Ace Combat 7: Skies Unknown

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Gamingroach aka ElectronicOldMen

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witcher1999207

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About this mod

The main purpose of this mod is enhancing the gunplay aspect of Ace Combat 7 along with other things like difficulty, AI's behavior, playable SP Weapons....etc

Requirements
Permissions and credits
=THIS MOD WONT BE COMPATIBLE WITH OTHER DIFFICULTY/WEAPON TWEAK MODS, UI CHANGING AND SKIN MODS STILL WORK FINE=
 



Are you tired of guns being too weak, slow and useless compared to your missiles?
Are you tired of facing the same boring braindead enemy AI in all difficulty modes?
Did you wish the world would fight you from all directions unconstrained without mercy?
Did you wish your special weapons were less boring and more interesting?
Did you wish your planes could manually do Cobra and Kulbit anytime like Mihaily and SOL at your will without having to be constrained to annoying PSM QTE mechanics and limits?


If yes to any of these, welcome to Enhanced Gunplay Version A4.0 Gauntlet Edition! - A mod that will change your flight experience for the better or worse.
Enhanced Gunplay was developed with the milestone goal to alleviate the inherent flaws of Ace Combat 7 and its troubled development history.
But also doing more to make the game challenging and refreshing to new and experienced players of the game series.

Core features:
1. Better Guns and Gunplay - Has been reworked and added on to make aircraft guns on various planes more unique and functional and also being your most powerful weapon rewarding skillful maneuvering over fire and forget.
2. AI and Difficulty - Has been overhauled to give a more challenging experience. Ground targets and air defenses are no longer fresh meat, Enemy aircraft are more aggressive, persistent, and now carry special weapons.
3. Modded Missions - Ace of Aces missions have been reworked to give an enhanced experience with options to face higher AI aggression, increased number of enemy spawns at start, or face the ultimate Gauntlet of fighting the world.
4. Special Weapons - Have been reworked and enhanced to be more functional and effective. Weapon Load Counts are now physically dependent on number of pylons mounted on aircraft than being fixed to a set count of 2, 4, 6.
5. Enhanced Plane Parts - Reworked parts system with higher performance visibility in addition of Level 2 and 3 parts now available to use in Singleplayer mode.
6. New Flight Model - Post Stall Maneuver mechanics has been replaced with full manual High-G Supermaneuverability. Plane stats have been adjusted to have higher flight ceiling and more varied performance across the selection.


System requirements:

A strong CPU / GPU computer. This mod exploits and pushes the game to it's limits. Stability is not guaranteed on weak systems.
E.G. A Modern AMD Ryzen CPU series or Intel Skylake CPU series or better (More cores the better specially if you stream/record gameplay).
Minimum: Radeon RX 470 8GB / Nvidia GTX 1060ti 6GB
Recommended: Radeon RX 5700 XT / Nvidia GTX 1080 or better.

Version A4.0 no longer requires Solid State Drive (SSD) to play the mod, All Hard Drive related crashes have been fixed.

Caution!!: This mod also modifies player pawn listed below & PlaneDataTable uasset files which will conflict with other mods that modify them as well.
AcePlayerPawn:

A-10A
CFA-44
Eurofighter Typhoon
Rafale
Mirage 2000
Gripen
F-35C
MiG-21B
MiG-31B
Su-34
F-15S/MTD

// New Gun variations uassets that have been added:
GSh-6-23 > Mig-31 > 10,000 RPM
GSh-23 > Mig-21 > 3600 RPM / 7200 RPM (MGP)
GIAT 30 > Rafale > 2500 RPM
DEFA x2 > Mirage 2000-5 > 2600 RPM
GAU-22 > F-35C & F-15S/MTD > 3300 RPM
GSh-30-1 > Sukhoi s & Mig s > 1500 RPM
GSh-30-1 x2 > CFA-44 > 3000 RPM
GAU-8 > A-10 > 3900 RPM
M61 Vulcan > Most western / Osean planes > 6000 RPM
Mauser BK-27 > EF2000 & J39B > 1700 RPM

Aircraft gun stats are reflected from their real world rate of fire.

This mod was only tested in Singleplayer - Normal & Ace Difficulty. And may exhibit different behavior in other modes.

=========================================
// Installation:
// Mod files have been modularized by feature to allow customized installation depending on player preference.
// Simply unpack the following .pak files to the install path : SteamLibrary\steamapps\common\ACE COMBAT 7\Game\Content\Paks\~mods\
// If you have an older version of this mod, please delete all old pak files before moving newer pak files into the ~mod folder to prevent potential bugs.
=========================================

// Base Mod files:
~~~EOM_EnhancedGunplay_P.pak - Base Mod. You need this if you only want enhanced player gun features.
~~~EOM_EnhancedGunplay_Raycast_P.pak - Base Mod. This module contains Raycast curve settings file for better hit registration comparable to Ace Combat 6.
~~~EOM_EnhancedGunplay_PlaneParts_P.pak - Base Mod. This module has LV.1 & LV.2 parts stats tuned for better visible performance, all parts are now available for Singleplayer.
~~~EOM_EnhancedGunplay_PlaneStats_P.pak - Base Mod. This module has revised flight model changes for better flight experience.

// Choose one of two:
~~~EOM_EnhancedGunplay_AI_P.pak - Base Mod. Changes Ally & Enemy AI behavior to be more competent and agressive.
~~~EOM_EnhancedGunplay_AI_EasyNavy_P.pak - (Optional) Naval Vessel Hull Pawn stats are unchanged for easy mode.

// Chooose one of five:
~~~EOM_EnhancedGunplay_AI_Weapon_Ace_P.pak - Base Mod. Contains all AI weapon stats and parameters. 100% AA Damage and FCS Foresight. This is the recommended Difficulty, hard but fun.
~~~EOM_EnhancedGunplay_AI_Weapon_Gauntlet_P.pak - (Optional) Contains all AI weapon stats and parameters. All AI damage is equal to player weapons. Extreme difficulty.
~~~EOM_EnhancedGunplay_AI_Weapon_Hard_P.pak - (Optional) Contains all AI weapon stats and parameters. 50% AA Damage and 75% FCS Foresight.
~~~EOM_EnhancedGunplay_AI_Weapon_Normal_P.pak - (Optional) Contains all AI weapon stats and parameters. 33% AA Damage and 50% FCS Foresight.
~~~EOM_EnhancedGunplay_AI_Weapon_Easy_P.pak - (Optional) Contains all AI weapon stats and parameters. 20% AA Damage and 20% FCS Foresight.

// Optional mod modules:
~~~~EOM_EnhancedGunplay_GauntletMode_P.pak - (Optional) Warning: using this module will make game difficulty extreme. AI only targets you. Allies become passive.

// Choose one of two:
~~EOM_EhancedGunplay_AllAmmo10X_P.pak - (Optional) Requested by popular demand, increases all GUN, MSL, SPW in the game by 10 times their base game amount.
~~EOM_EnhancedGunplay_AllAmmo2X_P.pak - (Optional) This module increases all base game GUN, MSL, SPW ammo by double their base game amount.

// Optional Mission modules:
~~MissionXX_Ace_of_Aces_Lite - Reverts starting spawn count to normal while retaining increased aggression and scan range. Recommended for weak systems or beginners.

~~MissionXX_Ace_of_Aces - Spawns all enemies on start with increased aggression and player scan range. Recommeneded for default experience.

~~MissionXX_Gauntlet - Spawn all enemies on start with maximum aggression and player scan range. Recommended for extreme difficulty but unstable.
=========================================

If you are experiencing crashes or undesired changes, please make sure you do not have other mods installed that may conflict with the features of this mod.

// Frequently asked questions (FAQ):
1. I am getting a crash how do I report?
Answer: When the game crashes, press the okay button then open notepad and CTRL+V to paste the crash log. The game will tell you what is at fault.

2. CIWS keeps shooting down all my missiles help!!
Answer: The strategy is to get close enough to the target and fire your salvo or use your primary MSL salvo as decoy and switch to SPW and fire away.

3. I keep getting shot down by enemy SPW!!
Answer: Try equipping Armor, Fire Extinguisher and Jammer parts to reduce enemy damage effectiveness against you.

4. In Mission 16 I keep getting shot down by Unknown AA-Guns.
Answer: The strategy is to fly fast with afterburners while having your camera locked on to the Unknown Target while fly past them.

5. AA-Guns/CIWS are too strong and too accurate.
Answer: The strategy is to keep flying in unpredictable patterns or flight path to keep the AA-Gun/CIWS FCS tracking busy. A barrel-roll dive helps for example. If it is too hard then try another AI_Weapon_Difficulty.pak.

Have fun ~ ElectronicOldMen / Gamingroach.


// Release Notes:
=========================================

Version - A4.1 Patch Notes: Performance overtune Hotfix for plane parts and MP balance pass.
Hotfix - New cruise speed for other non supermanuever planes not taking effect has been fixed.
Hotfix - Overtuned parts and stats have been toned down and adjusted. See Below.
Hotfix - SP02 Mig31B pawn ECM doesn't activate due to class mismatch typo.
Parts Data Tables changes (SP/MP)
1. Multiple Enemy Detection Device (Sp. W) Lv.1 & Lv.2 has its multiplier increased to 0.7 and 0.5 from 0.5 and 0.33
2. Multiple Enemy Detection Device (MSL) Lv.1 & Lv.2 has its multiplier increased to 0.6 and 0.4 from 0.5 and 0.33
3. Directional Proximity Fuze (Sp. W) Lv.1 & Lv.2 has its multiplier reduced to 1.5 and 2.0 from 2.0 and 3.0
4. Electronic Optical Hybrid Sight (Sp. W) Lv.1 & Lv.2 has its multiplier reduced to 1.5 and 2.0 from 2.0 and 3.0
5. Flaps, Aerlions, and Rudders Lv.1, Lv.2 & Lv.3 has its multipliers reduced to 1.25, 1.50, 1.75 from 1.50, 1.75, 2.00
6. Superior Maneuverability Lv.1 & Lv.2 has their roll multipliers reduced to 1.10 and 1.20 from 1.25 and 1.50
7. Bulletproof Fuel Tank Lv.1 & Lv.2 now has SpeedBreak multipliers set to 0.9 and 0.8 as performance penalties for increased armor.
8. Ramjet Propulsion Device (Sp. W) Lv.1 & Lv.2 now have their value set to multiplier from additive. Values set to 2.0 and 3.0
9. Ramjet Propulsion Device (MSL) Lv.1 & Lv.2 now have their value set to multiplier from additive. Values set to 2.0 and 3.0
Player Weapon Data Tables changes (MP)
1. MSL base homing angle reduced to 70 degrees from 75. Max speed reduced to 3062.5 KPH from 3900 KPH.
2. 4AAM, 6AAM, 8AAM has their max speed increased to 4900 KPH from 4800 KPH
3. HVAA has its max speed increased to 15000 KPH and acceleration increased to 5000 KPH.
4. HCAA has its max speed reduced to 4287.5 KPH from 5500 KPH.
5. LAAM has its acceleration increased to 2500 KPH from 2000 KPH.
6. QAAM has its max speed reduced to 3675 KPH from 4800 KPH.
7. HPAA has its max speed reduced to 3675 KPH from 4800 KPH.
8. SAAM has its max speed increased to 7500 KPH from 6000 KPH.
9. PLSL has its damage reduced to 20 from 28.
10. MPBM has its explosion damage radius increased to 1500 meters from 250.
11. SASM has its explosion damage radius increased to 250 meters from 50.
12. FAEB has its explosion damage radius increased to 750 meters from 250.
13. TLS has its damage reduced to 10 from 20.
14. ADMM has its max speed reduced to 4000 KPH from 4500. Lockon angle increased to 150 degrees from 50.

Version - A4.0 Patch Notes: Major Bugfix & QOL Balance update.
Note: Increasing FOV has a positive effect of the gunsight reticle jumping around less and more responsive allowing better predicted point of impact performance.
Expect far better gunplay performance with this change but also better visual awareness.
Major bugfix - All Hard Drive install of AC7 related dependency crashes have been resolved. HDD players can now play the mod without fear of instability.
Pease keep in mind there is no guarantee of stability should you experience crashes from mixing with other mods.
1. Player first, cockpit and thirdperson view now has its Vertical FOV increased to 89 from 63.
2. All AI plane stats except boss aces have their pitch rate reduced slightly as most planes would outmanuever the player due to old balance vs new AI which is now very competent and dangerous.
3. CIWS VFX particle scale has been increased to x1.75 y1.75 z1.75 from x0.75 y0.25 z.25. Particle speed has been increased to 1050 M/S.
4. All AA guns have their volley duration reduced to 3-6 seconds and have lower volley rest time for better system performance and realistic burst fire between volleys.
5. Include new Ace of Aces mission mod pak variations.
MissionXX_Ace_of_Aces_Lite - Reverts starting spawn count to normal while retaining increased aggression and scan range. Recommended for weak systems
MissionXX_Ace_of_Aces - Spawns all enemies on start with increased aggression and player scan range. Recommeneded for default experience
MissionXX_Gauntlet - Spawn all enemies on start with maximum aggression and player scan range. Recommended for extreme difficulty but unstable.
6. Mission times have been reverted on some Ace of Aces mission paks for Destruction score based missions due to being too long after complete objectives.
7. Gauntlet Mode pak has been updated to include allied naval and turret actors set to passive to prevent enemy distraction.
8. Fire Extinguisher has its max repair amount reduced to 0.6 from 1.0 (repairs up to 60% of damaged airframe)
9. Mission SP02 Ace of Aces now have active AAgun and SAM actors in start of the mission to challenge the player more and increase starting difficulty.
10. HomingForesight has been adjusted on all AI weapons increased to 0.33 - 0.50 from 0.25.
11. SP02 AI Mig-31 now has ECM as Weapon3.
12. SP02 Rage & Scream now have their plane stats enhanced for better challenge against the player.
13. SP02 Rage & Scream missiles have been tuned to have QAAM homing and lockon angles.
14. All AAgun mesh projectiles have been replaced with lower triangle count meshes of 4 from 48 for better system performance.
15. AI Mig-21 has its RKT replaced with QAAM as Weapon3.
16. Mission MS09 radar site and phase 2 target objectives now have large area ECM jamming.
17. Bugfix - CFA-44 gun class typo import index, causing a rare crash on SSD installed game in random missions.
18. LACM has its damage radius increased to 4000 from 3000.
19. LAAM has its proximity fuze radius adjusted to 25 meters; blast radius increased to 2000 from 1500.
20. SASM has its proximity fuze radius adjusted to 25 meters; blast radius increased to 2000 from 1500.
21. All Ace of Aces missions ground AAgun, SAMs, and VLS actors now have increased lockon attack range against the player and is no longer restricted to default value of 4km.
22. Bugfix - SP03 Load crash from EX03_RFLM actor having bad SPW outer index value typo.
23. Non-LRSSG allies (Spare, etc.) in most early missions are no longer invincible and can be shot down by enemy NPCs in Ace of Aces missions mod paks.
24. PlayerPlanes with TVC (thrust vectoring controls) now have varying degree of supermanueverability in High-G mode. (Currently Experimental).
25. PlayerPlanes - F-22A, Su-35, Su-57, X-02S, CFA-44, EF2000, Rafale, J39, YF-23 now have varied supercruise speed.
26. All other PlayerPlanes now have varied cruise speed from their default of 600 kph.
27. Added new AI_Weapon_Gauntlet difficulty pak. Scales all AI weapon performance and damage to the same as player weapons.
28. Ace of Aces missions files now have their SetMaxPursuitAttacker limits removed number of missile lockons against the player.
29. AegisAshore and RadarSites now have ECM activation ranges greatly increased depending on missions that have them.
30. ADMM has its range reduced to 5000 meters from 10000 meters, now has Omni-directional targeting of 150 degrees from the nose.
31. X02S EML now has load count of 3, Damage reduced to 400 from 800. LoadTime increased to 8 from 6 seconds.
32. Long-Barrel Enhanced Shells LV.1 and LV.2 now have increased muzzle velocity multiplier of 1.5 and 2.0 in addition to its accuracy buff.
33. All Lv.2+ Multiplayer parts are now available for use in SinglePlayer mode and have been greatly buffed for better performance visibility over level 1 parts.
34. Bulletproof Fuel Tank LV.1 and LV.2 now have max speed reduction penalties of 0.9 and 0.8 multiplier in addition to their large HP buff.
35. ECU Software Update LV.1 and LV.2 now have increased stability on all axis with a factor of 1.5 and 2.0. Anti-Stall stats has been increased to 0.75 and 0.50.
36. Main Structural Frame now has some hit damage reduction in addition to its terrain damage reduction. Max health remains unchanged.
37. Onboard Self-Defense Jammer part has been set to Campaign only since MP test shown it does not work in PVP scenarios and only works against AI Missiles due to client side networking.
38. Ace of Aces Mission 14 has been reworked to prevent script breaking events.
39. Boss planes e.g. ADF-11 and related drones and aces now have increased HP.
40. AutoFire Extingusher has been removed from Multiplayer. Part has been tested to not function in PVP mode.
41. PlaneDataTables have been updated to be compatible with TopGun Maverick DLC.
Known issues:
1. Some Ace of Aces missions have too much actor density activity that sound engine playback starts to break down until no more sound is played except music.
2. Sometimes getting shot down when there is no sound will trigger a soft lock black screen, forcing the player restart game.


Version - A3.1 Patch Notes: End-of-Life balance update.
1. Gun reticle pipper sight max show distance has been reduced to 2000 from 3000 meters of a selected target.
2. AI trailing pursuit distance has been reduced to 0 from 700 meters; making AI more dangerous and effective in dogfight range.
3. AI Missiles and Special Weapon Missiles have their projectile lifetime reduced for less system performance impact.
4. Ace of Aces Mission 1, 5, 12 no longer spawns all bombers on start to prevent mission objective script breaking and target teleportation.
5. Includes new Ace of Aces Mission 14 and 17 paks.
6. 4AGM and 8AGM now have a small blast radius of 25 meters.
7. LAGM, LASM, LACM, MPBM, LAAM has its lockon range increased to 36km to match their standoff role.
8. Common TLS has its beam duration increased to 12 from 10 seconds.
9. ADFX-01 TLS has its beam duration increased to 30 from 20 seconds.
10. ADF-01 TLS has its beam duration increased to 20 from 14 seconds.
11. ADF-11F TLS has its beam duration increased to 12 from 10 seconds.
12. All bombs special weapons have their initial speed reduced to 0 to cosmetically make bombs work with aircraft internal bays.
13. Mission 10 allied C-17 has its HP increased to 2000 from 800.
14. Mission 5 Control Tower has its HP increased to 2000 from 400.
15. CFA-44 EML has its damage increased to 160 from 120.
16. TLS effective range is increased to 10000 from 7500 meters.
17. TLS no longer has annoying camera shake on target hit.
18. SFFS has its bomblet count reduced to 60 from 120.
19. MPBM_IRBM has its VFX corrected on target destroy impact. (warning very CPU/GPU heavy and may cause TDR error on weak systems)
20. Bugfix: AI missing evasion behavoir against the player while retaining AI aggression. See known issues #4 in version A3.0 notes.
21. Player Weapon Gsh-23 has its damage increased to 10 from 5.
22. Player Weapon Gsh-6-23 has its damage increased to 15 from 13.8888
23. Player Weapon MGP Gsh-23 has its damage incraesed to 10 from 5.
24. HCAA has its LoadTime increased to 5 from 3.5 seconds.
25. RKT has its salvo count increased to 24 from 20. Spread Angle & Rate of fire increased.
26. Bugfix: Mission 15 Phase 2 Fencer and Wiseman are no longer passive to prevent script breaking during Mihaly dogfight script phase using Gauntlet mode.
27. Mission 12 Stonehenge has its health increased to 800 from 400.
28. MissionTime pak has been removed as it has been replaced with Ace of Aces mission paks.
29. Added new AAgun weapon for MK 46 for reduced rate of fire but higher damage and accuracy
30. Added new AAgun weapon for MK 38 for reduced rate of fire but higher damage and accuracy
31. All AI aircraft guns FCS activation range reduced to 3000 from 4000 meters.
32. Rage & Scream SP01 HP has been increased to 400 from 200.
33. Rage & Scream SP02 HP has been increased to 600 from 320.
34. Sol Squadron Su30M HP has been increased to 200 from 120.
35. Mihai Su30SM HP has been increased to 400 from 320.
36. Mihai X02S HP has been increased to 800 from 240.
37. SAAM damage has been increased to 120 from 80.
38. Tick Regulation has been removed on all AI actors resulting in more active AI behavior at long range.
39. 4AAM, 6AAM, 8AAM have their range increased to 10000 from 9500 meters.
40. SASM direct and explosion damage has been increased to 60 from 50 for total damage of 120.
41. LAAM reduced homing duration increased to 1.2 seconds from 0.8 ; Max rotation angle increased to 55 from 45.
42. MSL has its maximum speed reduced to 3062.5 Kph (mach 2.5) Acceleration has been increased to 3333.33 from 1388.
43. AI Global FCS Angle Limit mutiplier has been corrected in higher difficulties (Hard & Ace) to allow better target leading performance.

=========================================
Version - A3.0 Patch Notes: End-of-Life balance update.
1. All Common AI planes now have the same base HP as player aircraft.
2. AI F-15C has its SASM changed to PLSL as Weapon3
3. AI Mig-31B has its PLSL changed to LAAM as Weapon3
4. Gun reticle pipper sight now appears within 3000 meters of the selected target.
5. All AI Homing special weapons have their HomingForesightAmount reduced to 0.25 from 0.50
6. Include new pak file, EOM_EnhancedGunplay_GauntletMode_P.pak
7. Include new Ace of Aces of select missions pak that increases the amount of starting enemies and their patrol scan radius.

Known issues:
1. Ace of Aces Battle of Farbanti pawns too many actors that static actors will float in mid air.
2. Enemy number of missiles fired at the player varies greatly depending on mission scripting.
3. AI will sometimes prioritize targeting allies over you.
4. AI is sometimes too agressive chasing targets that it is less evasive to player mission

=========================================
Version - A2.9 Patch Notes: End-of-Life balance update.
1. All AI missile special weapons have their homing foresight amounts increased to 0.5 from 0.2.
2. ADMM HomingForesightAmount reduced to 0.75 from 0.85.
3. 4AAM, 6AAM, 8AAM have their range increased to 9500 meters. Reload time reduced to 10 from 18 and 22 seconds.
4. HPAA has its reload time reduced to 10 from 16 seconds.
5. HCAA has its range increased to 8000 meters.
6. MSL has its range increased to 3500 meters from 2500 to match its realistic effective range.
7. AI SWP_HCAA has its range increased to 8000 meters.
8. AI SWP_4AAM has its range increased to 9500 meters.
9. AI WP_MSL has its range increased to 3500 meters.
10. 4AGM and 8AGM have their damage increased to 120.
11. MSL has its homing foresight increased to 0.5 from 0.35.
12. SFFS has its bomblet count increased to 120 from 12. Bombet damage has been reduced to 10 from 40.
13. PGUN and PLSL have their projectile render mesh scale increased to x=1.0 y=2.5 z=2.5
14. Added modified DefaultEngine.ini in /Nimbus/Config/; AsyncLoadingTimeLimit increased to 120.0 from 5.0

=========================================
Version - A2.8 Patch Notes: End-of-Life balance update.
1. AI Mig-31B has LAAM replaced with PLSL as weapon3.
2. All AA-Gun volley rest time has been increased to 3 seconds from 2.
3. All CIWS turret types have their turret pitch, yaw rate, and angle limits increased to realistic levels.
4. Farbanti AegisAshore has its HP increased to 1600 from 1000 since allies still kill it too fast.
5. Farbanti AegisAshore CIWS / RAMs HP has been increased to 400 from 40 to prevent allies killing too fast.
6. Achorhead Bay SP02 AegisAshore now has its HP increased to 800 from 600.
7. Anchoread Bay SP02 AegisAshore CIWS has its hp increased to 80 from 40.
8. Anchoread Bay SP02 AegisAshore now has ECM as Weapon1.
8. WeaponDurabilityConfig_Vessel MG damage vs ships have been reduced to 20% from 30%
9. Fixed score reward on killing Scream in mission SP02.
10. Ship Gun turrets have their pitch and yaw rates increased.
11. Aircraft Carrier HP has been increased to 1600 from 1000; score reward has also been increased.
12. Arsenal Bird Cannon Pod now has ECM as Weapon2.
13. AI Aircraft Gun RPM has been increased back to 3600 RPM from 3000 RPM.
14. ADMM Lockon speed and lock on acceleration has been increased to compensate 36 volley lock.
15. UAV now has multi-lock, reduced reload time to 5, and increased lockon speed.
16. Rage and Scream now have proper Stealth Level 8, vanilla was level 1.
17. Rage and Scream have their HP increased to 320.
18. Mission 18 X02S now has its HP increased to 360.
19. WeaponDurabilityConfig_BossAircraft MG and SPW damage scale has been increased to 100% to keep it fair with increased difficulty.
20. FAEB, GPB, UGB, SFFS, XSDB have their max spawn angle increased to 100 from 90 degrees for better dive bombing ability.
21. Player Flare effective radius has been increased to 3km from 1km.
22. AI flare effective radius has been increased based on game menu select difficulty.
Ace = 2.5km
Hard = 2.0km
Normal = 1.5km
Easy = 1.0km
Casual = 1.0km

Enemy AI gun variations have been added to balance gun effectiveness by aircraft type and their caliber.
20mm calibers do 1 damage per hit but has higher RPM, 30mm calibers do 2 damage per hit but have varied RPM.
RPM per new AI gun variations are reflected from real world rate of fire but caps to 3600 RPM due to engine limits.
This scales with the AI_Weapon_difficulty_pak files so players can worry less about dying too fast from MG fire if too hard.

23. AI Su30, Su30SM, Su33, Su34, Su35, Su37, Su47, Su57 and Mig29 now have their gun changed to WP_GUN_SOL as GSh-30-1.
24. AI EF2000 and JAS39B have their gun changed to WP_GUN_MBK27.
25. AI Mirage 2000 has its gun changed to WP_GUN_DEFA.
26. AI Rafale has its gun changed to WP_GUN_GIAT30.
27. AI A10 has its gun changed to WP_GUN_GAU8.
28. All AI aircraft guns and their variations have their FCS Angle Limit increased to 45 degrees from 30.
29. Mission 10 Allied C-17 has its HP increased to 800 from 400 due to players reporting getting shot down too fast by enemy SPW.
30. Mission 15 TimeLimit has been reduced to 20 from 25 minutes.

=========================================
Version - A2.7 Patch Notes: End-of-Life balance update.
1. Mission 9 F/A-18F Drone Pawn has EML replaced with ECM Jammer due to players reporting Phase 2 is too hard.
2. Mission 9 Phase 3 TimeLimit has been increased to 20 minutes.
3. Ship turret AK-130 now has its AAGUN replaced with 130mm rapid fire artillery.
4. AI TLS now has a swing curve to prevent erratic random beaming against the player.
5. RKT has its salvo increased to 20, impact radius increased to 60 meters from 50 meters.
6. Added optional X02S EML pak for semi-auto fire.
7. AI Radar Vehicle now has ECM as weapon1.
8. Added Japanese Translation by @Michael__035 (Twitter). Pls check "Document" section for the translation readme

=========================================
Version - A2.6 Patch Notes: End-of-Life update.
AI update: All enemy common_plane actors now have unique SPW assigned.
1. AI Su-37 now has TLS as Weapon3
2. AI Su-33 now has EML as Weapon3
3. AI Su-35 now has LAAM as Weapon3
4. AI Su-47 now has QAAM as Weapon3
5. AI Su-57 now has PLSL as Weapon3
6. AI Su-30SM now has QAAM as Weapon3
7. AI Su-30M2 now has 4AAM as Weapon3
8. AI Su-34 now has ECM as Weapon3
9. AI F-15C now has SASM as Weapon3
10. AI F-15J now has QAAM as Weapon3
11. AI F-15E now has TLS as Weapon3
12. AI F-16C now has 4AAM as Weapon3
13. AI F-2A now has HVAA as Weapon3
14. AI F-22A now has QAAM as Weapon3
16. AI YF-23 now has HVAA as Weapon3
17. AI F-35C now has 4AAM as Weapon3
18. AI F/A-18F now has EML as Weapon3
19. AI Mirage 2000-5 now has 4AAM as Weapon3
20. AI Rafale M now has HCAA as Weapon3
21. AI Typhoon now has LAAM as Weapon3
22. AI Gripen E now has SASM as Weapon3
23. AI Mig-21B now has RKT as Weapon3
24. AI Mig-29A now has 4AAM as Weapon3
25. AI Mig-31B now has LAAM as Weapon3
26. AI F-4E now has SASM as Weapon3
27. AI A-10C now has RKT as Weapon3
28. AI AV-8B now has RKT as Weapon3
29. AI AH-64 now has RKT as Weapon3
30. AI BattleCruiser now has ECM as Weapon1
31. AI Aegis now has ECM as Weapon1
32. AI Allied Aegis now has ESM as Weapon1
33. Farbanti AegisAshore now has ECM as Weapon1
33. Onboard-Self-Defense Jammer has its effectiveness increased to 75% from 66%
34. Automated Fire Extinguisher now restores up to 100% health to compensate new AI SPW difficulty.
35. CIWS interception time has been adjusted per AI_Weapon_difficulty.pak
Ace = 1.30 Seconds
Hard = 1.50 Seconds
Normal = 1.75 Seconds
Easy = 2.00 Seconds
36. AI Aircraft Guns has its rate of fire reduced to 3000 RPM from 3600 RPM.
37. Anchorhead Bay AegisAshore CIWS has its number of missile intercept per volley reduced to 2 from 3.
A new Pak module has been added to increase mission playtime and relax pressure from increased difficulty to allow the player to focus on fighting over speedrunning.
38. Mission 5 Phase 1 & 2 TimeLimit has been increased to 20 minutes.
39. Mission 6 Phase 1 TimeLimit has been increased to 25 minutes.
40. Mission 8 Phase 1 TimeLimit has been increased to 10 minutes.
41. Mission 9 Phase 2 TimeLimit has been increased to 15 minutes.
42. Mission 10 Phase 2 TimeLimit has been increased to 15 minutes.
43. Mission 11 Phase 1 TimeLimit has been increased to 30 minutes.
44. Mission 12 Phase 1 TimeLimit has been incrased to 25 minutes.
45. Mission 13 Phase 1 & 2 TimeLimit has been increased to 15 minutes.
46. Mission 15 Phase 1 TimeLimit has been increased to 25 minutes.
47. Mission 17 Phase 1 & 2 TimeLimit has been increased to 25 minutes.
48. Mission 19 Phase 1 TimeLimit has been increased to 20 minutes.
49. Mission SP01 Phase 1 TimeLimit has been increased to 20 minutes.
50. Mission SP02 Phase 1 TimeLimit has been increased to 30 minutes.
51. Mission SP03 Phase 2 TimeLimit has been increased to 15 minutes.
As of Version A2.6. The mod will now enter an End-of-Life phase meaning all new updates will be maintenance and balance only.

=========================================
Version - A2.5 Patch Notes:
Milestone Achieved??: Ace of Aces difficulty.
All allied and enemy planes now exhibit highly aggressive pursuit behavior. Ground targets will fire more aggressive salvos against the player and allies alike.
Play as you witness missile trails across the sky near and far where combat occurs. A new challenging gameplay awaits
1. Hotfix - Corrected export class typo on Mirage 2000 DEFA weapon class in Import Data.
2. ADTank now has AA-Gun as a third weapon to increase survivability and potency vs the player and allies.
3. AI behavior have been adjusted again for pursue target bias.
4. Increased Raycast values on Enemy plane guns.
5. AI will focus fire missiles at standoff range against the player more agressively.
6. New AAGun weapon: Flakpanzer Gepard 35mm Oerlikon GDF, features higher muzzle velocity of 1440 M/S and damage over other AA but has reduced rate of fire of 1100 RPM.
7. Auto-Fire Extinguisher now repairs up to 60% health and repair start delay of 5 seconds at a rate of 5% per second.
8. F-15 S/MTD now has GAU-22 gun assigned.
9. AA-Gun turrets pitch and yaw rates have been increased to realistic levels based on real military training videos.
10. Ship turret Kashtan CIWS now behaves as SAM, AAGun and CIWS.
11. Ship turret AK630 Now has functions as both AAGun and CIWS.
12. AI Planes F14, F15C, F15E, F15J plane stats since their performance was underperforming compared to Mig29
13. AcePlayerPawn.uasset has added AI pursuit parameters to increase the max number of missile locks and aircraft pursuers against the player.
14. Surround Pursuit cool down time has been reduced to 1-2 seconds.
13. All CIWS ranges have been corrected to their proper radius-squared formula result of 4km. Previous ranges where extremely high due to incorrect formula.
14. CIWS interception time has been adjusted per AI_Weapon_difficulty.pak
Ace = 1.25 Seconds
Hard = 1.50 Seconds
Normal = 1.75 Seconds
Easy = 2.00 Seconds
15. AI-Plane F-14D now has fires LAAM as a third weapon.
16. Onboard-Defense Jammer has its effectiveness reduced to 66% from 75%
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Version - A2.4 Patch Notes:
1. Hotfix - corrected export class typo on F-35 Gau22 weapon class in Import Data.
2. Hotfix - corrected export class typo on Mig-31b Gsh-6-23 weapon class in Import Data.
3. Hotfix - corrected export class typo on Mig-21b Gsh-23 weapon class in Import Data.
2. Hotfix - fixed out of range HP graph HP values in PlayerPlaneDataTable.uasset in Ammo2x pak that was causing a corrupted data error on game start.
3. Player MSL has its homing foresight increased to 0.35 from 0.25 since players complain AI evasion is too responsive to player standard missiles.
4. AAgun FCS foresight on AI_Weapon_Easy.pak has been decreased to 0.20 from 0.25.
5. Added optional MPBM pak with IRBM SFX and VFX.
6. VLS missile has its homing stat increased to QAAM level.
7. Increase kill reward points of AA-guns to 400 from 200 to compensate increased difficulty.
8. GPB has been reverted to single lock fire volley. Damage increased to 600 from 400.
9. Farbanti AegisAshore Has its HP increased to 1000 from 600, since allies were killing it too fast.
10. RKT volley count has been reduced to 16 from 24, Its reload time has been reduced to 1 second.
11. Onboard-Defense Jammer has its effectiveness increased to 75% from 70% to compensate NPC VLS missile buff.
12. Alicorn Target Parts have a HP buff and increased score reward.
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Version - A2.3 Patch notes:
1. Hotfix! - Partially Fix AI idle behavior amoung AI grunt planes, Reaction Time limit values were too low to exhibit some reaction selection choice.
2. Hotfix! - Fixed Common_Shil AA-Gun weapon class mislabel that was causing a crash when running ~EOM_EnhancedGunplay_AI_P.pak alone.
3. AI_PlanePawn.uasset has all Avoid and Escape behavior tables replaced with pursue target behavior tables (AI should be suicidal and will not run away).
4. 4AGM and 8AGM has their damage increased from 60 to 100. Wasn't killing tanks in one hit since the balance change.
5. X02S EML Firing Sound has been changed to Mihaly's ArcLight Fire SFX.
6. Both Standard and X02S EML has its reload time reduced to 6 seconds from 8.
7. CFA44 EML has its reload time reduced to 1 second from 10 seconds. Damage has been reduced to 80 from 400.
8. AV8B Stats have been improved.
9. MQ101 Stats have been buffed a little for better speed manuever performance.
10. MQ99 Stats have been buffed for high transonic speed bias.
11. GPB, UGB, XSDB, FAEB, SFFS has their spawn angle increased from 60 to 90 degrees to allow bomb release at steep dive bombing angles.
12. EasyNavy pak Vessel durability values for guns have been reduced to 10% from 50%
13. Vessel Durabilility values for guns have been reduced to 30% from 50%
14. MQ99 & MQ101 now have ADF11 Pursue target behavior table.
15. Player A-10A should have its base HP increased to 400 to help for increased survivability from its reduced max speed.
16. Removed old A2 AA-Gun settings pak since it is feature depreciated and does not provide the same quality of AA-Gun difficulty as new Direct AA system.
17. Mission 10 SAMs have been nerfed damage and homing on scripted long range attacks against the C-17 due to players reporting it going down too fast.
18. AI_Weapon_Easy.pak has its AA damage reduced to 20% from 25% should be 5 bullet hit for every 1% damage tick on player aircraft.
19. AI_Weapon_Normal.pak has its AA damage reduced to 33% from 50% should be 3 bullet hits for every 1% damage tick on player aircraft.
20. AI_Weapon_Hard.pak has its AA damage reduced to 50% from 75% should be 2 bullet hits for every 1% damage tick on player aircraft.
21. Onboard-Defense Jammer has its effectiveness increased to 70% from 50% to compensate the new NPC missile homing stats buff.
22. XSAM has its homing performance increased to QAAM level.
23. GPB and XSDB has its lockon range increased to 5000 meters from 4000 meters to give it some standoff distance from effective AA-Gun range.
24. Player Aircraft: Typhoon, Rafale, and YF-23 can now do Cobra Manuever.
25. SOD & LACM has its speed slightly increased to 3000 kph from 2000 kph.
26. Player Mig-31b has its health increased to 160 from 120
27. Player Su-34 has its health increased to 240 from 120
28. Naval AA-Gun muzzle projectile spawn offset has been increased to avoid self collision.
29. NPC Typhoon, Rafale, YF-23 can do Cobra Manuever.
30. New promotional screenshots provided by Growler.
31. Added 2 optional ~GWR_GPB_MOP_SPW and ~GWR_LACM_MOP_SPW paks by Growler that solves VFX loading crashes for HDD users.
Known Issues:
1. AI enhancements do not work with DLC Missions as DLC AI has its own files that need to be modded later.
2. Allied Naval Artillery has self collision problems as projectiles detonate on cannon fire. (this is a vanilla game bug)
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Version - A2.2 Patch notes:
Development milestone! Enhanced Gunplay - Ace of Aces edition!
AI plane stats per individual planes and AI behavoir has been improved greatly for a more responsive allies and enemies.
Guns both allies and enemies now have full collision and both enemies / allies can damage each other with their guns.
Enemies now exhibit increased varied agressiveness against the player.
1. Hotfix! - Toned down all CIWS intercept time from 0.75 seconds to 1.25 seconds. Players reported that AegisAshore was taking down multiple missiles too fast in Anchorhead Bay.
2. All CIWS FCS intercept effective range has been reduced to 4 kilometers from 10 kilometers.
3. All AA-Guns have their projectile tracer render size increased slightly. (Similar to PS2 Ace Combat 5/Zero tracers)
4. All Player aircraft gun variants now have their projectile velocity tuned to Mil-Sim levels. Every plane groups from different countries should exhibit more unique gunplay behavior. (original game velocity was fast 1333.33 M/S, Mod was 1400 M/S).
Gun Name - Projectile Velocity- Effective Range - Life Time.
DEFA - 815 M/S - 2445 Meters - 3 Seconds
GAU-22 - 1040 M/S - 3120 Meters - 3 Seconds
GAU-8 - 1010 M/S - 4040 Meters - 4 Seconds
GIAT 30 - 1025 M/S - 3075 Meters - 3 Seconds
GSh-23 - 970 M/S - 2910 Meters - 3 Seconds
GSh-23(MGP) - 970 M/S - 3880 Meters - 4 Seconds
GSh-30-1 - 900 M/S - 2700 Meters - 3 Seconds
GSh-30-1(CFA44) 900 M/S - 2700 Meters - 3 Seconds
GSh-6-23 - 970 M/S - 2910 Meters - 3 Seconds
M61 - 1050 M/S - 3150 Meters - 3 Seconds
BK-27 - 1100 M/S - 3300 Meters - 3 Seconds
(Effective range is based on projectile LifeTime * Velocity)
5. All Air-To-Air SPWs have their HomingForesightAmount adjusted for better target interception performance, while homing rotation rate angles have been decreased slightly.
6. AI pak files have been separated to 2 categories, one for the main pawn AI and actor settings and one for AI weapon stats.
7. All medium to large Naval Vessels now have a massive buff in HP, eg. Frigates 200; Destroyers 400; Aegis 600; Cruiser 800; Battlecruiser/Carrier 1000. Kill reward scores have been increased to compensate.
8. Aegis Ashore has its HP increased to 600 from 200.
10. LASM has its damage increased to keep in line with new navy balance and specialize in taking down ships more effectively vs LAGM.
11. Tanks have their HP increased to 80 from 60 to make them slightly more resilent against player aircraft guns.
12. All SAM/XSAM, VLS, & Arsenal Bird VLS now fire multiple volleys of missiles. (use those flares!)
13. All Player aircraft stats have their max altitude ceiling increased and diversified max stall altitude per plane. (Base game was 12000 meters for all planes)
14. EML Raycast curves have been nerfed, to 250 from 500 at 15000 Range (Single Player).
15. PlayerWeaponDataTable.uasset has been adjusted for preliminary SPW balance for Multiplayer. Max HomingRotationAngle has been reduced but now has HomingForesightAmount. (All room players must have the mod installed or game may crash in attempt to start match.)
16. WeaponDurabilityConfig_Vessel.uasset has its damage reduction values adjusted to take increased gun damage from 10% to 50%
17. Drones now have their max speeds reduced to more fairly realistic levels but now have stealth values about level 7 to 10 to increase survivability. (most vanilla drones had a max speed of mach 3-5)
18. All AI Stealth aircraft (B2A, F22, F35, X02S, YF23, Su57, Su47, ADF01, ADF11F, ASFX) now have high or full stealth values and adjusted lower level stealth values for semi-stealth aircraft eg. F18F etc.
19. All Player Stealth capable planes now have their Stealth levels increased.
20. AntiPlayerStealthDataTable.uasset has been adjusted for better stealth stats per level. To protect planes from LAAM/SAAM lockon spam & balance the AI stealth aircraft effectiveness against the player.
21. A-10A Has its maximum speed reduced to subsonic levels of 900 Kph. Increased HP to 240 has been increased greatly for better surviviabilty against AA-Guns, Allied NPC guns, and you.
22. AI_PlanePawn KDS and ManueverEntrance time responsiveness has been tweaked to be more reactive against the player.
23. M61 Vulcan, GSh-6-23, GAU-8, have their damage values adjusted to compensate for the game's rate of fire cap of 3600 RPM to match their theroetical max DPS of real RPM values.
24. Onboard Self-Defense Jammer has its effectiveness reduced to 50% from 66%.
25. AI various missile stats now have identical lockon range and homing angles as player standard missle and SPW.
26. SPW module has been modularized into individual weapon pak files for player customized installation.
27. EML has its damage increased to compensate the new navy balance, Common EML to 600, X02S EML to 800, and CFA44 EML to 400 damage per shot. Should be able to take down ships in one or two shots.
28. XSDB has its damage increased from 60 to 80.
29. All Regular AI planes now have better base performance and will fly and respond more quickly and agressively.
30. Sol and Milhaly max aircraft speeds have been toned down to realistic levels.
31. GPB now has MOP explosion VFX.
32. AI_Weapon performance has been split into multiple pak modules - Ace, Hard, Normal, Easy.
33. CIWS intercept ranges have been reduced per AI_Weapon difficulty pak module, Ace = 4km, Hard = 3km, Normal = 2km, Easy = 1km.
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Version - A2.1 Patch notes:
Cdn.discordapp.com
Major - All AA-Gun projectile system has been reworked to be a direct projectile system vs particle VFX system.
This may have performance impact for weaker systems due to thousands of independent bullet entities filling the sky but the tradeoff is more accurate environmental danger to the player
as stray bullets from AA will hurt the player vs the particle VFX system had a ray check system that only register damage
when only targeting the player, making it a cosmetic annoyance and ruins immersion.
This new projectile system will impose greater danger to new and experienced players as the new system does not have a damage tick rate
but now based on what is physically there and what hits you will hurt you, so if you want to stay alive you may wanna
pay attention to enemy AA-guns and CIWS as they are potentially more danagerous than SAMs in low and mid altitude.
If players do not like this change there will be an optional pak file for the previous Version A2 AA-Gun / CIWS settings.
1. Directional Proximity Fuze (MSL) Lv. 1 has its icon changed to match its parts category.
2. Takeoff Weight Augmentation (MSL) Lv. 1 has its modifier changed to multiplier from additive. Value changed from 200 to 1.5
3. Takeoff Weight Augmentation (Sp. W) Lv. 1 has its modifier changed to multiplier from additive. Value changed from 200 to 1.5
4. Hardpoint Expansion has its modifier changed to multiplier from additive. Value changed from 200 to 1.5
5. All SAMs and VLS lockon and FCS activation range increased again. Homing foresight has been added ranging from 0.25 to 0.50.
6. Added FCS Foresight to AI planes wp_gun.uasset.
7. Allied and enemy missiles now have some homing foresight.
8. Scream QAAM now has a homing forsight of 0.50 up from 0.25
9. SOL, Milhaly, missile weapons have range adjusted and some homing foresight.
10. AI tank and artillery weapons now have FCS targeting foresight.
11. All Player Guns projectile lifetime has been reduced from 4 seconds to 3 seconds (20mm); 3 seconds to 2 seconds (30mm);
12. AIPlane_Pawn.uasset has its default AI manuever tables set to "ADF11_agt_*" behavior tables.
14. QAAM has its HomingForesightAmount increased but its homing rotatation angle decreased.
15. All other Air-to-Air Special Weapons have their homing foresight increased to 0.75 from 0.50
16. Multiplayer default machine gun stats should now have increased rate of fire of 6000 RPM from 1200 RPM.
17. All Global AI configs are removed from Difficulty folder ( /Blueprint/AI/Difficulty/ ) in EOM_EnhancedGunplay_AI_P.pak to allow compatibility with other difficulty mods.
18. Major AA & Guns rework. All AI guns projectile velocities have been increased to Mil-Sim levels.
19. All naval vessels are now more agressive and will even fire their large caliber guns at the player.
20. All ground and naval actors have their FCS search and track radius drastically increased.
21. CIWS now has increased FCS search and track range and is now more effective in taking down multiple volleys of player and allied projectiles.
22. All gun projectile render mesh scale have been increased for better visibility.
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Version - A2 Patch notes:
1. New mod module - EnhancedGunplay_PlaneStats_P.pak ;
2. Base plane stats remain unmodified. However all post stall manuever capable planes have their Post-Stall-Manuever speed limit increased from low subsonic to high subsonic speeds to about 1225 Kph from 500 Kph.
3. AI Pawn Actors Tu-95, and Tu-160 have their maximum speeds tuned to their real life maximum speed. Original game speed was too high (Tu-95s was moving at supersonic speeds eg. Stonehenge mission.)
4. Base AI_Plane pawn now uses SOL Squadron AI Manuever & Pursuit tables for difficulty experimentation.
5. Fixed DLC Mission AI weapon behavoir not applying eg, AA gun & CIWS fire rate, Increased targeting range vs the player, added VLS volley to Alicorn.
6. AI artillery weapons and variants corrected to longer ranges and less time between shots.
7. LAAM now has a proximity fuze and will explode causing damage to aircraft within its blast radius.
8. LACM has its blast radius reduced to 300 meters from 500 meters to keep it in consistent with its VFX explosion graphics.
9. LASM has its blast radius reduced from 150 meters to 100 meters but has more concentrated damage vs LAGM.
10. LAGM has its blast radius reduced from 250 meters to 200 meters.
11. Onboard Self-Defense Jammer has its effectiveness reduced from 0.25 to 0.33 (from 75% to 66% enemy homing missile seek jam effectiveness)
12. Various SAMs and VLS now have extreme engagement ranges against the player. 10 to 15 kilometer radius to annoy the player in high altitude. (needs more testing, not getting expected results.)
13. SASM has its blast radius slightly increased.
14. All Air to Air Special Weapons now have homing foresight ability and now behave in a intercept flight path trajectory to target rather than chasing enemy tail to collision.
15. 4AAM, 6AAM, 8AAM, LAAM, MSTM, HCAA, HPAA, HVAA, SASM now have a HomingForesightAmount of 0.5 for better target interception flight path performance.
16. QAAM now has a HomingForesightAmount of 0.75 from 0.2 for better target intercepton flight path performance.
17. SAAM now has full HomingForesightAmount of 1.00 from 0.1 for full target interception flight path performance. (Skilled SAAM players rejoice!)
19. SOD has its flight speed reduced to transonic levels (can be outrun by the player) but has its flight range greatly increased comparable to LACM.
20. All AI Actor SAM and VLS have their FCS activation range increased. (needs more testing but not getting expected results.)
21. MPBM can now fire 2 missiles per volley.
22. Added new mod module - EnhancedGunplay_AllAmmo2X_P.pak - Increases all base game ammo by two times their amount.
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Version - A1.9 Patch notes:
1. Hotfix! - RFLM pawn corrected to use new gun uasset string Giat30.
2. AI Persuit parameters adjusted.
3. VLS fire volley experiment applied.
4. LACM now has an explosive VFX, before it had none.
5. LACM has its speed reduced to subsonic levels (can no longer outrun the player)
6. MSTM, QAAM, SASM, HCAA, HVAA, LAGM, LASM now have variable loadout depending on the number of pylons the SPW is physically mounted on the player aircraft.
7. ADMM has its volley increased from 12 to 36. Its lockon angle has been increased to a spherical 150 degrees from the nose.
8. AI weapons uassets have been separated from the base mod pak and moved to EnhancedGunplay_AI pak.
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Version - A1.8 Patch notes:
1. MGP moved back to the base mod pak module, was accidentally moved to EnhancedGunplay_SPW.pak.
2. Added more Raycast Curve keys to GUN & EML for better hit registration in very close collision range (1-10 meters).
3. AI turret and vehicle pawns have been updated to have faster turret pitch rate.
4. All Campaign only parts are now available in Multiplayer.(This is a balance test for private MP rooms)
5. Onboard Self-Defense Jammer has been rebalanced to be very effective against missiles to encourage gunplay in Multiplayer mode.
6. AI base plane pawn have been adjusted to have longer scan, chase, and persuit range against the player.(still needs more testing and adjustment)
7. All player aircraft gun have ther damage values reduced, 20mm > 5 ; 25mm > 10; 30mm > 15 > 30mm(A-10) > 20. due to rate of fire instantly killing most targets.
8. Added Multiplayer gun raycast uassets to the base mod pak module. Values have been adjusted for optimal hit registration vs vanilla but not as generous as Singleplayer mode.
9. All AA guns and CIWS have their stats adjusted for better visually consistent firing rate and more damage tick rate.
10. EnhancedGunplay_SPW.pak has been updated, many SPW loadout, lock-on ranges, and flight time have been increased to more fairly realistic levels, for BVR like peformance with some SPW missiles simply equip some SPW range buff parts.
11. UGB, GPB, SFFS, XSDB, 4AAM, 6AAM, 8AAM, LAAM, X4AGM, X8AGM now have a variable load count depending on the aircraft chosen and their weapon pylons carry amount for example, an A-10 can now drop all 14 carried bombs vs 2 with an Su-47, etc. an F-14 can fire All its 6 LAAM in a single volley while other planes may fire less per volley (4 or 2)
12. MPBM and LACM now have extreme targeting range, they are ballistic and cruise missiles after all. Their blast radius have been greatly increased for their type. MPBM blast radius 1500 meters from 500 meters, LACM from 150 meters to 500 meters.
13. LAGM and LASM now have base targeting range increased to 7500 meters and have a slightly larger blast radius.
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Version - A1.7 Patch notes:
1. Enhanced Plane Parts stats greatly towned down due to overtuning (mostly manueverability modifiers) because everything feels like AC-infinity on steroids and will induce motion sickness.
2. All TLS have their damage tick rate reduced to 10 TPS while damage output is signifigantly greater to simulate AC5/ACZ TLS damage model.
3. AI AA guns have their damage tick rate increased from 1 ticks per 2.5 second to 4 ticks per second so simulatate barrage fire hit.
4. EML Raycast curves have been adjusted for better long range engagements.
5. A new mod pak module has been added, EnhancedGunplay_SPW_P.pak.
6. EML, TLS, and PLSL have been removed from the base module and moved to the EnhancedGunplay_SPW pak module.
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Version - A1.6 Patch notes:
1. Raycast curves for guns, TLS, and lasers have been re-adjusted slightly.
2. Added new optional Pak file for Enhanced Plane Parts for better single player experience and visible performance result.
3. All Guns now have their rate of fire precision increased.
4. All TLS variations have their damage tick rate reduced to 60 Ticks Per Second down from 100 for optimized performance (FPS). However all TLS damage have been scaled upward to compensate.
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Version - A1.5 Patch notes:
1. Hotfix! - Corrected Raycast values for guns at close range (people reported again that they can't kill the arsenal bird with guns). Guns should be effective within 500 meters to hit arsenal bird internal objectives without propeller interference.
2. Ammo quanitities have been amped up based on feedback.
3. Added additional raycast curve keys to gun raycast curve.
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Version - A1.4 Patch notes:
0. Hotfix! - Unselectable DLC aircraft selection should be working again.
1. Mod has been reworked to be modular with multiple pak files.
2. All TLS stats have been modified to be competitive vs guns.
3. All EML stats have been modified to be slightly more forgiving to shoot at long range and instant kill any plane on successful hit.
4. PLSL double ammo drain has been removed and now drains 1 ammo per volley.
5. MGP now drains 2 ammo per shot (1 per gunpod)
6. Raycast values have been tweaked to prevent premature collision in tight spaces (Arsenal Bird objective targets)
7. Added optional Paks for Gun Ammo and one for all ammo including SPWs.
8. Added optional Pak for Raycasting data (you can choose to remove this if you feel the gunplay is too easy and stick with vanilla raycasting values.)
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Version - A1.3 Patch notes:
1. Crash Hotfix from Typn Pawn uasset caused by miss label of gun uasset.
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Version - A1.2 Patch notes:
1. Crash Hotfix from BK-27 uasset caused by RPM Loadtime float precision being too high.
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Version - A1.1 Patch notes:
1. Reduced gun raycast radius curve from 30 to 25 in Key 1 curve.
2. GSh-30-1 rate of fire reduced to 1500 from 1800 RPM.
3. PLSL RPM hotfix, corrected to 600 from 1200 RPM, now fires 2 shots per volley vs 1 (whats the point of mounting 2 on a plane PA?)
4. Added PlaneDataTable for increased ammo loadout for all planes to compesnate increased rate of fire.
5. MGP projectile spawn angle increased to 2 from 1 (more bullet spread & better hit probability against ground and air)
6. Various guns have their projectile spawn angle increased, this is to encourage the use of gun parts if the player wants a tighter spread.
7. Added optional Pak file for players that prefer vanilla gun raycast settings.
8. Damage have been toned down slightly to encourage use of gun parts.
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Version - A1 Patch notes:
1. Initial Release.
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