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Description

“The first generation model of the ADF-01 FALKEN, and the original design that was featured on AC2"

Preview
ADFX-00 Prototype Falken(Addon Aircraft)
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Rythu5 Author
Rythu5 - - 29 comments

Changelog :
Version 1.5q - "Quality of Life focused patch"

-Skins-

-Vanilla template went revised, now with the labels not having a slight transparency feeling by their masks biw begin in light grey colour tones. and the engine vents of the top and bottom of the engines(which at first i through they were sort of Thermal pads), now features a pattern similar to the F/A-18E/F ones, a metal plate with holes instead of a "carbon filter rubber look"

-Normals(Normal map) went revised, as the first revision went released with a normal map with inverted panel lines, now the normals are in their correct orientation instead of inverted

-Added two new skins :

-Dummy, which is based on the default layout seen on the PSD vanilla template, this skin aside of a bonus, it exists because of a common issue seen when making an addon aircraft without an Osean skin, that results at the skin selection begin softlocked, the first version of F/A-18R Bourdon by M4rkoz is an example of that

*-Raven Prospect(an ADF-11F black coloured variant of Production Ghost, in comemoration to the 1K download milestone, Ryth Ver special version also included)

-Ryth Ver skins aren't standalone slots anymore, however now they're separated variants for the respective skin slots

-Added Usean Rebel Forces emblems for Luft-T1 and Splinter

-Added campaign conversion to all skins(sans the Scarface ones due even the unused skin could be an excuse, it'd look a bit weird at first)

*-And yeah, it may look weird like Trigger piloting another "unmanned" aircraft like the ADF-11F, but aside of how it looks on ACI, the ADFX-00 can be both converted to manned and unmanned at my ideas, didn't had time for implementing a manned cockpit layout seeing by the way editing export strings on uassets is a bit delicated, as the risk of breaking a pawn with an invalid index fatal error is noticeable

-Splinter now features the garage kit styled labels by default on its variants, except at the campaign conversions

-Aggressor Scarface skins went revised, due by a mistake of myself that went unoticed, the skins at the first was with the emblem inverted on the right stablizer, Phoenix/Scarface skins in fact features the emblem facing forwards at both sides and just noticed that when updating the original AC7 skins at the Onedrive repo. now this is fixed not only on it, but on Rev.Phoenix from Rythus' Scraps too

-URF and Trigger emblems are also available for use on the PSD vanilla template(borts 9701 and 1000, the official roundel of AC2 and the shield emblem from the F-15S at Fortress Intolerance. Mage, Spare and Strider emblems and borts at both Hi-vis and Low-vis, Sin Lines were made from scratch using Ostrich brushes, instead of using the ADF-01's original ones)

-Skins are now packaged separately instead of begin included at the base file(featuring diffuse and MREC maps), this was made for making more easier to support custom skin mods without requiring the tildes

*-Instances and the normal map however, are included on the base file, so if you'd want to edit them, make sure to use Z-A alphabet ordering or the tildes for your mod to have priority

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Rythu5 Author
Rythu5 - - 29 comments

-Localization-

-Localization files are now separated, based on how some mods like Kosnag ones does

-Compatibility issues of trying to play with the ADFX-00 because of the localization files(as previously, DATLocalization tools couldn't migrate the translation to all files, as only EN and PT-BR were added), JP didn't had such issues but reports were said that or the ADFX-00 wouldn't appear, to even the game crashing, now those are fixed

*-Of course, take note if the mod doesn't appear still, check out at adding tildes at the beginning of the .paks

-RKTL strings aren't broken anymore

-RAAM(the reverse missile) and RGUN(the rear gunner) now features their named string labels at the hangar screen instead of begin refered as MSL and MGP

*-Unfortunately, despite using the same string structure(WeaponShort_), the strings can be added in-game because of a limitation that weapon pawns requires an Enum string of the weapon in question to exist, which makes callback of WeaponShort, and unfortunately editing those enums are only possible by editing the whole source code of the game, due they're hardcoded on the binary's C++ code

-ADFX-00 now features string labels for the aircraft short name, refering to their respective variants

-Production Grey and Ghost now are named, by them begin refered as Skins 07 and 08

-Splinter was renamed, considering the Access Games/ACX's splinter camouflage

-Aircraft Viewer description went revised, now begin less cluttered compared to before by not having the tidbit texts after the whole backstory, this was made for making translators more comfortable without begin bothered by my noticeable prolixity seen at writing long texts

*-Still, the old tidbits can still be found on EXTRA-zoex.pdf

*-Template for translations can be also found on LOCAL-zoex.pdf

-Minimum detail is that the backstory now features the year 1997 instead of 1998, despite the AC3D canon uses that year, is very debatle by the Phoenix/Scarface skins, both the Skully Island 1995 bort(PX 095), and the Port Edwards 1997 one that existed since AC6(PE 097), which represents the year the games were released

-Added the Polish translation by TheZig34, special kudos to him

**-Aside that i added brief translated polish strings by architeture, same few japanese strings, the other text on the localization files still will be mirrored from the english version, Sincerity got plans at doing a full translation however

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Rythu5 Author
Rythu5 - - 29 comments

-Weaponry-

-ADFX-00 now have 4 variants in total** :

**this is even reflected on their pawns, as both are 4 separated aircraft thanks to incompatibility issues of using the same string but with variants, i.e. : zoex_rm, which i tested out but didn't worked due some parts are hardcoded to read the exact ID, without changes

*-The previously added Type AC2, which features the RAAM/4AAM/RGUN layout, 4AAM switched to IEWS which now has a new modified hangar model

**The IEWS of the droptank function is still intact on the pawns, but it can be deactivated by using a separate .pak file

*-The previously added Type ACI, which features the QAAM/4AAM/SAAM layout, SAAM added because of the YF-23 -Z.O.E.- on ACI

*-EX Set, new variant based on some weapons the ADF-01 could use in the previous games, LAAM(originally the Meteor was used as the 4AAM model), 4AGM(because the ADA-01B uses it, and AAW 2011/19 mentioned something about this for both the ADF-01 and ADA-01A), and SASM(one of the distinct weapons the ADF-01 has on AC3D, despite not exactly the same missile model used, instead the one from Gripen E)

*-SP Set, based on the original ADF-01 SWP layout(TLS/4AAM/FAEB), FAEB was a suggestion of users that would like to still use it, when TLS originally was an idea i wanted to include at the first version, which finally i had the oportunity to work on it with a modified hangar model also

**-Layout is losely based on how Access Games did for the TLS on ACX, JA and AC3D, but in a better charming way, red beam colour is used because of this TLS begin a prototype testbed

**-Despite i could work also on sort of a MP-friendly version/model swap version which i through at first, the idea went dropped after noticed there's a few niche of people that would abuse at making OP mods compatible with MP for cheating, and at the time i was insecure if addon mods would be an standard, which thankfully it turned now with the time

**-As a side effect, TLS will close itself when switching SWP, this is because the pawn i use based on the Su-47 lacks the ExecuteUbergraph functions seen on the ADF-01 pawn, and migrating them turns out very complicated because i'd need to migrate 6 export strings, along a whole script block of it that i'd need to edit also to match the parts i want to keep active, so take note of that to not begin weird out

**-TLS features a buffed version pawn, with high damage input and no collision at clouds to match the perfomance of the AC5's TLS, also the trail radius were intentional due i did find it cool

-RAAM, RGUN and TLS will have their respective animations on the main mesh on their variants, without conflicting with the fixed weapons

-RAAM originally would be featuring a multi-lock with stack update, but by how unstable the functions turned out when i added, RAAM still went intact of how it looked, with the exception it now uses an own base class(RAAM_BaseClass), making it compatible with the Proportional Guided Missiles

-RGUN unfortunately wasn't able to be converted to a guided weapon, for people that would like to check the internals to comfirm, but despite with the values added, RGUN didn't reacted like the LaserInterceptor weapon types(i.e. WUAV's TLS, Arsenal Bird laser)

**-However as a good thing of that side effect, RGUN now features a target lock-on plus the PLSL reticle, making it at least a bit more toreable at using it compared to before which were "blind spot-esque"

-IEWS now features the buffs seen on the ECM/ESM from Enchanter Squadron at Unexpected Visitor, at the first version i through people would be prefering an aircraft closer to not begin such OP but still compatible with some tweaks like Enhanced Gunplay weapon pawns, but won't deny that the default IEWS can be very mediocre for most, like a SWP slot wasted

-Enhanced Gunplay 2x and 10x weapon multiplies are now supported, instead of begin standalone, they're included at the same datatable, 2x begin the next 4 variants after the first 4, and the 10x begin the last 4 variants, just PlayerPlaneConfig or FX_MapTable weren't supported still, but i could look at implementing in a future release if there's demand

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Rythu5 Author
Rythu5 - - 29 comments

-Model-

-Added a new layout for the TLS bay, ditto of what i said above, it uses SWPCover1(the trick was that unused bones are refered as RAAM_, RGUN_, TLS_ to disable them)

-RGUN's animation now makes the airbrakes static, still not the ideal by the limitations of doing animated parts, as if you obviously break at midair and switch to RGUN it'll be yet uncanny valley for most

-RAAM clipping issues are now fixed, this was possible by readjusting the spacing of the intake and the afterburner engines, making it more natural. aside of a slight error which one of the pistions of RAAM when firing normal missiles wouldn't be reacting by broken parenting

**-Still, some slight issues can still be seen on RAAM like when breaking the flap reaction will clip a bit, may fix that on a later hotfix if i get some reports from users(if Nexus allows the file to be approved by manual verification...)

-The vertical fin now doesn't react anymore when doing take off and landing sequences, this mostly was a function seen on the ADF-11F's PartsAnimationConfig(the string refered as GearDown), which at first i through it was a common effect of the ADF-01

-Added socket and pylon layout for the new fixed weapons(LAAM, FAEB, 4AGM, SASM, SAAM went revised a bit)

-Misc-

-RGUN icon went slighty revised, removing some pixel jaggies

-ADFX-00 HUD icon went revised, remade totally from scratch in Adobe Illustrator making it more cleaner

-RGUN hangar mesh went changed to the original game's M167 VADS model used by ground CPU units, making it more natural compared to the previous layout, which some didn't liked

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Rythu5 Author
Rythu5 - - 29 comments

Changelog :
Version 1.6q - "Quality of Life focused patch - second release"

-Skins-

-Ryth Ver and URF skins MREC got fixed, originally this fix i through i've applied before as i noticed all skin MREC suffered from the Glowing/GIMP issue, so i've made sure at recooking them after adding an alpha channel, thing is during the reassignment of the default skins, i've forgot at making copies for the Ryth and URF skins, thinking i've already applied, the lack of sleep on 1.5q release didn't helped either...

-Weaponry-

-Enhanced Gunplay hotfixes got merged with the main release, the same applies to the removal of the previous hybrid 16 row datatable

*-Gunplay .paks got a slight packaging restructure, All Ammo now contains only the tables(Stock, X2, and X10), when FX Table it's separated now, ditto for the PlayerPlaneConfig/Capabilities

-Added support for the Semi-real Flight Model, a sub module from Skies Rebalanced made by Growler, QoL suggestion by TheHeliKid

*-Take note that it only supports the Semi-real Flight Model tweaks(outsourced from the original ADF-01 PlayerPlaneConfig of the mod), Skies Rebalanced datatables aren't included nor supported, seeing my priority comes first at Gunplay patches, along by the compatible role of the ADFX-00 and the ADF-01, which if it was an whole different aircraft(i.e. Draken J), both Gunplay and Rebalanced support wouldn't be added at first by my lack of experience at doing good scratch-made PlayerPlaneConfig balancing(SpeedRots begin my current issue)

*-However, Semi-real flight can be used in conjuction with Gunplay's All Ammo tables

*-About permission, Semi-real Flight Model got a open-source of the tables, along i've entered in contact with Growler asking permission of use, not for the ADFX-00, but for an possible future mod idea that i'd be using one of the PlayerPlaneConfigs as reference

*-Addendum : After later playthroughs, noticed that the Buffed TLS pawn isn't still 100% cloud unblockable, as the side effects still occurs when firing the TLS over the clouds, at the risk of breaking the whole pawn if i tried doing a export class removal operation, this will be left for a next update which i'll be checking with more calm, as currently busy with real life matters for now

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Rythu5 Author
Rythu5 - - 29 comments

-Misc-

-Page description got a rework treatment, revising some text

-Photo Gallery went migrated to the Lensdump link at the description, part of the reason is because previously i used the img URL redirects on Moddb description but already tested adding a Lensdump link for a quick preview, and for mostly making the process smoother without depending of two galleries at the same time, Nexus and Moddb will have thumbnail pictures assigned by default, but the other photos will be on the Lensdump link instead

-Localization, Description, and files of the mod went modified removing direct references of a user that was previously mentioned, also noticeable the version 1.0 photos in reference to the user works are now abstent(OBS : the change will be reverted later, seeing Cola preserved Sparrow's credits on Skies Restored)

*-Part of that was due i've overlooked a detail from his profile(which he prohibited replicas of his photos), and noticed he probably went bothered when getting the knowledge of the ADFX-00 mod as he removed the previously posted photos from his kit during the 1/144 ADF-01 release. so to avoid possible issues that could come, along avoiding to give direct exposure by privacy concerns(as some users feels bothered by getting direct exposure), the user's name mentions were removed, however the credits mention and descriptions of Splinter are still intact, ditto for the custom labels of the Ryth Ver skins and Splinter itself, which i guess those won't have such issues and isn't related to the photo replica violation

*-Addendum : Full Bundle now it's the main file once again from the ADFX-00 page, after doing some tests in a fallback mod page, went into the conclusion that part of the false flagging issues came from my use of Krishty's 7z LZMA2 compression that i used previously, which makes Nexus CDN act on the nested file flagging aspect. by uploading the 1.5q, UnrealPak, and now this mod in .zip, no flags were applied aside of the common upload delay period of CDN, so bundles along with the other types of files and folder organization are possible

**-Of course, depending of future projects that may gets a file increase with the time, .7z LZMA2 may be used at some point(even if i need to go to the whole process of manual approval...), an possible solution i may look for this is probably re-enabling Onedrive mirrors, Rythus' Scraps and Addon Aircrafts would be candidates to that, but until then, it'll be something i'll be doing when having a considerable roster of aircrafts/skins

*-Addendum : In a possible future update, i may go through re-structiring once again the localization files and pawn assigments, as i've found out a way at cutting the zx01-zx04 uassets into zoex once again and making things a bit more smoother on modular aspect, so take note of that and the possible wait for Compatibility Patches support of a possible 1.7q? 2.0q/x? unsure how much content i'll be delivering on the next one as my plans are possibly making the release version candidate of the Draken, and after it, focusing in a modding project concept idea that i got plans, however i'd take some months of progress as it wouldn't be a small mod in practice

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