Report 017: Cockpit & Release Date

After a succession of requests from various users asking for the cockpit view, it was clear that this view would definitely had to be available immediately in the first release.
So this week was focused only towards the development of this view.

The three available views:







For now, only the F-16 has cockpit view, but the other aircrafts and following additions will have their respective cockpits as quickly as possible.

There is also the possibility to add a fourth view, another cockpit view, but more distant to the panels thus having a more clear view of the soundings

It’s still possible to look around in the cockpit view:

The date has been set; it will be in June 20!

The main reason of the release being delayed up this point, was to be able to offer a game that even in the first alpha release has already the main key elements implemented.
In the current version, it is possible to make/play campaigns from start to end as well as adding any kind of user made content.

This was to reduce the risk of the alpha supporters, a game fully playable without the supporters having to wait weeks or months for main gameplay elements to be implemented.

  • A solid game engine capable of recreating almost all the missions that other games of the genre have.
  • Campaign mode (including the ability to start a new campaign but keeping all weapons and aircrafts that were previously unlocked).
  • Free mission mode.
  • Battle scenario mode.
  • Multiple difficulty levels (defined per campaign).
  • Fully customizable game content. (campaigns, missions, units, weapons, menus and more)
  • 10~20 missions.
  • 20~30 flyable airplanes. (beware, many of them are variants, so this number can be misleading)
  • Efficient and adaptable AI, capable of automatically adjusting the behavior considering the characteristics of unit and weapon it uses.
  • Exclusive access to the Debug Mode with the ability to take over and control every unit in the field (only available while in alpha phase).
  • and more…

(Until the alpha is released more content and features may be added, so the official list will only be available in the day of the release)

  • Functionally over design (in the HUD and menus).
  • Few maps.
  • No vegetation (it is already possible to add, but it had to placed individually. Too time consuming, it will only be present when a more effect method is available).
  • The main campaigns are not yet in the game.
  • No collision between ground units.
  • Few story elements.
  • Possible some bugs.

Highest priority (things that likely be available in the next weeks after the alpha release):

  • Skirmish Mode.
  • Helicopter units.
  • Stealth.
  • Conversion pack.
  • Bay doors.

High priority:

  • In game cut-scene
  • Squad/group AI behavior
  • Squad management & control
  • Vegetation

Medium priority:

  • Landing & takeoff.
  • Carrier unit (fully workable).
  • Submarine unit.
  • Arcade mode.
  • Visual novel like cut-scene.
  • Countermeasures.
  • Jamming.
  • Humanoid unit.
  • Allow to create missions for any type of unit.
  • In game editor.
  • Day & night cycle.
  • Multiple weapons for ground units.
  • Mission branching by in menu choices (i.e. in briefing).

Low Priority:

  • Laser weapons.
  • Munitions dispenser Weapons.
  • Standoff dispenser weapons.
  • Support units (Buff & debuff other units).
  • Menu Based travel system.
  • Weather influence.
  • Day light influence.
  • Temperature influence.
  • Challenge mode.
  • Destroyable projectiles.
  • Remote controllable projectiles.
  • In game photo shot mode.
  • Night vision.
  • Offensive/defensive upgrades for units.
  • Set different weapons for ground units.

(Note that small additions or improvements are not listed here, for example, redesigning de menu/huds)

The list above is what’s expected to be added in the game. It is not listed in order of implementation and lower priority elements may be added before the highest being completely cleared.
Also, most of this list is expected to be implemented in a year of deployment regardless how successful the alpha funding may turn out to be.

In case of a successful alpha funding, more production values will be added to the deployment allowing faster content & features development, with the possibility of expanding the game beyond what its listed here.

The goal, is to make this game as a reference for arcade flight sims on the PC, but there is a will to be more than that, another goal is to make a full warfare engine capable of delivering mods such as space battles of epic scale or fast paced robot action with little to no effort required from the mod makers.

  • Added cockpit view.
  • Improved Skins & Materials management.

  • Added F-16C Block30 Cockpit.

Stay tuned, more reports will follow

Report 016: Cosmetic improvements

It has been a while.
In the last report it was mentioned that in the following it should be a gameplay video. However during implementation it became evident that the video should be delayed a bit more to include more relevant additions.

Some of those are in this report; these additions are essentially aesthetic improvements, except one that is fairly important, that is to remain a “corpse” after the unit is destroyed. (So no more instantly disappearing ships after being destroyed)

Before that, it was added another SAM unit, this addition was also suggested by dhannemon13:

It is the AN/TWQ-1 Avenger, this unit is different from other SAM units that are already in the game because the Avenger doesn’t need to be deployed in order to fire. This adds the possibility to fire on the move, making the Avenger a very useful unit for escort missions.

Based on a Humvee, the AN/TWQ-1 Avenger plays an important role as last line of defense along with units equipped with AA guns. Because its an agile SAM, it also means that it is more suited for ambushes and helicopter take downs than countering high speed fighters.

 Can fire while moving
 Fire-and-forget missiles
 Low effective range

A shot of AN/TWQ-1 Avenger in game:
Keeping the birds away

The AN/TWQ-1 Avenger uses FIM-92 Stinger is surface–to-air missile. Most known to be used as personal portable shoulder fired missile. His short effective range only allows it to be used as point-defense weapon.

Here is a quick comparison of some Anti air units currently in the game:

Red: Patriot Launcher
Blue: S-125 Launcher
Green: Type81 Launcher
Magenta: AN/TWQ-1 Avenger
Orange: M163 A1 VADS

As it is demonstrated here, the patriot is capable of intercepting targets at very long range and even at the lower levels of the stratosphere. The S-125 has a very good range and can safely engage lower performance aircrafts before their weapons are in range. The other three, as stated before, are only useful to point defense.

Being a variation of the same chassis, it was also added the M1114 as a Reconnaissance vehicle:

The M1114 HMMWV, a well armored and agile four-wheeled vehicle.

 Good mobility
 Multipurpose chassis
 Small silhouette
 Limited firepower

A shot of M1114 in game:

This was the only content new in this report, as for the new aesthetic improvements:

Albedo is the effect caused by the reflection of the light sun by the earth surface.

The intensity an color coming from below depends of the type of terrain and the current height of the object

Here are some examples with and without this effect:

F-15E over a desert:

Left with albedo effect off and right with albedo effect on.

P-42 at high altitude (30 000m)
Almost a space ship, unfortunately it can’t stay at this height for longTrying to see his house from there
Left with albedo effect off and right with albedo effect on.

It is not visible in these images, but as the aircrafts climbs, the ambient light starts to back-out making the shadowed areas pitch back. But thanks to the albedo effect, the aicraft has an additional light source coming from the reflection bellow.

(Note: it is still possible to turn off the albedo effect in the display options)

This mechanic is still a work in progress and so it’s being presented here more like a preview.

Currently, the main use of this is, to automatically set the sun position in the map at the exact time at is stated in the mission briefing. So without changing the map it is possible to make different missions at different time of day.
(For now it doesn’t consider the latitude and longitude)

The player when making a mission or map will be able to define the exact time it is played and if the time flows, including adjusting the speed (a day can be real 10 minutes, or real 24 hours)

An example of the current day & night cycle:

(Note1: in this scene there were no clouds or lens flare to better view the sun motion)
(Note2: in the present version, the different light conditions are purely aesthetical and doesn’t change weapons and vehicles performance)

It still has a lot to be done in this system, for now only serves as proof of concept to the whole mechanic.
Later this system will be further improved with adding also the possibility to influence the performance of units and weapons.

Up to till now, every unit including structures that were destroyed was instantly removed from the game world. Although to small units was forgivable, to large ships and buildings was a very awkward result.
This was one of the most important factors for a new game play video to be delayed.

Now that has been added every unit can leave a “corpse” behind, this system is very flexible and allows a variety of possibilities

An in game shot of a destroyed M113 A3:

(Note: Is still possible to overkill a target and pulverize the all the remains.)

This system was mostly implemented in the previous report, but it wasn’t explained very well.
Many ground units have the possibility of deploying (some to improve accuracy, others as a requirement to be able fire).
Every unit can have his own characteristic deployment; some need to stop to deploy and for others is a way to store de cannon giving them more agility.

An example of the type 81 being deployed:

Deployed. Ready to fire. But no ammo in the launchers.

The deployment system in the game is ambiguous, meaning it can have a different function for every unit. For example, the Patriot launcher e Type81 need deployment to fire but for other units the deployment may be a state to increase/decrease top speed, turn rate, fire rate, defense or others.

  • Fixed various bugs
  • Added to reference individual units by script.
  • Added Albedo Effect
  • Added Deployment system
  • Added Corpse system

  • Added AN/TWQ-1 Avenger
  • Added M1114 HMMWV
  • Added FIM-92 Stinger Missile

Stay tuned, more reports will follow

Report 015: SAM units

Up to now,the SAM units were the only remaining units that were lacking in our military assets, so after this additions, our ground troops probably will sleep better, even if our intercepting squadrons are out on a mission.

First starting with a long range SAM unit:

Is the M983 HEMTT tractor attached to a trailer-mounted Patriot missile launcher.

The patriot Missile is a very effective AA weapon and with the HEMTT tractor it can be deployed almost everywhere, although it is very vulnerable against low flying units.

 Very long range target acquisition
 Can Lock to targets at High altitudes
 Can intercept missiles and ICBMs
 The limit of close range which can lock is higher that most of the SAMs
 Low rate of fire

The MIM-104C (PAC-2) is the missile of the Patriot SAM system. It is a very long range anti-aircraft/anti-missile weapon although it is not very agile thus making it very effective against bombers but not so much against fighters. But considering its high speed even the most agile fights can be shot down if they don’t evade quickly.

This version is just the Patriot launcher system without the tractor, it is being shown here, because it probably will be the most recurring version that our pilots will be facing.

Note 1: Sam Systems are normally a hierarchy system of multiple units that include Fire Control Unit, radar, transporters, launchers and missiles. So the name of these SAMs refer to the system itself and not the actually launcher unit.

Note 2: In the game the SAM launchers are considered autonomous units capable of detecting and engaging enemy targets on his own. The future addition of Fire Control Vehicles and radar units will serve as support units to boots these units’ capabilities.

Next a medium range SAM unit:

The 5P73 belongs to the S-125 SAM system and it is a fixed position unit capable of firing high mobility anti-aircraft missiles.

The S-125 is a medium altitude surface-to-air missile system and it is one of the most produced SAM systems, so expect to see these a lot in future missions.

 Can engage low flying targets
 Effective against maneuverable targets
 Cannot be used against missiles

The missile used by the S-125 SAM system:

The 5V27D (V-601D) is a ground-to-air missile designed for the S-125 Sam system is very agile capable of intercepting high mobility fighters.

Lastly a medium/close range SAM unit:

The Tan-Sam launcher is a truck with surface to air missile system, made to fill the gap between medium range missiles likeV-601D and close range like Stingers.

The Tan-SAM has the possibly of changing target after firing the missile, making it especially useful against multiple helicopters
Unfortunately, like the Patriot Launcher, the Tan-Sam needs to be deployed before firing.

 Fire and forget missiles
 Long deploy time

While not as agile as the V-601D, the Tan-SAM-1B is more suited to be fired against close range and low flying target targets.

Something to take note, even without AA gun units, a high value target can have an almost impenetrable shield against air units if guarded by these three units at the same time.

With these latest units, all basic types of ground units are now available, including some types having more than one unit. This is an important milestone that was needed to accomplish before the alpha release. Now the more relevant milestones to be completed are the addition of rocket weapons, the ability to lock multiple targets and launching multiple missiles at once, and finally adding the skirmish mode.

Also, it has been a while since the last gameplay video, so the following report will be a mission showing the latest progress and additions.

  • Added Deploy function for ground units
  • Improved the lock system

Now the weapons can have a minimum slant range and also a maximum/minimum height range which they can lock. This makes it viable nap-of-the-earth techniques against SAM units. It also adds another factor to be considered as the missiles besides having different lock ranges, now also have different minimum lock ranges.

  • Added M983 HEMTT
  • Added M983 HEMTT + Patriot Launcher
  • Added Patriot Launcher
  • Added 5P73
  • Added Tan-Sam Launcher
  • Added MIM-104C Missile
  • Added V-601D Missile
  • Added Tan-SAM-1B Missile

Stay tuned, more reports will follow

Report 014: MiG-29

After an unexpected long absence of reports, the report 014 it is here.
This report is purely focused in the new fighter now available in our hangar, the MiG-29.
However, instead of requesting the initial version of the aircraft and gradually adding more advanced versions with new reports, this time it was selected from start all the desired versions and then they were requested all at once. (The delay of this report was caused by the amount of variants requested)

Note: The following variants are listed roughly in chronological order.

The first one is the MiG-29 (early Product 9.12):

The MiG-29 is a 4th-generation jet fighter aircraft designed for an air superiority role. Developed to be a Land-based single-seat counter-air tactical fighter,it is very agile aircraft, with excellent instantaneous and sustained turn performance, high alpha capability, thus making it an effective weapon against other units.

-Role: Fighter
-Production Type: Mass Production

The early version can be distinguished by anti-spin ventral fins just below the tailplanes, those fins were removed in all other variants. Excluding the trainer version, this is the Mig-29 available with the lowest performance.

The MiG-29 (Product 9.12):

This one is a Late production model of the same 9.12, featuring a variety of technological and mobility improvements.

-Role: Fighter
-Production Type: Mass Production

Compared to the early production, this version features, improved avionics and several changes that increase the overall agility of the aircraft.

 Improved avionics
 Improved maneuverability
 Added flare Dispensers
 Anti-spin ventral fins removed

The MiG-29 (Product 9.13):

The 9.13 is an improved version over the 9.12 with upgraded avionics.

-Role: Fighter
-Production Type: Mass Production

The version 9.13 can be identified by the enlarged fuselage spine. More than a technological update, it also increased external weapons load allowing carrying more weapons per sortie.

 Improved avionics
 Increased weapons load

The MiG-29UB (Product 9.51):

The trainer version of the 9.12.

-Role: Combat trainer
-Production Type: Mass Production

Twin seat training model with lacking avionics compared to 9.12, it is only suited for training and not actual combat.

(Note: the real aircraft does not have radar installed, but in the game this aircraft has very low performance radar)

 No Radar

MiG-29S (Product 9.13S):

A prototype upgraded version of type 9.13.

-Role: Fighter
-Production Type: Prototype

Visually indistinguishable from the 9.13 this version offer a series of technological improvements compared to the previous one making it a fully-fledged air-superiority fighter.
However the flight performance is slightly lower compared to the 9.13 because of the additional weight of the avionics.

 Improved avionics
 Lower maneuverability

The MiG-29SM (Product 9.13M):

Similar to other 9.13, but with the ability to carry guided air-to-surface missiles and TV- and laser-guided bombs

-Role: Multi-role
-Production Type: Mass Production

A direct upgrade of MiG-29S, this is the first true Multi role version, allowing a wide range of weaponry including guided air-to ground ordinance. Like the S version it hasn’t any external feature to help distinguish from the others 9.13.

 Improved Radar
 Added the ability to use precision guided ground weapons

The MiG-29M (Product 9.15):

A revision of the basic MiG-29 with a more robust multi-role capability.

-Role: Multi-role
-Production Type: Prototype

The M variant marks a new evolution in the MiG-29 family, a genuinely multirole tactical fighter for control of upper airspace, ground attack and naval high-altitude precision weapons control. It includes a redesigned airframe, increased payload intended to be a replacement for basic MiG-29. The mechanical flight controls were replaced by a fly-by-wire system expanding the aircraft agility.

(Note: the MIG-29M is sometimes labeled as MiG-33, however this designation truly belongs to the MiG-29ME, the export version of the MiG-29M)

 Improved avionics
 Improved maneuverability

The MiG-29K (Product 9.31):

The carrier version of the MiG-29M.

-Role: Carrier Multi-role
-Production Type: Prototype

Based in the MiG-29M structure, developed to be ship-based, it can be identified by the arresting hook in the tail and the wide folding wings.

 Carrier takeoff capability
 Air refueling capability
 Lower stall speed

The MiG-29SMT (Product 9.17):

The MiG-29SMT is a generation 4+ fighter equipped with new targeting system, avionics and armament.

-Role: Multi-role
-Production Type: Mass Production

New version, based on original 9.12/9.13 airframe, and incorporating many of the improvements and capability enhancements planned for the MiG-29M, originally including gridded intakes and still including the dorsal airbrake. It can be easily distinguished by the refueling probe in the left side of the cockpit
Another thing to note is, the SMT version is currently is the most advanced version in mass production, and so advanced that it can rival the latest non-stealth fighters.

 Improved avionics
 Air refueling capability

The MiG-29OVT:

A MiG-29M version with 3D thrust vectoring nozzles.

-Role: Multi-role
-Production Type: Prototype

The nozzles installed on MIG-29OVT can move in any direction over the rear hemisphere at any range of engine operation, offering the aircraft astounding maneuverability. It retains the same multi-role capabilities of the M version, but the enhanced agility makes it especially suited for close dogfights.

 Greatly improved maneuverability

The MiG-35 (Product 9.61):

The MiG-35 is the definitive MiG-29 evolution

-Role: Multi-role
-Production Type: Prototype

Classified as a 4++ generation jet fighter, currently only in prototype stages it offers a vastly improved avionics and weapon systems making the MiG-35 an air superiority multi role fighter.

 Greatly improved avionics

With all these variants it’s easy to lose track of the characteristic of each version. To avoid any confusion let’s review the specs of all the versions:

(Note: This graph it is only a simplification of the characteristics of each aircraft)

A final note, within the list of brochures that arrived with the aircrafts it was found this:

It’s corrupted data, but appears to be another MiG-29 variant, maybe a future version, even more advanced than the MiG-35.
This can be something huge, or be just a raw concept or it can be nothing at all.

(tip: it’s a homage to Ace 3: electrosphere)

Multi-language system
This system allow in a clean and easy way to localize the game in any language.
It is currently in phase 1 of a three steps implementation and for now it only takes effect in menus.
The latter two phases will let the user to add custom fonts and will allow localizing all campaigns/battle scenarios. With this, it will be even possible to easily localize custom made content.
Also as default languages it will be available in English and Portuguese, to serve as examples.

  • Added Joystick/gamepad support and configuration in options
  • Added Multi-language system
  • Improved damage model

Now every unit has a type of armor (for example, wood, concrete, reactive armor) and each warhead has different effectiveness against it. So every weapon can be extremely effective against a type or armor but also be futile to other. A special attention has been given for every warhead to be both good and bad at something (in a realistic manner). After this changes, it is still possible for the user to create some warhead affected by armor types.

  • Added MiG-29 (early Product 9.12)
  • Added MiG-29 (Product 9.12)
  • Added MiG-29UB (Product 9.51)
  • Added MiG-29 (Product 9.13)
  • Added MiG-29S (Product 9.13S)
  • Added MiG-29SM (Product 9.13M)
  • Added MiG-29M (Product 9.15)
  • Added MiG-29K (Product 9.31)
  • Added MiG-29SMT (Product 9.17)
  • Added MiG-29OVT
  • MiG-35 (Product 9.61)

Stay tuned, more reports will follow.

Report 013: Cluster Bombs

Before we begin, something that should be noted, this update will not have the plane that was promised at the end of the previous report. The reason for this is, during development it has become evident that the resulting news would be very big. To avoid the same size as the report 012, this update was broken in half and the new plane will be featured only in the future report 014.

Without further delay, this week was another one of those reports that was focused exclusively on weapons. And the biggest news is that the cluster type of warhead is now accessible to use.

As previously stated, cluster bombs, are a special type of weapons that during the fall disperse sub munitions that will damage the target in wider area.
In comparison with normal bombs, the cluster bombs are more effective against a group of vehicles, but are less effective against structures and shelters.
Usually these weapons have a specific height which must be dropped. If it is released lower, it might not be able to disperse properly, but if it is released too high the dispersion may be too wide to be effective.

(Note: There are several types of these weapons, each with different characteristics and purposes, however some have complex behaviors or release special ammunitions (like mines), some of these weapons are not yet available.)

Warhead: Cluster/Anti-armor

The Mk-20 Rockeye II (or CBU-100) is a weapon with the main purpose of destroying armored vehicles

Currently for:


Warhead: Cluster/HE

The CBU-59 is the successor to the MK-20, containing almost 4x more sub munitions, it still is an effective weapon against tanks, however is more oriented to be used against soft skinned targets.

Currently for:


Warhead: Cluster/Thermobaric

The CBU-72 has the specialty of using fuel air explosives, and because of that method is different, the sub munitions that disperse are only a tool to expand the radius of the explosion

Currently for:


Warhead: Cluster/HE

The CBU-87 is the new generation of clusters and is compatible with many of the most modern aircraft. The sub munitions that are used are specialized to soft skin units, but it can also be used with less effectiveness against armored vehicles and concrete.

Currently for:

Warhead: Cluster/HE

The RBK-500 AO-2 disperse a large amount of explosive fragments and like the CBU-87 is intended to be used against units soft skin units.

Currently for:
Mig-21 Bis

Warhead: Cluster/Piercing

The RBK-500 PTAM-1M specializes in launching sub munitions to penetrate armor and reinforced structures.

Currently for:
Mig-21 Bis

Warhead: Cluster/Incendiary

The RBK-500 ZAB 2.5 SM launches incendiary fragments, and therefore is more projected to be used against fire-sensitive units.

Currently for:
Mig-21 Bis

Warhead: Cluster/ Anti-armor

The Bl-755 is a cluster weapon that uses armor piercing sub munitions, such as MK-20, but a negative feature of this weapon is that it has to be launched at low altitude to be effective, increasing the risk of being hit by anti-air units.

The main users of this weapon are the Sea Harrier, Harrier, Jaguar, and Tornado. (Currently none of them are available for now)

Currently for:

Warhead: Cluster/ Anti-armor

The RBL-755 is a BL-755 upgrade that adds an altimeter correcting the problem that required being launched a low altitude. The penetrating power of the fragments was also improved.

Currently for:

Now that the basic behaviors of cluster weapons have been completed the only essential type of weapon that remains to be added is the rocket pod. From there, other new types of weapons will be added, but with less priority.

Default Data Overwrite System

This is a very simple but also very helpful system.
One of the most common problems that would occur without this system would have been for example, when a player created a campaign and drastically changed the default values of units or weapons to their liking in order to better suit the new campaign, these changes would also take effect in the official campaigns and probably would have caused compatibility issues.

This problem would be aggravated if the player downloaded a Custom campaign which changed the parameters of some objects, in which case the player would be faced with the choice of deleting their changes or maintaining them running the risk that they would not be the best for campaign they have downloaded.

For this there is a solution, a system that allows in an organized way all the campaigns and battle scenarios to have the possibility of overwriting the default data without changing the original parameters. This system even also allows replacing models, textures, and adding new objects (units / weapons / etc).

It is believed that this system will allow adding custom content without fear of generating incompatibilities with other content. Although it is always possible to change the original data, this system will help a lot in the organization of new content.
And is very simple to use, simply create a folder with the same name as the original in a specific zone of the campaign data, these new attributes prevail over the original when playing that campaign.

  • Added Sky Box option
  • Added Default data overwrite system
  • Added Tumbling effect in bombs

  • Added MK-20 bomb
  • Added CBU-59 bomb
  • Added CBU-72 bomb
  • Added CBU-87 bomb
  • Added RBK-500 AO-2 bomb
  • Added RBK-500 PTAB-1M bomb
  • Added RBK-500 ZAB 2,5 SM bomb
  • Added BL-755 bomb
  • Added RBL-755 bomb

Stay tuned, more reports will follow.

Report 012 Extra: Battle Scenario

This time it is not an actual new report, but instead a continuation of the last one.
In the previous report there were significant additions in the mechanics that weren’t talked about in detail.

This extra also takes the opportunity to explain better some of the features already implemented in the game.

To start off with the meta data:

The meta data is a small amount of information that helps organizing every unit in the game:

(Fighter, bomber, awacs, recon, etc)
-Production Type
(Mass Production like the F-22, Prototype like Mirage 4000, Concept like F-16 FSW and Fictional like Mig-37)
-Active Year
(the year that first flight or entered service)
-Deactive Year
(the year that was removed from service)
(If the unit is not armed)

Note 1: About the concepts in the production type, some of them have very little information available and will be very difficult do replicate the original design.

So it is possible some concept types may not be 100% accurate)

Note 2: Aside from the Mass Produced, the active and deactive years of the other types may be imagined.

The usefulness of this data is to allow sorting the playable units, especial when the playable list becomes really big.

Also, it automatically allows newly added units to be available in a battle scenario that request units from a specific time window or other conditions.
And other use is to easily create an aircraft list for the AI to use in the Skirmish mode. (For example: Allowing only Mass Production types active in 1992)

More modes will be added later, but this is the modes that will be available in the first release:

-Campaign Mode

The standard mode, it is a string of missions connected together that may or may not have story or background information (it is up to the choice of the creator/Modder).

A thing to note, it is already possible to have a nonlinear mission progression; this free flow of the missions can be either strait and linear or very complex. (Again, is up to the creator/Modder to choose)

Some examples of possible mission flows:

However, at it is now, the branching is resulted only by in game actions (for example letting a specific target escape, or clearing the mission using certain amount of time), but in the near future it will be possible  to the branching results from decisions made in mission time and outside of it.

Another feature of the campaign mode, already implemented, is the aircraft/weapons unloackable system. It can be by simple mission progression, or by experience accumulated by the player, from a specific aircraft, or purchasing the aircrafts using money earned from the missions. Every campaign can be configured (by the creator) differently, and can use only one or all of the methods simultaneously.

Note: campaign mode also includes the free mission mode, allowing the user to play
any previous cleared mission.

-Skirmish (not implemented yet)

This mode will be more like a Quick Battle, where the player setup the rules, enemies, etc and play. More info will be available when the actual mode is added. But the meta data will be useful to exclude non Combatant units from the death matches and other modes.

-Battle Scenario.

This mode is the single mission mode. It is like a trimmed down campaign mode with only one mission, but it can also be integrated with story or background information.

The battle scenario also has the advantage of automatically add to the selection every available plane (if it is in the mission requirements). In other hand, the campaign mode must use a static list, unchanged even if the user adds more planes to the game.

The battle scenario is as well a good place to add more exotic missions and not
directly related to combat (like recon or others).

To test that as an example, it was added a mission to figure it out what was the fastest climber in the current aircraft list.

This missions it isn’t a true representation to the actual test because the takeoff/landing feature it is not been added yet, so the mission starts at near sea level in almost stall speed.

It was a quick and very fun mission to do and will be useful to test the performance of newer aircrafts.

Of course the competition was shattered when it was added these two planes:

In game shot of the F-15 Streak Eagle:

In game shot of the P-42 (Su-27):

These two are the most recent record breakers in speed climbing, so any other aircraft will have a thought time in beating them.

By the way, a sneak peak of the next report:

  • Added F-15 Streak Eagle Aircraft
  • Added P-42 Aircraft

Stay tuned, more reports will follow.

Report 012: AA guns

With the latest weapon additions, our aircrafts developed an overwhelming advantage against ground forces.
So, in our ground operations exercise, there wasn’t any real threat to the air units. To balance that issue, we started to deploy Self-propelled anti-aircrafts guns.

The first AA-gun added it was the Sidam 25:

A tracked vehicle mounted with an AA gun operated by an optical fire control system.

Although not heavy armored, it is a reliable weapon against low flying aircrafts. The Sidam 25 is a complete turret unit, with four 22mm Oerlikon-Contraves cannon, optical sights, low-light video sights, laser rangefinder and fire control computer. This fitted into the rood of a standard M113 APC.

 Medium fire range
 Optic fire control
 Only protected from small arms fire
 No radar guidance

In game shot of the Sidam 25:

As previously mentioned, the Sidam 25 use the M113 as base model. So it was not wasted the opportunity of also deploying the M113 unit:

The M113 is an armored personnel carrier, it is highly mobile but lack protection and reliability. Still, it is a very versatile vehicle and served as a chassis for a wide variety specialist versions.

This version is the A3, comparing to other versions, it includes external fuel tanks, spall liners, steering yoke and more powerful engine.

It is easily identified by the large fuel tanks on each side of the rear ramp.

(Note: for now, in game there is no actual usefulness for unarmed APCs, they only serve as moving targets)

 Good mobility and amphibious
 Chassis adaptable to many roles
 Cannot keep up with tanks
 Limited level of protection

In game shot of the M113 A3:

The addition of the Sidam was sufficient for now, however, after browsing the list of other units that use the M113 as a base model. We took the opportunity to request the deployment of another AA gun for or Close air support trainings:

The M163 is a M113 fitted with a six barrel Gatling gun similar to that is used for the F-16 fighter aircraft.

Also known as the Vulcan Air Defense System (VADS), the effectiveness against air units is somewhat smaller compared to the Sidam, despite that, it can be a good unit against soft skinned ground targets

 High rate of fire
 Effective in ground support
 Limited effective range
 No radar guidance

In game shot of the M163 A1:

After playing a lot with high explosives and thermobaric weapons, our pilots requested other types of warheads.

Their request was already in our schedule, and weapons with incendiary type of warheads were promptly added to their disposal:

The first incendiary weapon added was the BLU-27B, it is napalm bomb that spreads the fire to a wide range.

Currently for:

The MK-77 is a newer kind of incendiary tank to replace the napalm bombs. The lack stabilizing fins makes it acquire a tumbling motion on being dropped that contributes to the scattering of the combustible gel over a long line.
Currently for:

The Zab-500V can be considered similar to the BLU-27B.

Currently for:

The ZB-500PT is an incendiary tank, and the small stabilizers fins don’t prevent it to acquire the tumbling motion like the Mk-77, causing the desirable long line of fire.

Currently for:

(Note: incendiary tanks usually produce a longer line of fire compared to the incendiary bombs)

In game shot of a F-15E using a MK-77 bomb:

  • Added Meta Data System
  • Added Battle Scenario Mode
  • Added Incendiary warhead Type

  • Added Sidam 25 Vehicle
  • Added M113A3 Vehicle
  • Added M163A1 Vehicle
  • Added BLU-27B weapon
  • Added MK-77 weapon
  • Added Zab-500V weapon
  • Added Zb-500PT weapon

Stay tuned, more reports will follow.

Report 011: Guided bombs in all flavors

In the last week, following addition of the guided bomb system only a few actual
weapons were made available.
Considering the wide variety of roles and characteristics these weapons can have, that list was too small and limited. Therefore, to offer a wider selection this week was focused on expanding the collection of guided bombs, so that our pilots will be able to choose the best weapon for any particular situation.

Another issue was pointed out from our pilots, was that only a few of the available aircraft could use guided bombs.
Our base already requested a new aircraft and it should be delivered in the next weeks. But before that, to mitigate the issue of few guided bomb users, a solution appeared: a modernization plan for the su-27S.

The Su-27SM:

Although visually very similar to the S version, it can be distinguished by offset IRST ball in front of the cockpit, the addition of the refueling probe and the ECCM in the leading edge of the wings.

But the biggest difference it is in the performance, as it is one of the most technological advanced fighters in the su-27 family and one of the most effective aircrafts in the whole 4th generation of fighter aircrafts.

This modernization improves greatly the avionics and radar performance. Increasing it combat effectiveness it also add the compatibility of high-precision weapons.

In game shot of the Su-27SM:

The MiG-21 will follow this modernization to also support guided bombs.

Before showing the newly added weapons, a simple explanation about the differences in some warheads and guidance systems.

Some types of warheads:

High explosion 
The most conventional type of warhead is the high explosive, commonly referred to simply as HE.

 Good coverage area
 Excellent for carpet bombing
 Weak against shelters

Armor piercing is a type of warhead made to penetrate hardened targets. In case of bombs they are known as “bunker busters”, as they explode below ground destroying the foundations of any structure.

 Excellent against high value targets and reinforced structures
 Excellent against ships and submarines
 Narrow blast range

Result of a quick disperse an aerosol cloud of fuel which is ignited by an embedded detonator to produce an explosion. The rapidly expanding wave front due to overpressure flattens all objects within close proximity of the epicenter of the aerosol fuel cloud, and produces debilitating damage well beyond the flattened area. The main destructive force of Thermobaric explosion is high overpressure, useful against soft targets such as minefields, armored vehicles, aircraft parked in the open.

Also known as fuel-air bomb and it is the type of warhead used for the two most powerful non-nuclear bombs, the MOAB and FOAB.

 Extremely large coverage area
 Powerful weapon against soft skin units
 Weak against reinforced structures

Incendiary (Note: this type of warhead it is not available yet)
Often referred as Napalm, the incendiary bombs use chemical reactions to spread fires. These bombs, if dropped in the right conditions they can cause a long line of fire

 Good against unarmored units or personal
 Good against convoys
 Causes persistent damage
 For maximum efficiency requires to be dropped in certain conditions
 Useless against shelters or reinforced structures

Cluster (Note: this type of warhead it is not available yet)
This type of warhead it is unique, it main role it isn’t to damage the target, but instead is to spread smaller sub-munitions carried inside of the projectile. Then these sub-munitions will damage targets in a wide area.

 Good for bomb saturation
 Good against armoured vehicles
 Must be dropped from altitude to have good coverage area
 Some clusters have random dispersion of sub munitions

(Note: it is possible to mix the characteristics of various warheads)

Some types of guidance system:
The TV guidance system uses the fire-and-forget principle as the weapon guides itself to the target, however to be effective, it must be deployed in daylight and clear conditions.

 Can be Remote controlled.
 Limited to daylight.
 Limited to clear weather.

(Note, in the future, the player will have the possibility to remote control some TV guided weapons)

The Laser guided is the most common and the most versatile guidance system for bombs; it can be deployed day or night. One drawback of this kind of guidance is that the aircraft must continually “paint” the target and therefore to ensure accuracy can’t take evasive maneuvers if targeted by enemy fire.
In case of the signal loss, the projectile goes ballistic.

 Works in all lighting conditions
 Stays effective against stealth units
 The aircraft must be able to paint the target avoiding the interference of obstacles
 Loses effectiveness in bad weather
 Laser illumination can be interrupted by smoke, fog, or clouds
 Aircraft venerable when using this weapon

(Note, in the future, tanks can take evasive measures creating a smoke screen in an attempt to disrupt the laser guidance)

(Note 2, in the gameplay perspective, the target must stay locked for the weapon to be able to aim properly)

The Imaging Infrared, often called as “heat-seekers”, is like the TV guidance, it can also maneuver independently to the target without any further input from the aircraft. Unlike laser-guided bombs which can only be employed in clear air-mass conditions, the IIR is able to achieve accuracy in adverse weather.

 Works in all lighting conditions
 Usable in all weather
 Ineffective against cold bodies
 The existence of a variety of infrared countermeasures.

Sat Nav 
The Satellite guided weapons are able to operate in all weather and lighting conditions. In comparison with other guidance systems, it has the upper hand against countermeasures.

 Works in all lighting conditions
 Immune to countermeasures
 Usually fixed positions
 Must be able establish connection with a navigation satellite

(Note: an effort is constantly being made for the game to be as accurate as possible in specs, loadouts, etc. However the user is free to change or simplify the configurations as he likes when moding the game)

Now the weapons:

Guidance: TV
Warhead: HE

The GBU-15(V)1/B uses a daylight-only image-contrast seeker. It has the same basting power as the MK 84.

Currently for:

Guidance: IIR
Warhead: HE

The GBU-15(V)2/B it is the same as the 1/B however it is equipped with a IIR guidance unit.

Currently for:

Guidance: TV
Warhead: Piercing

Similar to the 1/B version, the GBU-15(V)21/B is equipped with a TV guidance system, however instead of having a MK84 warhead, this version shares the same penetration-warhead as the BLU-109 bomb (The BLU-109 bomb is not available at the moment)

Currently for:

Guidance: IIR
Warhead: Piercing

The GBU-15(V)22/B is the combination of the BLU-109 warhead with the same infrared seeker of the GBU-15(V)2/B.

Currently for:

Guidance: Laser
Warhead: Piercing

The GBU-24 is an improvement to the GBU-10 making it more accurate and effective. It also works better in adverse conditions

Currently for:

Guidance: Laser
Warhead: Piercing

The GBU-27 is a variation of the GBU-25 modified to fit in the weapons bay of the F-117 stealth fighter.
It may have been tailor made for the F-117, yet it can also be used by the same users of the GBU-24.

Currently for:

Guidance: TV
Warhead: HE

The KAB-500Kr is similar to the GBU-15(V)1/B

Currently for:

Guidance: Laser
Warhead: Piercing

The KAB-500L is designed to engage various stationary ground/surface small-sized hardened targets, such as reinforced concrete shelters, military industrial installations, depots, and seaport terminals.

Currently for:

Guidance: TV
Warhead: Thermobaric

The KAB-500-OD is designed to engage ground targets, such as fire emplacements, and manpower hidden in mountainous terrains. Visually identical to the 500Kr version, it differs in the warhead, the OD version uses a Thermobaric warhead.

Currently for:

Guidance: Sat Nav
Warhead: HE

Smart bomb KAB-500S-E with satellite guidance and HE warhead is a high-precision fire-and-forget aircraft weapon. It is designed for round-the-clock all-weather engagement of ground and water surface targets such as munitions depots, industrial facilities, ships at berths, etc. It destroys predetermined targets and targets whose position is fed into the flight mission during captive flight before the bomb is dropped.

Currently for:

Guidance: TV
Warhead: HE

KAB-1500Kr is a more powerful version of the KAB-500Kr with bigger blast range.

Currently for:

Guidance: Laser
Warhead: Piercing

The KAB-1500L has a piercing warhead and is designed to engage stationary ground/surface small-sized hardened targets, such as reinforced concrete shelters, runways, railway and highway bridges, military industrial installations, warships, and transport vessels.

Currently for:

Guidance: Laser
Warhead: Thermobaric

The KAB-1500LG is an improved seeker model over the KAB-1500L and it features the same round-the-clock capability.

Currently for:

Guidance: Sat Nav
Warhead: HE

The KAB-1500S-E is a satellite aided inertial guided bomb. It to uses the same guidance package as the smaller KAB-500S-E but has more powerful blast.

Currently for:

Guidance: Radar/Sat Nav
Warhead: Thermobaric

The last one it is not a bomb, but instead a missile, created to test the versatility of the warheads in current system.
It is long-range ballistic missile developed to be a multi-purpose weapon, destroying both air and ground units with a huge air Burst.
In theory is a very devastating weapon combining the fuel air explosions with other high explosives, resulting in something similar to a small thermonuclear bomb.
However, to this date there is no actual data of the missile performance, the use of this weapon would draw too much attention from our enemies, so to avoid that it will be stored in a safe place in case of a future use.

Currently for:

(Note: By the default this weapon it is not available for any aircraft and is “hidden” in the game data. To be able to use this weapon, the player must include it in an aircraft’s default list of weapons.)

With this new pack of weapons, most of the relevant guided bombs are now available. So in the future, the inclusion of other guided bombs will be reduced and upcoming additions will be focused on other types of weapons.

  • Added Speed State animations (now the flaps an trims can move properly and it is also possible to have aircrafts with variable wing geometry)
  • Added velocity dependent animations

  • Added Su-27SM aircraft
  • Added GBU-15(V)/1B weapon
  • Added GBU-15(V)/2B weapon
  • Added GBU-15(V)/21B weapon
  • Added GBU-15(V)/22B weapon
  • Added GBU-24 weapon
  • Added GBU-27 weapon
  • Added KAB-500Kr weapon
  • Added KAB-500L weapon
  • Added KAB-500-OD weapon
  • Added KAB-500S-E weapon
  • Added KAB-1500Kr weapon
  • Added KAB-1500L weapon
  • Added KAB-1500LG weapon
  • Added KAB-1500S-E weapon
  • Added MPBM weapon

Stay tuned, more reports will follow.

Report 010: F-15

After the success of the last mission, our pilots returned home waiting for them a
nice present.
Their aircraft selection was increased, but this time was not one, but three new aircrafts.

The first one is F-15A Eagle is a twin-engine, all-weather tactical fighter:

The F-15 Eagle is an air superiority fighter and is able to use a variety of air to air missiles, including the AIM-9 Sidewinder, AIM-7 Sparrow and AIM-120 AMRAAM with a six barrel 20mm Vulcan Gatling gun mounted internally.

The F-15 is an agile fighter due to its low wing load and high power to weight ratio with good dogfight capabilities.

 High speed
 Good maneuverability
 Large weapons load
 Large radar cross section
 Medium dogfight capability

In game shot of the F-15A:

Considering the F-15A is somewhat outdated to the current standards, it also has been added the F-15C, an improved single-seat all-weather air-superiority fighter.

The F-15C is a superior model of the F-15A with more powerful engines and electronics. Visually almost indistinguishable from the version A, however F-15C doesn’t have the turkey feathers in their afterburner nozzle covers.

The version C is the most common version and is now one of the most capable dogfighters and interceptors in our current selection.

In game shot of the F-15C:

In response to the next missions, as the focus is being shifted air-to ground operations. It also has been added to our selection the F-15E.

The F-15E Strike Eagle is a two seat strike fighter developed from the F-15 airframe. It is able to fire the same air to air missiles, but for the ground attack role the fuselage has been strengthened to carry twice the payload as the earlier versions. I can use a wide variety of air to ground weapons and it will serve as a test bed for the air to ground weapons that will be available in the future.

Unlike the other two versions, the F-15E is oriented air-ground operations and high speed interdiction missions.

It can be distinguished from other versions by the conformal fuel tanks mounted along the engine and the targeting pods underneath the intakes.

In game shot of the F-15E:

Taking advantage of the recent availability of the F-15E it was possible to implement and test the guided bombs system.

All is worked properly and effectively when was tested these new weapons:

GBU-10 a 2000 lb bomb based on MK 84, but is laser guided bomb with a higher striking accuracy that any dumb version.

GBU-12 is smaller than the GBU-10, based on the MK82 bomb. Although less powerful his compact size enables the aircraft to carry in more quantity.

The last guided bomb tested was the GBU-28. Unique to every other bomb previous used, this one has a very narrow blast radius, but earns the nickname of “Deep Throat” for his bunker busting capabilities, obliterating any structure regardless how reinforced it is.

  • Added Guided bombs system

  • Added F-15A aircraft
  • Added F-15C aircraft
  • Added F-15E aircraft
  • Added GBU-10 weapon
  • Added GBU-12 weapon
  • Added GBU-28 weapon

Stay tuned, more reports will follow.