-01 Falken (AC2 1997), ADFX-10 (2019), ADF-11 Raven (SR 2019), MQ-99 (SR 2019) UCAVs. ACZ 167 - LARS MATTHAUS Communication log shows the connection between Belka's Rald Party and the A World With No Boundaries movement. In Ace Combat Zero, This lead to the downfall of the Rald Party in Belka and a complete change in the power structure in the nation. AC6 05 - DARIJO KOVAC Explanation of the Vampire Team being formed during the Estovakian Civil War. Describes the difference between the regular forces like the Strigon Team and a more composite unit like Vampire Team, which was made up of Ace pilots from defeated factions during the civil war. AC6 06 - FRANZ LEKO During the Estovakian Civil War, he conducted an ultra-low level attack deep in Island Coalition (an Estovakian armed faction) territory which arguably changed the course of the Estovakian Civil War. His actions enabled the defeat of the Island Coalition and their eventual absorption into the Eastern Faction which lead to the Eastern Faction’s overall victory and reunification of Estovkia. ​AC6 21 - LORENZ RIEDEL Established connection between Belkan War defectors to the events that lead to the end of the Estovakian Civil War. At the time, this record was the only non-Japanese language translated link to connect the technology transfer between Belka and Estovakia. Belkan defectors like Riedl were a part of constructing Estovakian military technology, such as the P-1112 Aigaion. AC6 25 - VALERIY NIKITOV Biography shows that he participated in four defensive missions to stop the Emmerian military from recapturing Gracemeria at the start of the Emmerian-Estovakian War. Adds a bit of explanation of what happened between mission 01 and mission 02 of Ace Combat 6. Special thanks to BG and TaskForce23 for their help in acquiring the necessary screenshots. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Interview with JianDaoXiao of Ace Combat Models, Designer of Printable Ace Combat Vehicles

    Our next interview is with long time Ace Combat focused paper model creator, JianDaoXiao. Since 2006, he has been one of the few people within the Ace Combat community that creates their own models without using pre-made plastic model kits. Not just aircraft, but tanks, submarines, super weapons, trains, trucks and other vehicles seen throughout the Ace Combat series. The entire collection and printable instructions from his project, Ace Combat Models are available on his blog and Facebook group. ​Just recently a Patreon account to further support his model endeavors also opened. Do you work alone on your projects, and if you do, what is your experience as a creator? ​ Well, if you are referring to the elaboration of blueprints, impression, cutting, assembly and final assembly of every model, then yes, I do work alone. Even with that, I cannot stop thanking my friend RythusOmega, as he provides me with the 3D models that are ripped from the assets of the PS1 and PSP games, as this has helped me to further detail models such as the Fenrir, the Forneus, the Neucom ships and much more; I also want to thank my friend Benjamin, as he is the one providing me with high quality pictures of the PS3 and Xbox 360 games, where I can see much of the details of the ships and ground vehicles. I also want to thank Rainbowbear for his blueprints, as I used them as a base some time ago. Sadly he isn't an active member on the web as of now. ​ When did you start doing scale models? ​I can´t remember the exact year, but it was around 2001 and 2002.  ​​ What materials do you use when building your scale models? For the template I use building paper, and then I print over the building paper to obtain the exact structure. Later I apply balsa wood reinforcements and I fill it with tecnopor. Finally I apply the coloring with more building paper and glue in the markings and emblems.  ​ Do you use some type of program to design your models prior to building them? ​I use AutoCAD. Do you have some type of criteria to choose what your next project will be? Some sort of rule or order? ​ Of course! I follow the order that is posted on my Facebook page, that is to say that I build every model by game order. I´m just about to finish with all of them as I´m working with the Ace Combat Infinity album; it’s only missing 3 models: OLDS (Orbital Laser Defense System), QFA-44 Carmilla and the Ivan Rogov landing ship. I will continue then with the Ace Combat 7 models. Until now, which model has presented the most demanding model that you have worked on? And also, which has been your favorite model so far, from a work stand point and finished model product? Without a doubt the most demanding model that I worked on has been the Aigaion, not because of the size, but for the innumerable surfaces and each surface with a lot of detail to it (doors, windows, signs, pipes, even the interior support pillars and their difficult to decipher angles). About my favorite model, that is something that is difficult to choose, with so many beautiful airplanes such as the Sukhois, the fictitious planes, battleships and superweapons; each one with its own design and difficult to make curves that are just a joy to make. ​ I have just finished making the Excalibur Blimp Reflector and it was very enjoyable to craft. ​ Have you thought about expanding your work into other fictional works that are similar to Ace Combat? (I.e. Macross, Yukikaze, etc.) I wouldn't do it. I have more than enough material to work on with Ace Combat alone. If I started working on another saga it would be a never-ending work cycle. Once I have finished with the Ace Combat models I plan to return to my guitar and if it some new Ace Combat title comes out (such as Ace Combat 7 or next titles) and it brings new models to make, I will do them, but I´ll always return to playing my guitar afterwards. Have you thought on making models from other types of vehicles, from the real world or fictional ones? And if you do, which ones have you had in mind? I would like to do a Bugatti Chiron... I hope it appears in an AC title just so I have an excuse to build it! I also love some of the concepts for the MIG-41 that I have seen, it is nuts and I hope to see one of them in a future AC title. I also want to do the Gaiuss Tower. I even have the blueprints already and the printables are ready, everything is ready to print and assembling, I suppose that I´ll build it one day. I even made an An-225 model. It was at a very large scale, about 3 feet of wingspan, but it was difficult to maintain and it was deteriorating little by little so I ended up scraping it. I haven't remade it, but if I do, it´ll be on a much smaller scale like all of my recent bombers and cargo planes.​ As you have a large amount of Ace Combat models, could you tell us from which title you got into the series and what is your opinion on it? ​​Yes, I started playing since Ace Combat 2 on the PS1.  At the beginning I didn't get hooked but that was until the release of Ace Combat 3. With its mind bending models of the fictitious planes I became very interested.  I even forced myself to obtain all of the A ranks and was amazed with the first time I got to fly in the XR-900 Geopelia, but it was when I unlocked the X-49 and the UI-4054 Aurora that I became hooked on Ace Combat as a whole. I even booted up my copy of Ace Combat 2 and worked to unlock the XFA-27. One thing that I love about the saga is that you can search and find new areas and flyable models that you never encountered before in previous playthroughs. I even searched for an Air Combat copy and played it completely. Since then I have played every Ace Combat that has come out, from the Ace Combat Xi for the IPod, Ace Combat 3D Cross Rumble and lately in Ace Combat Infinity. What are your thoughts on the original designs made by Project Aces? (i.e. the R-101 Delphinus and another aircrafts from AC3) I really like the liberty, the fantasy and the aerodynamics that are put into each of the designs. None of them can be classified as “common” with the exception of the CFA-44, but its design compensates with its weapons. I mean, the Shinden has three air intakes and two stacked engines, the Cariburn has two over-imposed air intakes and two engines equipped with 2D thrust vectoring nozzles, the Fregata has two intakes and four engines, the Fenrir three engines and VTOL capabilities. I could continue all day, but what I want to say is that those are examples of a brilliant design team. As I have said in the past to you, I love aerodynamics and that is the main reason why I wouldn't make an X-Wing. It is just so blocky! ​ Do you have a personal design you would like to see built? ​It's been years since I have made my own designs, as I said, I have more than enough work with the AC series and some real models that have caught my attention (Bugatti, MIG-41, etc...). And as a last question, what would you recommend to a person that wants to start making models? That they have all the rights in the world to make them, nobody is prohibiting you. It depends on them. If they want to they can make one model or two because they like them, but doing what I did - crafting the entirety of models from Ace Combat - that is something that I wouldn’t recommend to anybody. Except if they have the dedication, passion and loyalty to take that work into their hands. ​ Is there anything else you would like to add? ​ When I made my first model - an A-4 Skyhawk and my second one, an XFA-27 -  my brother that was 10 years old at the time was so fascinated with having the possibility of touching the planes which he played with in his PlayStation, that I promised him I would craft all of the planes, ships, tanks and submarines that were in the game. Obviously I have already fulfilled my promise to him, every model from AC1, AC2, AC3, AC4 and AC5 (game in which he stopped playing) are already finished, but they took 12 years to complete! And thanks for the interview and for all the support that you guys and the fans give me, which motivates me to never stop crafting more of this. About the Interviewer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.

  • Points of Importance About Ace Combat 7: Skies Unknown

    After nearly a year of silence, the international Ace Combat community is buzzing with theories, hopes and new concerns about Ace Combat 7. With Gamescom 2018 roughly a month away, now is the best time to discuss something most game magazines and news sites have not discussed: the importance of Ace Combat 7 to the series and its fanbase as a whole. This article addresses four points on this subject: In June 2018 we saw the release of its E3 2018 trailer, translations of the Famitsu interview, analysis videos by longtime fans and a renewed sense of activity throughout flight game communities and chats everywhere. Much of the immediate and strong responses fans of the Ace Combat series expressed after what seemed like the lack of an E3 2018 appearance was caused by a variety of factors. ​ Over 10 Years Since Ace Combat 6 ​Ace Combat 6: Fires of Liberation (AC6) was released on October 23rd, 2007. This was the most recent entry in the mainline series. For any game series, a ten-year wait is one that is not easy to manage. This decade-long gap was mitigated with the release of many other Ace Combat titles across handheld consoles, 7th generation home consoles, mobile phones, and even personal computers for the first time. These titles experimented with new game mechanics introduced to the series, remade the story of Ace Combat 2 and explored a new, non-canon part of Strangereal - the original world of Ace Combat.  Two entirely new universes were also introduced and somewhat expanded upon, respectively known as the Assault Horizon universe and Infinity universe. Each was explored through games, novels, and the Shinden II Master File book. When playing Joint Assault, Cross Rumble, Assault Horizon or Infinity, the differences between the mainline series and these releases was forefront in the minds of many longtime fans. The announcement of the next numbered title, Ace Combat 7, comes as a reassurance to the fanbase and catches the attention of those that had moved on from the series because of the somewhat experimental feel the series took after AC6 or because of the selection of gaming platforms Ace Combat games were released on. ​Strategic Choice of Familiar Strangereal ​The choice to not only release a new numbered title but to choose the Usean Continent with Erusea and the Osean Federation being involved is a well-calculated set of decisions by Project Aces.  Very well known and long-standing organizations, nations, and territories have been selected to reestablish the series in the eyes of its current fan base, while providing an easy link to past titles for the next generation of players that are about to be introduced to the series with Ace Combat 7. For new fans that choose to delve deeper, they'll be met with an array of timelines, translations, analysis and more which expand upon Usea and Strangereal in a way no single game ever has.  The Usean continent has been featured in seven titles, including AC7. It is one of the most developed, highly recognizable and frequently visited parts of Strangereal. There are regions of the continent that have been the backdrop for combat missions in Ace Combat 2, 3, 04, 5, Cross Rumble and now 7. The cities, notable landmarks and iconic craters left behind by the 1994XF04 Ulysses are a part of the identity of what many remember Ace Combat to be. It is a part of their memories from their time first experiencing the series in the late 1990s and early 2000s. Erusea is a well-remembered adversary from Ace Combat 04 and Operation Katina (AC5 arcade mode). Osea has regularly been portrayed as an ally as well, despite some questionable activity outlined in the story of Ace Combat: Cross Rumble. Erusea and Osea in particular also benefit from multiple appearances and references in series lore in one way or another. This includes official in-universe magazines, the personal histories of ace pilots in various games and intentionally unclear lore loose ends which allow fans to dig deep into all types of other official Ace Combat media and merchandise.  On that note, signs of the inclusion of Mobius Squadron in the virtual reality campaign of AC7 adds a specific link to the first Usean Continental War,  seen in Ace Combat 04: Shattered Skies. Only by selecting the Usean continent would it be possible to once again include Mobius. This is a smart move which adds further links to the established world of Ace Combat.  It should also be noted that AC04 was the official start of Strangereal, the concept of an original world which ties many of the games together. In a sense AC7 once again ties the series back to its roots. Ace Combat: Cross Rumble on the Nintendo 3DS was a remake of Ace Combat 2 and was the first time fans had returned to Strangereal (in-canon) since 2007. Despite this return, the platform choice of the Nintendo 3DS and the release of Ace Combat: Assault Horizon were forefront and somewhat doused its impact. With Ace Combat 7 being released after a decade of games which were modified or completely different versions of what many consider the ‘original Ace Combat formula’, it feels as though it is a soft reboot of the series as a whole. ​Coming Full Circle with Semi-Automatic Maneuver Systems ​​The most memorable and jarring inclusion to Ace Combat as a whole was the Close Range Assault (CRA) system of Ace Combat: Assault Horizon. CRA was a part of an ongoing evolution of a semi-automatic maneuvering systems which allow players to perform advanced aviation maneuvers. These are maneuvers that would either be very complex or nearly impossible to perform without the parts of the flight game engines of Ace Combat being more simulator like, allowing for more concise control. The concept behind these semi-automatic systems was to add visual flair, more high-intensity battles in offline and online game modes and allow for players to perform complex maneuvers easily. These systems have been evolving since their introduction in 2008. The adverse reaction to the Close Range Assault system in Ace Combat: Assault Horizon caused this game mechanic to be absent in Ace Combat Infinity. But rather than do away with the concept altogether we see that Project Aces has refined the system, making it more skilled based. The Post-Stall Maneuver system of Ace Combat 7 seems to be the culmination of the previous systems. As stated in interviews and through a demonstration by the series director, producer Kazutoki Kono, Post Stall Maneuvers now require that the player maintain complete control of the aircraft to perform maneuvers such as the Kubilt. ​A live demonstration which features him performing advanced maneuvers near the end of it. If this has been implemented in the way it appears, the series has finally found the balance between semi-automatic maneuver systems and skill-based game play. Multiple Modern Gaming Platforms Since its introduction with Ace Combat 1 in 1995 (Air Combat), the series as a whole has maintained a level of exclusivity with PlayStation gaming consoles or has randomly become available on other consoles and devices over time. But the inclusion of consoles beyond the PlayStation family continued to maintain exclusivity in its own way. Setting aside the titles available on handheld gaming consoles, we'll focus on in home game consoles and personal computer releases. Ace Combat 6 was released exclusively on the Microsoft Xbox 360, the first time a game console entry in the series had not been available on a PlayStation. This caused a split in the player base for a time which forced dedicated fans to then purchase the Xbox 360, even if they already owned a PlayStation 3 in anticipation of a release there. The first multi-console release for the Ace Combat series would come with Ace Combat: Assault Horizon in 2011, as it would be available on the PlayStation 3, Xbox 360 and later, personal computers. The reception of Assault Horizon as a game was rocky, to say the least. Its release on the two top game consoles of the time did not seem to have much of an impact in the long term.  More recently when Ace Combat Infinity (ACI) was first teased in July 2013 is was surprising to learn that it would be released on the PlayStation 3. The PlayStation 4 was still in development at this time, with its final release date on November 15th, 2013. Creating Ace Combat Infinity for the PlayStation 3, a then well-established game console with millions of units in circulation was a good move in terms of longevity for ACEINF but seemed somewhat counter intuitive with the release of the PlayStation 4 being imminent at the time.Nevertheless, Ace Combat Infinity was frequently streamed with many videos and pictures of game play uploaded on social media and YouTube. Much of this ability was inaccessible to a majority of people since video capture equipment and editing software was required.  Ace Combat 7 will be available on the PlayStation 4, PlayStation VR, Xbox One and personal computers via Steam. It will undoubtedly be the first title in the franchise to completely benefit from the advances in technology found in eighth generation game consoles and the advanced gaming related software available on PC. Players will be able to share video, live stream gameplay, take high-quality screenshots, effortlessly share to social media and connect in a way the series never had a chance to before. AC7 has a potential that no other Ace Combat title has ever had. ​ About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter | Discord: RibbonBlue#8870 |

  • Macross 30: Tour of Planet Ouroboros

    Macross 30: Singing Voice Connecting the Galaxy is a Japan-only flight action role-playing game created to celebrate the 30th anniversary of the Macross franchise. This article acts as a tour of the first planet and offers beginner’s tips for the game. ​​For any fan of Macross, this might be the quintessential video game entry in the franchise. Not a crossover, not a limited scope series of missions, not an HD Blu-Ray bonus. It is the first and only full Macross game on the PlayStation 3 and the most advanced Macross game in terms of depth of content, visuals, and originality. Its primary features are an original story the ability to build and customize Variable Fighters and increase character stats in a semi-open world setting which expands across three planets. As one may expect from a Japan-only game, this means there are a lot of dialogue and menu screens in spoken and written Japanese.  Whether one's understanding of the Japanese language is basic or advanced, the need to study up on this game a bit before or during playing is real. The most complete source of information for Macross 30 that is not in Japanese is the translation guide available at The Red Shoulders blog created by Mwulf. This guide is undoubtedly the premier resource for information on Macross 30 available in English and is a must-have document. After a brief but engaging bit of space combat, the story moves on and the whole of the Yuria Archipelago on Planet Ouroboros is immediately open for exploration. It’s all available from the first quest. Not mission, quest. This is a true RPG. Planet Ouroboros drives home the feeling of being in the Macross universe by placing an iconic Macross-class SDFN near the middle of the map.Cruising around in a VF-0D Phoenix makes one feel like they are squarely in the universe of Macross. Though it is ill-advised because of the constant hostile presence, turning off the heads-up display and enjoying the scenery is great to do from time to time. ​ ​Beneath a sky full of nearby planets and floating rocks, the towns of Ouroboros feature what look like heavily reinforced bunkers above ground. The rest of the settlement is below these structures accessible by elevator. Interacting with these towns allows the player to continue story-related missions, buy items from its shop, take side quests from the Hunter Guild and even participate in air races for prizes (items, parts, and blueprints). The Macross-class SDFN based on planet Ouroboros is also a town. However, it is only on the player’s home base - the amphibious assault carrier Geofon - that variable fighters be constructed, items can be stored and other functions of the game can be accessed.  Along with the towns, there are also bases, caves, and ruins that can be explored. Using the terms of role-playing games, these locations are dungeons. The dungeons of Macross 30 are more spacious than expected. This allows players to stay mobile even in heated close quarters combat. The corridors of the dungeons offer enough room for flight game experts to travel through them in Flight mode. New players will most likely find themselves lost in the detailed system information of the game, but these dungeons are actually quite important early on. Exploring them is the easiest way to gather tuning points for enhancing variable fighters, building up a stock of consumable items (armor restoration kits, ammunition) and getting thorough practice with the game controls. Making frequent trips to the Geofon to deposit consumable items gathered will save tens of thousands of in-game credits. ​ ​ ​All sorts of enemies exist across this lawless frontier planet. Zentradi, Vajra, Guardian, and rouge Human enemies can be found all around the map. Of the many enemies that are encountered, the most immediate threat is the Bandit Ship. These are relatively large vessels covered in missile launchers and laser cannons, surrounded by smaller enemies that protect them. They can be found across the archipelago including near some of the towns. Their presence above towns prohibit players from visiting shops and guilds there. Fighting them in the early game is dangerous. Two full salvos of missiles or a single well placed laser cannon hit can destroy a variable fighter. Remaining mobile while attacking the lower half of the ship is recommended. By destroying the forward and rear areas labeled “Bandit Ship” the entire ship can be destroyed without having to remove its defenses one-by-one. Staying highly mobile while attacking these areas is the best course of action.  The learning curve of Macross 30 is steep but finally being able to immerse in a detailed Macross experience makes it worth the studying. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter | Discord: RibbonBlue#8870 |

  • Review: Turn and Burn: No-Fly Zone

    The last place you’d expect to be activating the Central Air Data Converter and the Electronic Countermeasure System Display of a Grumman F-14 Tomcat is on a Super Nintendo Entertainment System (SNES). Between the spacecraft rolling legend of Star Fox and the multi-layered experiment that is Super Strike Eagle, Turn and Burn: No-Fly Zone is one the closest things to a flight simulator you’ll find on the SNES. ​Absolute Entertainment released Turn and Burn: No-Fly Zone in 1994. It is technically a sequel to Turn and Burn: The F-14 Dogfight Simulator (1992) for the Nintendo Game Boy, it was also available in Japan on the Super Famicom as Super Dogfight. ​The flight mechanics and aircraft systems in Turn and Burn: No-Fly Zone is a product of a loosely affiliated series of flight games. Elements of the on-screen flight information and aircraft systems were first introduced in 1988. These systems would be reused and expanded upon over many years. Point of View Instead of opting for the standard third-person point of view that most flight games on the Super Nintendo did, this game was designed to be a first-person point of view experience. This endures throughout the game. Even the mission briefings are presented in the cockpit. In a way, that is a small step too far outside of the flight sim experience - but that's just a nitpick.   Limiting the view during gameplay to the canopy of the F-14 Tomcat reinforces the need to rely on its computer systems. These systems are readily available and fully interactive, even on Novice difficulty. Holding the left or right shoulder button on the SNES controller allows the player to look backward at the Radar Intercept Officer (RIO) and behind the aircraft. This point of view has a specific role in gameplay. It is the primary way to deploy anti-missile countermeasures such as chaff and flares - they are identified as Electronic Counter Measures in the game.  Overall the graphics presented in the game are pretty good for a Super Nintendo game. Objects at long distances are still visually challenging to identify. The radar and weapons systems are vital to combating every type of enemy before they are close enough to fill the Heads Up Display. ​Aircraft Systems and Weapons The management of aircraft systems is the highlight of Turn and Burn: No-Fly Zone. Several computer systems can be accessed and managed, even before you leave the deck of the aircraft carrier. Some are only available during takeoff, landing and mid-air refueling but a majority are available before takeoff and while in flight. Pressing the Y button cycles through these systems, which are shown on the Cockpit Computer Display (CCD).  Once the desired system is displayed, holding the Y button while pressing the directional pad up or down will allow the subsystems to be selected. Once a subsystem is selected, it can be switched on or off by continuing to hold Y while pressing directional pad right. Flight Information gathered by the Automatic Flight Control System screens is readily available by pressing Y by itself - basic info like heading, speed, altitude and more are available beneath STAT 1 and STAT 2. Holding the Y button and pressing the directional pad up or down cycles through different radar modes.  Further explanations of these key aircraft systems are provided below: ​AUTOMATIC FLIGHT CONTROL SYSTEMS (AFCS) Systems that automatically select and show radar and flight data. Compass headings, compass directions, aircraft vectors. Systems can be shut off to allow for manual control over radar modes and other data. AIRBORNE WEAPONS GROUP 9 RADAR SYSTEM The radar of the F-14 Tomcat which provides four modes: Detail Data Display (shows data for airspace at the nose of the aircraft), Pulse Doppler Search (cone shaped search area, has longest detection range), Range While Search (similar to Pulse Doppler with medium detection range), Track While Search (the shortest detection range but provides full view around the aircraft). ​AIRBORNE WEAPONS GROUP 15 SYSTEM DISPLAY A mixture of weapons and radar systems needed for acquiring targets, firing weapons and avoiding incoming missile fire. AWACS OPERATIONAL RADAR GRID Pressing the select button pulls up a full screen view of the combat zone as provided by an off map AWACS aircraft. In this view the F-14 can be steered towards selected enemies easily. It is also the easiest way to detect distant threats and plan accordingly. ​BASIC FLIGHT INFORMATION Information such at speed, fuel, heading, altitude and more available on two screens labeled STAT 1 and STAT 2. ​COMPUTER LANDING DISPLAY Shows position data vital to landing the aircraft onto an aircraft carrier. The data is visualized with a horizontal landing groove display. ELECTRONIC COUNTERMEASURE DISPLAY Incoming missiles are heard as a warning buzzer with the rear quadrant of the aircraft shown. Enemy missiles are shown as red dots which approach the aircraft. As long as ECM systems are turned on, chaff and flare can be deployed to decoy the missiles while turning sharply to evade them. LAUNCH SYSTEM Only available while launching from aircraft carriers, this system shows altitude, engine power percentage, carrier heading and fuel state. Increasing engine thrust to afterburner (210%) allows for takeoff clearance. While on the carrier deck, managing aircraft systems is possible before launching off the carrier. The F-14 can carry up to four weapons at a time, depending on how deep in the campaign the player is. These weapons are explained below: AIM-7 SPARROW Effective at medium-range, unable to hit targets at close range. When firing this missile at a target the lock must be maintained while it guides onto its target. Breaking the lock while it is airborne will cause it to lose its target. AIM-9 SIDEWINDER Effective only at short range. Once fired the missile guides itself onto target without needing guidance after launch. AIM-54 PHOENIX Effective at close range and beyond visual range. Before firing the missile, a target must be selected in the AWACS Operational Radar Grid. Once selected the Phoenix can be fired at targets flying anywhere in the combat zone. The missile guides itself onto target after it is fired. M61 VULCAN This weapon system fires 20 mm cannon rounds at close range air and surface targets. Located on the left side of the aircraft’s nose, this weapon is best fired in short bursts to prevent overheating. Unlike the other weapons, the M61 does not have set ammo count. Combat Though access to aircraft systems is quite extensive, the actual combat found in each mission is less complicated. With 16 missions in total utilizing a limited number of enemy unit models and mission types, long sessions of gameplay can begin to feel repetitive. This is made somewhat worse by the limited scope of missions available to the player throughout the campaign. ​ The primary airborne threat to the player is consistently the MiG-29 Fulcrum. Able to fire short-range missiles and its onboard cannon, the Fulcrum appears in varying numbers as the game progresses. Usually, the number of enemies in the air exceeds the number of missiles available on the player’s F-14. The skillful use of the M61 Vulcan cannon is needed. The primary surface based threat to the player are submarines capable of launching surface-to-air missiles (SAM). These SAMs are launched from beneath the ocean’s surface. This makes the submarines impervious to counterattack. Only flying a course to avoid them altogether or passing them at high speeds limits exposure to danger.  Other air targets seen in-game include enemy intelligence aircraft, Tu-22 Backfire bombers, and a stolen SR-71 Blackbird - to name a few. Rather than attack them from a distance with missiles, the player is forced to approach these aircraft until they are in visual range. Selecting these targets in the AWACS Operational Radar Grid will allow the player to attack the target aircraft. Approaching these primary objective aircraft forces the player to transition to a separate scene. These pursuit scenes involve a cannon only attack as the F-14 slowly approaches the target. While closing distance, specific points of the aircraft must be targeted with the aircraft gun. They appear as orange and glowing points of light. Destroying these areas disables the target. ​ The same happens with ground and surface targets. After being selected in the AWACS Operational Radar Grid, these targets can then be approached. Once again the player is forced to enter the same close range, guns only attack sequence.  Against these types of targets, the emphasis is placed on attacking their defenses. Anti-aircraft guns share the same orange, glowing animation. Removing these defenses enables allies to perform follow-on attacks at a later time.  When set to Ace difficulty, enemies have increased armor, can evade missiles with higher success rates and cause more damage to the player with fewer attacks. Enemy attacks that strike the player can also shut down computer systems in the F-14 Tomcat. This emulation of battle damage to the aircraft is a simple but unique feature. Performing a mid-air restart of the fire control and ECM systems while evading a pair of MiG-29s adds a new layer of challenge.  The presence of allies is thin throughout the game. At most, support comes in the form of off-map AWACS aircraft, the aircraft carrier, and the KA-6D Intruder tanker. The AWACS Operational Radar Grid must also be used for the player to interact with the aircraft carrier and KA-6D. After being selected in the AWACS grid, flying to these assets at the indicated altitude, airspeed, and direction activates specific mid-air refueling or landing sequences.  Allied aircraft and warships cannot be called upon to attack the enemy mid-mission, leaving the player to defeat squadrons of aircraft and armored targets all on their own. Not even the computerized RIO in the backseat of the aircraft can do more than offer a supportive thumbs up after a successful landing. Full game playthrough by Retro Warp. ​CO-OP: A Human RIO The most valuable ally is a second player. By plugging in a second controller, the entire campaign can be played cooperatively with player two acting as the Radar Intercept Officer. Player One maintains full control over maneuvering the aircraft, its computer systems, and weapons. Player Two can select weapons, fire weapons and cycle through aircraft systems to check their status and make adjustments. They can also activate and deploy Electronic Counter Measures with a single button press. This alleviates the need to use the somewhat disorienting over the shoulder view to launch countermeasures when playing single player.  A competent pair of players can manage the challenges of Ace difficulty with the RIO handling aircraft systems and ECM, while the pilot focuses on within visual range combat and maneuvering the aircraft against surface based threats. ​​The inclusion of couch co-op also opens the door for the obvious. Players choosing to sit in tandem, mimicking the real world layout of the F-14 Tomcat cockpit, blasting their favorite music. Turn and Burn: No-Fly Zone is a game no one expected on the Super Nintendo. It’s a straightforward flight shooter that blends flight sim elements in an easily accessible experience. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter | Discord: RibbonBlue#8870 |

  • Strangereal Study: The Prototype Strangereal Map

    The map of prototype Strangereal has been seen in low-resolution images for over a decade now. Its source image is from one of the most unexpected places, it shares certain similarities with Strangereal and has clear real world Earth landmasses included. ​​The first complete overhaul of the Ace Combat franchise came with the development and release of Ace Combat 04 (2001). With the release of Ace Combat 5 (2004) the first official maps of the original world of Ace Combat were seen in the game, guidebooks and on the official Japanese website for Ace Combat 5. From the development of Ace Combat 04 up to the release of Ace Combat 7 (2019), the name "Strangereal" has been used unofficially and officially to refer to the original world of Ace Combat. With that in mind, this article will refer to this world as Strangereal from now on. Strangereal has become more detailed since 2001. Each video game, lore from books or websites and other unexpected sources that pertain to Strangereal add more depth and detail to the world and in turn, update the official map.  This map of pre-2005 Strangereal comes from the Ace Combat 04: Shattered Skies Official Guide (October 6th, 2001, ISBN4-7577-0642-1). On April 18th, 2013 a medium sized scan of the book was made available on Electrosphere.info which provided the first internet searchable scan of this map of what we will refer to as Prototype Strangereal for this article. The image has reappeared over the years, but a new scan for this article provides a much larger size for easier comparison. A few things catch the eye immediately at first glance: The Usea continent is present as seen in Ace Combat 2, 3 and 4 but much smaller in size and in closer proximity to other continents (center, top). With Usea seen so often since its introduction in Ace Combat 2 (1997), it's no surprise that the continent looks unchanged in shape even in Ace Combat 04. The overall design of Usea is definitely finalized by this point. There are very clear connections to real-world Earth in this map. Africa, Asia and Europe (far left) appear as they do in the real-world for the most part. Their proportions are somewhat exaggerated or thinner in certain areas, but their overall shape remains easily recognizable. Greenland, some of its nearby islands and, Iceland in the real-world do appear in the finalized Strangereal map with minimal changes.  Some land masses in Prototype Strangereal already have similar forms to their finalized versions. The Osean Federation, Democratic Republic of Leasath and the Federal Republic of Aurelia can be recognized but their proportions undergo noticeable changes between 2001 and 2004. As mentioned before, Usea appears finalized but the Anea continent also looks almost the same way it does in the finalized Strangereal map. The most visible changes between finalized Anea is the addition of some islands near the Federal Republic of Estovakia and change of the distance between the mainland and the islands to the west of the Republic of Emmeria and Kingdom of Nordennavic. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter | Discord: RibbonBlue#8870 |

  • Hardpoint: Countermeasures in Ace Combat

    ​The advent of guided anti-aircraft weaponry has made the inclusion of countermeasures a vital addition to the anatomy of real-world combat aircraft. At any point in time, they can come under attack from surface-to-air missiles the size of telephone poles, beyond visual range missiles from enemy aircraft and even shoulder-fired missiles from individual soldiers lurking in the land below. The inclusion of countermeasures in the Ace Combat series came relatively late but is now an option for players to rely more on technology and less on their skills to evade incoming missiles. NPC Countermeasures ​​Non-Player Character (NPC) aircraft were first seen deploying countermeasures in limited quantities in Ace Combat 5 (2004). In that game, a handful of named ace aircraft and B-2A Spirit stealth strategic bombers first deployed them. Ace Combat Zero (2006) continued this limited countermeasure usage in a higher profile by enabling two enemy Ace squadrons to utilize them against the player and their allies. Ace Combat 6: Fires of Liberation (2007) expanded usage to friendly and enemy strategic bombers throughout the single-player campaign and by the game's primary adversary squadron. The Strigon team is seen multiple times throughout Ace Combat 6's campaign increasing the frequency of the overall countermeasure usage seen in the game. On the Nintendo 3DS handheld game console, enemies in Ace Combat: Cross Rumble/Assault Horizon Legacy (2011) utilized flares as a part of the Action Maneuver System. During engagements initiated by Attack Maneuvers from the player, NPC aircraft can use Evasive Maneuvers to avoid missile fire with rapid maneuvers and a burst of countermeasures. Ace Combat: Assault Horizon (2011) saw a similar application of NPC countermeasures through use of its Dogfight Mode and at other points in time. Of note are the Angel Flare patterns employed by strategic bombers and aircraft labeled TGT_Lead which use flares to avoid missile fire as they follow scripted flight paths. Player Controlled Countermeasures​ Examining Ace Combat as a whole, the lack of countermeasures for so long and overall game design of the franchise has certainly defined the general play style of the franchise. Emphasis on fast, arcadey flight action, frequently performing high-speed, high-G load maneuvers will not cause the pilot to black out, the aircraft to lose bleed off a fatal amount of energy or damage the aircraft's airframe. This makes outmaneuvering missiles a viable tactic most of the time. Understanding how to manage speed, calculate the incoming weapon's trajectory, and maneuver accordingly has remained the most reliable way to stay alive in Ace Combat.  ​Since the release of Air Combat (Arcade, 1993), players had to rely on their own flying skill and evasive maneuvers to dodge enemy missiles. Ace Combat 5 introduced the Electronic Counter Measure Pod (ECMP) special weapon, but restrictive factors made it an undesirable solution for those seeking aircraft countermeasures. Though the ECMP is able to extend its defense beyond a single aircraft, it was most frequently utilized by players as a substitute for the lack of dedicated countermeasure systems. But its low special weapons "ammunition" count combined with being required to give up special weapons capable of attacking enemies kept it a somewhat under used choice. Ace Combat: Joint Assault (2010) featured an unusual type of player controlled countermeasure that acted as a special weapon.  Sustainable Infrared Countermeasure Shells (IRCM) are visually similar to the High-Powered Microwave weapon from Ace Combat X: Skies of Deception (2006). When deployed it appears as purple balls of energy which disrupt missile guidance systems of allies and enemies alike, causing them to miss their target. Aircraft that collide with the IRCM receive damage making it the only defensive weapon or countermeasure in the Ace Combat series capable of damaging targets as well. The introduction of player controlled countermeasures would come 15 years after the first Ace Combat game console release. Ace Combat: Assault Horizon was the first game of the franchise to grant the player countermeasures they could control. This addition to their array of capabilities provided a desirable defensive option that would not require the substitution of special weapons able to destroy enemies. In all Attacker, Bomber, Fighter, and Multirole aircraft had access to these countermeasures. The countermeasures provided are effective in decoying or "spoofing" enemy missile fire before they could strike the player's aircraft. The countermeasures in Ace Combat: Assault Horizon have a reload/cool down time after a cloud of countermeasures was released. The number of flares and their reload times vary from aircraft to aircraft and differ even more between offline and online game modes. Player vs. Player combat in online game modes saw the most frequent use. This was especially true with missions that featured or players that used strategic bombers.  Though absent in Ace Combat Infinity (2014), the release of Ace Combat 7: Skies Unknown (2019) has reintroduced flares to the series. Hardware In the Ace Combat series countermeasures are visually represented as flares launched from the rear of the aircraft. These flares are capable of misguiding all types of missiles seen in the games to assist with evasion.  Within the real world, flares are only effective against infrared-guided missiles and do not decoy radar guided missiles.  Flares are deployed from aircraft to fool incoming IR guided missiles as they burn a pyrotechnic composition made up of metals that burn at temperatures equal to or hotter than aircraft engines. The burn rates, temperatures, specifications of the material used in the creation and so much more are all guarded information.  In the Ace Combat series, non-player controlled enemies and allies have deployed chaff sporadically in certain games. Chaff is primarily seen when decoying semi-active and guided missiles fired by the player or their allies. A dedicated chaff dispenser has not been provided to players for their use.  Real world chaff is made up of materials like aluminum, other metals, and plastics. As the chaff is deployed by an aircraft, its material spreads through the air, creating a cloud which reflects radar in a way that creates a cloud of disruption on the radar. The chaff cloud attempts to confuse incoming radar-guided missile fire as the aircraft maneuvers to safety. With the Flare function being able to decoy all missile fire, the lack of a player controlled chaff dispenser is not a factor in gameplay.   Real world detailed information on the exact type of countermeasures, their dispensers and which aircraft utilize these defensive tools is difficult to confirm for security reasons. Because of this, an exact list of countermeasure canisters and dispensers will not be provided for this article as accuracy cannot be confirmed. Deployment Notes ​No Pre-emptive Deployment Launching countermeasures before a missile is launched does not break missile lock or prevent the missile from being launched. The missile must airborne and pursuing the aircraft for flares to be effective.  Optimal Position Deploying countermeasures against a missile that is in pursuit optomizes their effectiveness. Positioning the approaching missile towards the rear of the aircraft between its 4 o'clock to 8 o'clock is the ideal area to deploy countermeasures. Once the missile is in close proximity, launching countermeasures while maneuvering away sharply will prevent it from striking the aircraft. Using countermeasures against a missile as it approaches from the front of the aircraft somewhat increases the chances of it still impacting the aircraft.  Unguided but Dangerous ​It is not recommended to proceed flying in a straight line after countermeasures have been launched. Though the guidance system has been confused the warhead of the missile is still armed. It will explode if it makes contact with the aircraft.  An ample amount of movement (yaw, altitude change, rapid change in speed) is required.  Single Aircraft Coverage Countermeasures are a personal defensive tool only capable of decoying missile fire away from the aircraft that is deploying it. Deploying flares near friendly aircraft will not protect them from missile fire.  Restricted Usage With the volume of countermeasures available per aircraft being low in quantity, it is vital that the primary measure taken by players to avoid missile fire is to maneuver their aircraft with sufficient speed at angles an incoming missile cannot follow. Countermeasures are best utilized in emergency situations or to supplement an attack strategy that relies on luring an opponent into a trap. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter | Discord: RibbonBlue#8870 |

  • Strangereal Study: Pilgrim 1

    ​The following could be considered a spoiler to the story of Ace Combat 7: Skies Unknown but it is also an explanation of an unseen and unexplained side story. Events that happen in the final mission of Ace Combat 7 are mentioned. Consider this to be a spoiler warning. ​Many nations constructed the International Space Elevator (ISEV) from the Usean continent with the Osean Federation taking the lead. The ISEV also referred to as the Lighthouse, is the centerpiece of a continent-wide reconstruction effort. Though the space elevator would become viewed by some parties as the source of conflict that leads to the Lighthouse War of 2019 (Ace Combat 7 single player), this focus overlooked its utilities. Besides utilizing solar power generation satellites to transfer energy gathered from space to provide energy to the Usean continent for reconstruction, ISEV is referrenced to as an Earthport. Something similar in function to a seaport or airport but for interstellar types of vessels. This means that the space elevator played a silent, off-screen role to a story not explained in Ace Combat 7: Skies Unknown.  During the final mission of Ace Combat 7, pilots and personnel of various nations cooperating to end the Lighthouse War come in radio contact with what can be determined to be a spaceship returning to Earth.  ​ ​The spaceship is identified as Pilgrim 1 by its captain, Kei Nagase. While making its approach, the spaceship needed to utilize the Earthport to return to the planet's surface. After the final air battle in and around the space elevator ends, ISEV is then open to give Pilgrim 1 a safe return. During its descent, incomplete radio transmissions from Pilgrim 1 speak of the asteroid belt, a seven-year mission and the path to the stars now being open to humanity. Without any context, this is an exciting cameo of a staple character tied to the very identity of Ace Combat as a whole, but it is lost on a majority of those wondering what her mission was.  The latest book released for the Ace Combat franchise, Aces at War 2019, contains various short stories that explain untold events that happened in Strangereal, the original world of Ace Combat. One unusual short story is told entirely through letters sent between an author, an editor, and fans of a particular book. This short story is called "After The Blue Dove" and can be found between pages 70 and 73 of Aces at War 2019. ​"After The Blue Dove" focuses on the author of the "The Twelve Colors of the Sky," a book published within the Strangereal world. Throughout these letters, it is revealed that the author of Twelve Colors of the Sky is Kei Nagase.  At this time, Kei Nagase is a former member of the Osean Air Defense Force 108th Tactical Fighter Squadron 'Wardog'. Unbeknownst to many, she was also a member of the Razgriz Air Division who played a leading role in ending the Circum Pacific War (Ace Combat 5 single player campaign) and revealing the truth of the Belkan Conflict which unfurled in the background. Within Strangereal, these facts would not be revealed to the world until the year 2020. It is clear that the communications presented in the short story take place before 2020 with Nagase's role remaining a secret.  ​ The second to last letter within this series of communications is name "E-mail from Writer to Friend." The email is written by Kei Nagase to a "friend" she refers to as Mr. Harling - the President of the Osean Federation during her time as a pilot in the Circum Pacific War. The letter discusses a dinner she had with her editor and the editor's family at their home.  ​ ​​While Kei Nagase met the editor's family, the husband was introduced astronomer Jonathan Payek. He was working at Seals Bridge University in Usea in October 1994. He is credited as the person that first discovered the incoming Ulysses 1994XF04 asteroid. The fear, pain, and war that Ulysses wrought is detailed Strangereal history, but Nagase thought to herself "he is guilty of nothing." His discovery of Ulysses in no way makes him responsible for what damage it had caused. As the conversation continued, Kei Nagase casually asked Jonathan Payek and his son, also an astronomer, if they had observed anything interesting lately. Earlier they had said their work focused on observing near-earth asteroids and calculating their orbit. The Payek family suddenly went silent with the eyes of the family fixed on the birthday cake of their youngest daughter. It is in this part of the letter that Kei Nagase writes to her 'friend': "At that moment I understood the meaning of what you offered me, Mr. Harling. Another asteroid is approaching, isn't it? It's coming for Earth."  Later in the letter, she continues: "Mr. President, the spacecraft I am to captain is to fly on a mission to destroy that asteroid, isn't it?" The letter would continue with Nagase confirming her willingness to take on a mission presented by Mr. Harling at an earlier date. The final letter within the "After The Blue Dove" short story was from Nagase to her editor, discussing how her fifth book would be her longest work thus far because she would be "spending a lot of time in a confined space."  Some research correlating the date Pilgrim 1 returns to the planet (November 1st, 2019), her radio transmissions about it being a seven-year mission and the end of her military service in the Circum Pacific War (2010), place this chain of letters between 2011 and 2012. Assuming that the seven-year mission time frame was an estimate of a total round trip, destruction of the asteroid far out in the asteroid belt would have occurred sometime in 2016. The exact launch date and the means it used to leave the planet are unconfirmed, but with construction of the space elevator beginning in 2012, it is unlikely to be have been the ISEV itself.  While Osea, Erusea and the Usean nations struggled with the construction, political implications and eventual war over the International Space Elevator, Captain Kei Nagase and the crew of spaceship Pilgrim 1 were silent saviors which protected the world from a second asteroid impact. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter | Discord: RibbonBlue#8870 |

  • Beginning of the 5th Generation of Competitive Ace Combat Events

    ​Within a month of Ace Combat 7: Skies Unknown being released on PlayStation 4 and Xbox One, the 5th Generation of competitive Ace Combat history has begun. Weekend tournaments have been hosted, new online squadrons are forming, older squadrons are being reestablished and talks of an esports style competition has launched. This article focuses on the beginning of the current generation - the 5th generation-  of competitive Ace Combat. ​Terms like "Competitive Ace Combat" and defining time periods as "Generations" are not officially supported by Bandai-Namco or Project Aces (Ace Combat development team). Competitive Ace Combat is something that has always been defined by particular types of players that have pursued the highest level of competition in this series. It is something that is truly community grown with a history that extends back to the arcades of 1993. The 5th generation began with the release of Ace Combat 7: Skies Unknown (January 18, 2019). Each generation of competitive Ace Combat is defined by either a single key point or set of key points. While it would be hard to define the next few years of the the current generation this early on, the direction this generation is going has already been influenced. In an unusual twist, this influence came not from within the online community but from the events of PAX South 2019. PAX South 2019 Besides the release of Ace Combat 7 that weekend, the highlight for the Ace Combat series at PAX South was the Air Force Ace Combat 7 tournament style events. Sponsored by the United States of America Air Force and Twitch.tv with commentary from Ace Combat Fan, the first competitive events for Ace Combat 7 were performed on the PAX Arena stage. The details of all of this have been discussed with video available in our Summary: PAX South 2019 and PAX South: RB Report articles. Having the first competitive events for Ace Combat 7 be done on stage and streamed online to a peak of 16,000 viewers has set a certain tone for the 5th generation. It's not necessarily a mandatory standard of presentation that any event hosted from now on must reach, but it has inspired competitive Ace Combat players, teams and community leaders to pursue various endeavors. r/AceCombat Matchmaking System ​ A system that utilizes custom coded Discord bots to pair players together to then play Ace Combat 7 together. This system is the first of its kind in relation to the Ace Combat series and is being developed without any official support from Bandai-Namco or Discord. It is being developed by Zetec, the Head Moderator of r/AceCombat on Reddit and the Administrator of that community's Discord server as well.  Phase II development of this system is designed to be more in line with the online pre-game lobbies of Ace Combat 7: Skies Unknown. Utilizing a function that lets a user mark themselves as Looking For Group (LFG), they are then able to interact with others that are also LFG or hosts that have rooms open and are looking for more members to play. The system is discussed in more detail in Zetec's interview with Project: Lighthouse about his PAX South 2019 experience.  As the development of this system continues, the potential to expand its abilities to include a function for teams to set up matches or support tournament style play is there. Open Skies Tournament The first fan-run online multiplayer event was the Open Skies Tournament set up by Ace Combat Fan and hosted by Project: Lighthouse. With planning that started in December 2018, the event was played on February 2nd, 2019. Open Skies was designed to be an invite-only event that featured prominent members of the Ace Combat community to represent teams from Brazil, the British Commonwealth, Europe, and the United States of America. With many of the competitors streaming while they played, Project: Lighthouse launched a test stream of their first multi-view broadcast layout. The competitors played well and experienced no problems, but the multi-view broadcast experienced technical problems. They were primarily audio issues and other unplanned complications.  The data gathered from this event has been used to introduce the first wave of changes to the multi-stream presentation. Further closed testing with this software is planned, but this type of broadcasting could one day be used in support of tournaments. Community Based Events Various groups are beginning to show interest in organized and semi-competitive gameplay. Social media and Discord servers are now becoming more active in hosting public events and tournaments. As this trend continues, the need for centralized websites and organizations is now rising. The previous generations of competitive Ace Combat had at least a handful of forum based communities that gathered individuals and teams. This then elevated the scale and scope of events hosted by the online community as a whole. ​In 2019, Ace Combat-based organizations are being formed with varying degrees of competitive gameplay in mind. A handful of already established flight-gaming focused groups are also entering the online Ace Combat community in a larger capacity as well. We will be releasing articles in the future discussing more of the events, websites, and groups facilitating the beginning of the 5th generation of Ace Combat online game play. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter| Discord: RibbonBlue#8870 | NOTE: This article was edited on March 2nd, 2019. The bottom half of the articles which discussed A.C.E.S. Leagues has been removed in accordance with the decision of Project: Lighthouse to halt support for that organization. That information is available here.

  • Competitive Ace Combat: 1st and 2nd Generations

    We’ve come a long way from the sticky notes. The competitive side of the Ace Combat series has been a part of the identity of its online community. The number of teams and skills of players has waxed and waned over the years, but a part of its player base has always sought a higher level of game play. ​Ace Combat 7 is already producing the next wave of online competition which has access to technology that past generations of players wish they had. Now seems like a good time for a history lesson. This is the first part of an article series about the generations of competitive Ace Combat. Sourcing Information about competitive Ace Combat won't be found on ACES Web or Acepedia. A comprehensive history of online game play is something that will probably never exist. Parts of it pre-date the introduction of online multiplayer for Ace Combat. The internet forums, fan sites, and bulletin boards from the early years are long gone, taking much of the information about this subject with them. The only remaining data scattered among websites, conversation threads and the personal files of those that were there competing during their time - during their 'generation.' Only through self-definition can something like this be explained to a broader audience. With there being no official source and so few archived resources left on the internet, someone would have to explain all of this from scratch. Having signed up on my first Ace Combat fan forum in September 2004, I was fortunate enough to have observed, experienced and read stories of almost every form of competition Ace Combat has ever offered. Local VS mode and online multiplayer, handheld and home console. The majority of this article is based upon personal experience, knowledge passed down and internet artifact gathering done by digging through dead URLs with resources like the WayBackMachine. That being said, this could be written off as an opinion piece from an individual. All I can do is give my word and present what data I have. First Generation 1993 - 1995 Air Combat and Air Combat 22 are the predecessors of the Ace Combat series. Both games were released as arcade cabinets using the Namco System 21 and Namco System 22 in the still active video game arcades of the early 1990s. The Air Combat arcade cabinets provided the classic level of competition only a place like an arcade could provide - the battle for the highest score.  Old photos from within these locations occasionally appeared on internet forums in the early 2000s. They showed pictures of long gone Air Combat arcade cabinets in arcades, malls, and family entertainment centers. Scoreboards mounted to the walls of darkened arcades showed the top scores of the week or month for various arcade games. The boards listing off with numbers intermixed with real names, nicknames, and three letter abbreviations of the players own names. The grand prize was usually nothing more than the joy of being the top player and bragging rights with other arcade goers. Second Generation 1996 - 2005 For the sake of clarity, the Second Generation has been listed as starting in 1996, but its start date is more in line with the release of Ace Combat in Japan (June 30, 1995; PlayStation 1). This generation is clearly identified by Score Attack and Time Attack competitions. This type of competition would later be referred to as Legacy Challenges by Third Generation forums and squadrons.  As internet access became more prolific, it was only a matter of time before fan sites, and chat rooms for the series were created. Fan sites around the world took the arcade style Top Score competition and made it an unofficial international standard. ​ As early as 1998, scoreboards could be found on fan sites connected to BBS boards. One of the few archived examples of this being Ichirou Hiraguchi's website, which supported English and Japanese speaking players. ​ ​ Some fan sites allowed users to send in photos of their highest scores and fastest times on specific missions. This was done by requesting that players take a photo of the mission result screens on their televisions. Pieces of paper or sticky notes that had their user information written on them were required in the photos as well. A judge would then verify the score and time displayed in these pictures before the entry would be reviewed to see if it qualified for posting on an online scoreboard.  Legacy Challenges would continue to spread to other websites in the early 2000s. Because of websites like ShatteredSkies.net, Mitoro's JP website and AC04 Hall of Fame, individual Score Attack and Time Attack challenges would continue to spread. Twin Galaxies Championship​​ One of the most complex practices of the individual Legacy Challenge was in September 2002. The Twin Galaxies Ace Combat 04 World Championship. All entrants into the championship were required to record video of their gameplay on VHS tape. It was mandatory that the video recordings show the PlayStation 2 game console boot up sequence, disc loading and mission selection to prevent the use of game enhancement software like a GameShark. The fastest times and highest scores were recorded and awarded. The top competitors traveled to California, USA for an in person time and score attack competition. It is through the world wide web that networking and friendship building began the formation of Squadrons (Teams). The first wave of squadrons that formed operated more like Ace Combat fan clubs than competitive teams.  In 2002, internet forums and BBS boards for Ace Combat supported the advancement of the Legacy Challenge format to become more team based. Members of opposing squadrons would combine their scores to create overall squadron scores to then compare against the opposing team. This indirect competition ultimately became an integral part of squadron identity — a clear dividing line between casual players and competitive teams. The continued competition lead to squadrons creating their own emblems, sub-units, training exercises and other media uniquely designed for internet forums. ​ Some squadrons became so focused on competition they adopted certain aspects of real-world military operations. Things like having a rank based leadership structure, aptitude tests for players to receive promotions and awards, requirements to complete certain tasks to become flight leaders of four player units and the establishment of training programs to improve the skill levels of their squadron members.  ​The preferred competition grounds remained on neutral internet forums which offered space for squadrons to operate and challenge one another. Both individual and team based legacy challenges would continue on boards like Neoseeker, GameFAQs, Ace Combat.net and other fan sites. This continued even after the introduction of online multiplayer to the Ace Combat series. A primary example of this was Ace Combat.net, one of the leading Ace Combat forums during from 2004 to 2006. Though each squadron that operated on the forum did met the minimal requirements that would allow them to have a Folder/sub-forum on the forum, the presence of large, established squadrons attracted smaller squadrons and newly formed squadrons into a centralized location. The beginning of the Third Generation of competitive Ace Combat would come with the release of Ace Combat 6: Fires of Liberation (October 23rd, 2007) and the introduction of widely accessible online multiplayer. The next article of this series focuses on this time period. Image Gallery About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter | Discord: RibbonBlue#8870 |

  • Pensées, Ace Combat 7 Ending Theme Song

    Pensées, the ending song of Ace Combat 7: Skies Unknown. It plays while staff credits roll over a slow revolving shot centered on the International Space Elevator and the city of Selatapura. This French language song has been translated by ReRibbon from French to English with the help of TheDemonLord31 and others from our Translation Department. ​The lyrics in all three languages are available for download in PDF. [Read More] Skyward Flight Media does not claim ownership of copyright of the source material used to create these translations.

  • The Three Pillars of Ace Combat Infinity's Over the Top Presentation

    Looking back on it more than a year after its closure, there may never be another Ace Combat title to match the over the top beauty of Ace Combat Infinity. Even for Ace Combat, this game went well beyond the limits of over the top scenarios the series has ever provided. Setting aside opinions on its free-to-play structure and the fuel supply system which further enhanced the grindy nature of the game, we recall the core of its beauty: a massive array of aircraft and overwhelming firepower. The one-of-a-kind aircraft formations and gobsmacking challenges in Infinity may never be seen again in an Ace Combat game. At least not on the level Ace Combat Infinity allowed them to. For those that didn’t play it or need a refresher, Ace Combat Infinity (2014) was the first free-to-play game released for the Ace Combat series. The story of Ace Combat Infinity takes place in the third universe within the Ace Combat series - a version of the actual planet Earth affected by events paralleled in the first Ace Combat universe, Strangereal. Multiple elements of events, organizations, nations, and weapons that appear in the original world were adapted and reintroduced to influence this new version of real-world Earth to shape it into something more fitting for an Ace Combat game. The Ulysses asteroid from Strangereal is adapted as the catalyst that forced change on Earth which lead to the conditions for Ace Combat Infinity, super weapons reappear and are explained away as real-world military projects and the well known Ace Combat continent of Usea is reintroduced as the primary antagonist nation. Ace Combat Infinity is remembered in general as the first free-to-play game in the Ace Combat series. Its game model utilized two types of fuel units that were needed to fly online and offline missions - purchase of a specific downloadable content item could ensure no fuel would be needed to play offline. Over its service life the game received frequent updates, additions to the Aircraft Tree, an expansion of its single player campaign to eight missions in total, multiple new online maps and game modes and constant challenges for score ranking prizes. Massive Aircraft Selection Ace Combat Infinity’s ultimate claim to fame is most likely its aircraft selection. The volume and variety of aircraft available in the Aircraft Tree for this game remain unmatched by any Ace Combat title. Over 230 aircraft were available. This extensive offering of aircraft from the 1930s in the real world to the 2040s of the fictional Strangereal world of Ace Combat. Strategic bombers, World War II warbirds, staple modern jet fighters, returning Original Aircraft created by Project Aces and full 3D models of the biplanes from Namco’s Sky Kid horizontal arcade shooter. The bulk of the aircraft that populate the Aircraft Tree are variations of base aircraft. For example, the F/A-18F Super Hornet had eight variations of its base model. Each variant featured a unique paint scheme or markings and could have different aircraft specifications or special weapons selections than the base model. Some of these variations included designs based on well-known aircraft flown by heroes and opposing enemies: Su-37 -Yellow 13-, F-15C -Pixy-, F-22A -Mobius 1- and T-50 Akula. Other modern prototype and proposed aircraft included aircraft rarely seen in the series, like the MiG-35D Super Fulcrum, F-15SE Silent Eagle, AV-8B Harrier II Plus and ATD-0 Shinshin. Some original aircraft designed for the Ace Combat series also returned. A few of them modeled for the first time in high definition, such as the ADFX-01 Morgan (Ace Combat Zero, 2006), XFA-27 (Ace Combat 2, 1997) and the XFA-33 Fenrir (Ace Combat X, 2006). Recreations of two original aircraft from Ace Combat 3: Electrosphere were also reintroduced late into the game’s service life. The futuristic X-49 Night Raven and R-101 Delphinus 1 were included in the game with variants of these aircraft, alongside real-world aircraft like the Eurofighter Typhoon and Su-37 Flanker featuring markings from Ace Combat 3. The ever expanding Aircraft Tree was further enhanced by the ability to upgrade any aircraft in the game to a level far beyond its initial performance. Players were able to take an aircraft's base performance from level 1 to level 20 along with the most extensive version Aircraft Tuning system found in any Ace Combat game. This allowed for aircraft acquired much earlier in the aircraft tree to still remain competitive even against more advanced aircraft, though it required a lot of time and development to bring them to that point. A Passing Dream Thus far Infinity is the first and only Ace Combat game to include the ADA-01 Adler. This aircraft was initially planned to be included in Ace Combat 5 (2004) but time constraints during the development of that game caused it to be left out. The existence of the Adler was confirmed in an interview with the Project Aces development team in 2004, with the only known official picture and information of it released in the book, Aces At War 2011. Though it was not the ‘A’ model described in previous materials, Infinity introduced the ADA-01B presenting the chance to fly the aircraft for the first time since it was referenced over a decade before Ace Combat Infinity launched. Now with Ace Combat Infinity's closure, the Adler is once again inaccessible. Super Weapon Special Raids The primary focus of Ace Combat Infinity was the online competitive co-op game mode. This mode placed two teams of 4 players in an indirect adversarial battle. This is not to be confused as player vs. player combat - it was not a team deathmatch. The objective was for both teams to attack the same enemy NPCs in a mission but outscored the opposing team in points by the end. Eight highly skilled players could tear through even the toughest of maps with relative reliability and speed. Knowing that, the inclusion of Special Raid missions was perfect for this game. Special Raids that featured Super Weapons were similar to boss raids found in MMORPG genre games. All players work together as one team to defeat a specific enemy (enemies) to receive an increased amount of in-game currency or other awards.  But the players are faced with a heightened difficulty to prevent or slow their success. In the case of Ace Combat Infinity, the boss style Special Raids included various well known Ace Combat super weapons from the main series. There were multiple variations of the Excalibur Anti-Ballistic Missile Chemical Laser, Stonehenge Spaceguard Turret Network, Aerial Fleet and the Strategic Orbital Linear Gun. Each variation of these raids appeared at random at an unspecified rate. Some variations presented more enemies to fight and new challenges the players had to overcome which were not found in the original battles in the games these weapons were first introduced in. This included tactical laser systems added to the Aerial Fleet and the Excalibur laser redirected off of a system of mirrors to create a laser defense network. The appearance of notable enemies like the 156th TFW Aquila from Ace Combat 04 and the QFA-44 Butterfly Master with a swarm of MQ-90 Quox drones added extra difficulty as well. By building on the known abilities of iconic Ace Combat super weapons and further boosting their presence with these new hurdles, Special Raids remained a welcome and anticipated part of Ace Combat Infinity throughout its service. Both for challenge and the massive in-game currency pay out for completing the missions with high rankings. Overwhelming Firepower The coupling of the all-star aircraft selection, Infinity's aircraft customization system and the ability to level up special weapons resulted in some of the most insane shows of firepower seen in the series. Until this game's release, seeing multiple so-called Super Aircraft in one mission was reserved for special single-player challenge missions or in limited numbers in online multiplayer matches for specific games. Each of these super aircraft having limited amounts of their own immensely powerful weaponry. Infinity threw all of that out the window with the combination of aircraft tuning parts and the ability to level up aircraft and special weapons. Aircraft that only had a single fictional special weapon could then have over a dozen of them available. Each with increased damage output that dwarfs their original. Peak Infinity Aesthetic Screenshots and video of Ace Combat Infinity are still available in places Ace Combat fans mingle and all over video services like YouTube. Dantofu has encapsulated a piece of peak Infinity aesthetic in his “Ultimate V2 Experience” video. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter | Discord: RibbonBlue#8870 |

  • Hardpoint: Suppression of Enemy Air Defenses in Ace Combat

    An in-depth look at S.E.A.D strategies and weaponry inside of the Ace Combat Franchise. The simplified, fast-paced nature of Ace Combat renders some real-world aerial combat maneuvers and tactics ineffective, but a number of them remain viable. Of these, Suppression of Enemy Air Defenses (SEAD) is one of the most useful for even the newest of players. This article provides a basic understanding of SEAD tactics within Ace Combat, but also offers an understanding of SEAD that could be applied to other flight shooter games. ​​The destruction of an air defense network is just as important as the elimination of enemy jet fighters from the skies - though it is not as celebrated. Suppression of Enemy Air Defenses is a vital part of modern conventional warfare strategy. Combat aircraft are capable of deploying a startling array of weapons and sensors that can change the course of a battle within minutes, but it's all for naught if the airspace they operate within disrupts or denies their ability to deploy their payloads. Therefore, by limiting or disabling the ability to interfere with allied air power, a massive advantage can be gained over the opposing forces. Defining Lethality ​Having a general understanding of the capabilities of air defense units and weapons is the foundation of SEAD strategy and tactics.  By focusing on the ability of the target to attack allied aircraft, not factoring in their ability to attack other friendly land or sea forces, does a clear understanding of SEAD begin to develop. It is the full extent of the target's air defense capability that defines its importance - that is to say, how lethal it is. In this case, its lethality is defined by: Damage Output: If hit by this enemy, how much damage will one of its attacks cause to your aircraft? Effective Range: How far away can this target attack you from? Guidance System: Is the weapon(s) it carries capable of following your aircraft? Interception Capability: Is it able to intercept guided weapons attacking it or coming near it? In short: the more damage the target can cause from a longer distance with the ability to guide weapons at aircraft, the more of a threat it is. Its capacity to intercept or "shoot down" allied weaponry to prevent attacks against its forces is also a significant factor. Whether it is in pre-mission briefings or in combat, remembering these 4 points and applying them to enemies on the battlefield will maintain the awareness needed to conduct SEAD tactics. SEAD Kill Chain ​With an understanding of air defense unit capabilities, a Kill Chain focused on SEAD can be established. The units that present a higher threat have abilities that make them priority targets. The faster these units are removed, the easier allied aircraft will be able to conduct attacks against the opposing force. Of course, a SEAD Kill Chain is only as useful as it is applied. Taking the time to remain outside of the range of enemy attack, cycle through targets on the HUD with radar, then attack according to SEAD doctrine is a deliberate effort that can take effort to learn. This article provides a list of enemies that have frequently appeared in various Ace Combat games. However, even if a list like this becomes outdated over time or does not contain uncommon air defense units, falling back on understanding the capabilities of the latest and greatest air defense technology is something that will never be outdated. MANPADS [LEVEL 1] Man-portable air-defense systems (MANPADS), a small air defense system designed to be carried and fired from the shoulders of humans. While they are designed to attack low-flying aircraft, their guidance ability and very short range make them less threatening than a full-size SAM system. AA GUN [LEVEL 2] The ​Anti Aircraft Gun (AA Gun) is an air defense system which relies on firing a hail of anti-aircraft cannon rounds to attack incoming aircraft. Though they have low per hit damage output, their high rate of fire makes up for it. Able to be deployed as a stationary system or on an armored vehicle to add mobility. SAM [LEVEL 2] A Surface-to-Air Missile (SAM) system is capable of firing guided missiles at aircraft beyond anti-aircraft gun range. It is able to be deployed as a stationary unit or on an armored vehicle to add mobility. VLS/XSAM [LEVEL 3] The Advanced Surface-to-Air Missile (XSAM) system features a longer range than the standard SAM units that appear in Ace Combat. Naval warships carry Vertical Launch Systems (VLS) which provide the same capabilities as XSAMs. This extended range further pressures aircraft using SEAD tactics by encroaching on their ability to remain safe at standoff distances. CIWS [LEVEL 4] The Close-In Weapons System (CIWS) is almost exclusively seen aboard naval warships. It is able to fire upon aircraft and intercept missiles fired at the platform the system is attached to. Its ability to knock guided missiles out of the sky makes it notably more difficult to perform SEAD. Though it does not have the same attack range as the SAM or XSAM, it's interception ability makes it a high-level threat. AD TANK [LEVEL 5] ​With the release of Ace Combat 7 in 2019, it is the newest air defense units added to the series. Air Defense Tanks (AD Tanks) are able to launch surface-to-air missiles at aircraft while being able to intercept missiles launched by allies with its CIWS. This ability was once exclusively tied to naval warships through the use of multiple weapons systems on one warship. All of this capability is mounted to a mobile platform that is able to move with enemy ground forces to provide air defense coverage. AIRCRAFT [LEVEL 5] It should go without saying that one of the most effective counters to a combat aircraft is another combat aircraft. With their ability to pursue allied aircraft where ever they go, fly well beyond any weapon's stationary engagement range and be able to deploy the same devastating weapons against allied forces, they are a top priority. This makes establishing air superiority where possible a high priority. Weapons of Choice Though air defense units can still effectively be destroyed with skilled aircraft maneuvering and application of Standard Missiles and Gun, the use of specific types of Special Weapons (Secondary Weapons) can significantly boost an aircraft's SEAD ability. Certain types of these weapons feature long-range engagement envelopes, unique flight profiles, and other benefits which prevent enemy interception capabilities. Aircraft Tuning or other modifications focused on Special Weapons can further bolster SEAD capability by increasing firepower, extending engagement range, increasing payload, and other factors. Stand-off Weaponry The ideal weapons for SEAD are fire and forget air-to-ground missiles that feature long-range strike capabilities - also referred to as standoff weaponry. These weapons can hit targets outside of the weapons range of even the most dangerous air defense units, keeping the aircraft launching them safe from counterattacks. This article defines Standoff weapons within the realm of Ace Combat as, Land Attack Cruise Missiles (LACM), Long-ranged Air-to-Ground Missiles (LAGM), Long-ranged Air-to-Surface Missiles (LASM) and Standoff Dispensers (SOD). Land Attack Cruise Missile (LACM) Featuring the longest attack range available with the highest firepower and blast radius, the LACM is an ideal SEAD weapon for striking even the toughest of air defense networks. It is also very effective against as an anti-ship weapon. Long-ranged Air-to-Ground Missile (LAGM) ​​A long ranged missile that features a blast radius that can destroy enemies around the target. Its flight profile takes it in a straight line directly at the target. Long-ranged Air-to-Surface Missile (LASM) Though it is designed to attack naval vessels, its long range and attack profile allow it to be used for SEAD effectively. Its flight profile enables it to fly above terrain then perform a final dive onto its target. Stand-Off Dispenser (SOD) A medium-range missile that deploys bomblets to attack multiple groups of enemies as it flies over them in a straight line. While it is better used for attacking clusters of targets, it's range and HUD indicated blast radius allows it to be effectively used in SEAD. Guided Bomb Benefits Unguided weapons provide the advantage of being unable to be intercepted by AD Tanks or CIWS. The trade-off for this being the accuracy of unguided weaponry increases the closer they are fired at their target, but the closer to the target one gets, the better the target can counterattack. While launching "dumb bombs" from long distance is always an option, a balance can be found by deploying Guided Penetration Bombs (GPB) and Advanced Small Diameter Bombs (XSDB). These weapons add guidance systems to allow the bombs to guide themselves onto a target while still avoiding being targeted by interception systems. This allows the GPB and XSDB to strike interception systems like AD Tanks and CIWS directly at the cost of greatly reduced engagement ranges in comparison to standoff weaponry. Deployment Notes Reserve Special Weapons Make it a point to reserve special weapons that have been selected specifically to fulfill SEAD tactics. With the Standard Missiles and Gun available on all aircraft being more than capable to destroy a majority of enemy units encountered, using up SPWs on low threat enemies or structures is not advisable. Target Quality Those with a solid understanding of SEAD will be able to prioritize target quality and in-turn better deploy their limited supply of special weapons. Using a majority of an SPW's payload on low-level threats is ill-advised. For example, consider an area that has a mixture of mid and high-level threats. By removing the high-level threats with SPWs from a stand-off distance, then relying on standard weapons to destroy mid-level threats, SPW payload can be reserved for other high-level threats. Naval Warships These vehicles are especially difficult to approach in comparison to the standard air defense units described in this article. The reason for this being that these warships come equipped with combinations of weapons described above. Fleets of enemy warships are a particularly tough challenge because of the concentrated firepower multiple they can project as one group. Aegis Combat System  The Aegis command and control and weapons system is capable of attacking multiple air, land and sea targets while simultaneously intercepting incoming missile fire. This is done by coordinating multiple CIWS and VLS through the use of Aegis. Primarily known for being integrated into naval warships, Ace Combat 7: Skies Unknown has introduced Aegis Ashore - a land-based variant of the system. Attacking an Aegis can result in multiple missiles being lost to anti-missile fire from groups of CIWS while being attacked by multiple missiles fired from its surface-to-air missile launchers. Overwhelming the systems with a quantity of missile fire and closing range to attack with unguided weaponry are viable tactics against an ACS. Attacking from very low altitudes is the most effective tactic when encountering these systems, as it lessens the system's ability to detect and intercept guided missiles. Underestimated Ground Vehicles Anything that is not a designated anti-aircraft unit is easy to overlook as it is assumed they cannot fight back. While it is mostly true that the machine gun fire from APCs, main battle tanks and other lightly armored vehicles is a low-level danger, they are still capable of causing damage. Furthermore, it is within the realm of possibility that a main battle tank can shoot down an aircraft with a single cannon shell from their main cannon. There are documented cases of this happening. When attacking these vehicles its best to not get too lax. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter | Discord: RibbonBlue#8870 |

  • New Dimension of Appreciation, the Ace Combat 7 Virtual Reality Experience

    In the grand scheme of things, if the primary complaint is that people wanted more, something must have been done right. The addition of virtual reality (VR) for Ace Combat 7: Skies Unknown brings with it a new dimension of appreciation. It is a chance to acknowledge the minor details, physical restraints, and technological advancement in aircraft cockpits. Digital aviators on personal computers have had access to virtual reality for years, but thanks to the combination of the Sony PlayStation 4 and its VR headset, console gamers are now experiencing the thrill of VR aviation. For Ace Combat specifically, VR is both a milestone and a potential building block. The successful introduction of virtual reality to Ace Combat 7: Skies Unknown is a huge step forward for the Ace Combat series, no doubt. As said by Kazutoki Kono during our interview with him at PAX South 2019, successfully developing a full game with new staff members and a new organizational structure was a hurdle all on its own. Add to that the fact that Project Aces - the team creating the Ace Combat series - had no experience with virtual reality. VR development regained speed when VR Producer Jun Tamaoki joined the team and took control of the process. More information about this is available in the words of Project Aces staff in the second developer diary for Ace Combat 7. The final product of the virtual reality component for the latest Ace Combat title on the PlayStation 4 has primarily received positive feedback, leaning on the side of overwhelmingly successful. The main knock against it is how quickly the experience is over. In the grand scheme of things, if the primary complaint is that people wanted more, something must have been done right. Truthfully, the discovery of unused VR mission data found by data mining does sting a bit. This data shows that the campaign could have been expanded from three to six missions. The increased mission count may have extended it from a VR experience to at least a small VR campaign allows the side story of AC7 VR to be fleshed out a bit more. Kazutoki Kono has addressed the possibility, requirements, and changes needed to create a full virtual reality game for the Ace Combat series multiple times by now. What the future holds is unknown, but AC7 VR has already made an immediate impact. At the direction of the Ace Combat brand series manager, two parameters were set onto VR development: Restricting players to cockpit only point of view Expert flight controls While such restrictions would generally seem a bit strict for this popular arcade flight shooter series, they contribute to the level of immersion virtual reality presents. Even when using the PlayStation 4 Dual Shock controller, finding one's self sitting in the full cockpit of multi-million dollar combat aircraft having to fly with the most realistic controls possible solidified the experience. The restrictions add a particular type of gravity to everything one does in the game. Even the seemingly repetitive things like firing a missile, evading anti-aircraft fire and landing the aircraft is more engaging. Some specific examples come to mind: The effect of aircraft icing over while flying in clouds for an extended time is especially amplified since there is no other point of view to switch to. Once the canopy is iced over, the player's vision heavily impaired. Other weather effects like moisture streaking across the canopy and hearing the aircraft rattle through turbulence contributes to the overall immersion. The restrictions are most evident but appreciated during the process of having to physically and visually track enemies. The amount of head turning and body repositioning needed drives home the convenience of the Camera Tracking function available on a single button on a game controller. The twisting and turning sort of reminds digital aviators of just a bit of the rigor actual fighter pilots go through in training and combat. Certain special weapons have an enhanced lock on capability that are utilized by the virtual reality headset. These weapons are capable of being fired at targets to the rear or sides of the aircraft. Areas that a majority of the weapons in the non-VR modes of Ace Combat 7 cannot attack strike enemies, with the exception of the Quick Maneuver Air-to-Air Missile (QAAM). These enhanced weapons are able to do this because the VR headset is emulating a Helmeted Mounted Display with high off bore-sight tracking ability. Real world technology deployed by combat aircraft of many real world nations to gain an advantage in short range air-to-air combat. This translates to AC7 VR by giving the player the ability to look over their shoulder and attack targets without having to physically maneuver the aircraft so it has the nose pointed at the target. Great First Impression The first impression of AC7 VR is a good one. The decision to make the Boeing F/A-18F Super Hornet the only available aircraft when playing for the first time is a well-calculated move. Flying the first mission using the Super Hornet allows the player to complete an air defense mission from an aircraft carrier. From being raised to the aircraft carrier deck on an elevator to battling enemies high in the clouds and lining up the carrier deck for a landing. Virtual Reality Oasis explains in the video below: As Ace Combat continues to crank up its visual quality with each release, so too does the detail within the aircraft cockpits. Aircraft buttons are sharper, text on screens are clearer, and weather effects on the canopy are forefront. The multi-function displays and gauges within the cockpits gradually gain more movement and function in the newer titles, but a majority of the needed information is present in the ever available game overlay. In VR, cockpit design becomes more critical than ever before. Functionality begins to outweigh form and visual appeal immediately. As downright badass flying the A-10 Thunderbolt II is, the more bars, displays, and gauges that take up visual space in the cockpit, the more complicated things can get. In a series like Ace Combat where within visual range combat is emphasized, this is especially true. Flying missions using the four aircraft available allows the player to get a basic understanding for which parts of a cockpit's design are truly useful. The information displayed within the aircraft can be toggled by pressing R3 on the PlayStation 4 Dual Shock controller. The multi-function displays (MFD) rotate information between the more realistic data and the traditional Ace Combat info: radar, weapons systems, countermeasure status, and aircraft damage status. To clarify, the MFDs in single player and multiplayer cockpits usually show info closer to what their real-world counterparts would. Image galleries that show this are at the bottom of this article. Free Flight mode has allowed players to enjoy the freedom of flight and go sightseeing in the game since its introduction in Ace Combat 04 (2001). With no enemies attempting to shoot the player down, they are free to practice maneuvers and wander the maps looking for unique landmarks. In virtual reality, Free Flight mode provides ample time to twist and turn in the aircraft cockpits to appreciate all the detail put into them. Aircraft still come equipped with weapons, but this game mode disables the 360 HUD and helmet mounted display. By being forced to use the aircraft's cockpit mounted HUD and reading the instrumental panels and MFDs for other needed data related to navigation; a final layer of immersion. With less info filling the field of vision constantly and the need to glance down at aircraft instrumentation from time to time, a slightly deeper sense of fulfillment can be found. The inclusion of virtual reality for Ace Combat 7: Skies Unknown is, without a doubt, a success for its developers and the series. It has opened a new sky of possibilities for the series' future and has piqued the interest of a new wave of fans awaiting the next VR experience from the next Ace Combat title. Image Galleries A-10C Thunderbolt II F/A-18F Super Hornet F-22A Raptor Su-30M2 Flanker About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. A lifelong aviation enthusiast with a special interest in flight simulators and games. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating aviation related websites, communities, and events since 2005. He continues to explore past and present flight games and sims with his extensive collection of game consoles and computers. | Twitter | Discord: RibbonBlue#8870 |

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