Important Notice : In case that my mods/tools starts showcasing issues after downloading(behaving incorrectly, resulting in fatal errors or missing/corrupted files), warn me on the comment section or at the bug report section, that the files will be reuploaded as soon as possible, i apologize for any inconvinence but weren't expecting that the CDN servers from time could result in uploaded file corruption from reports heard
Great mod to have fun with, though I have two issues with it:
One, the cruise speed is way too fast, 1400 KPH is too f*#@ing much and it makes landing and refueling a bit more annoying and the MAD section ends up harder cause you constantly have to hit the brakes.
Two, and this is probably more a skill issue on my end but the RGUN felt awkward to use and extremely hard to aim. Maybe have it autoaim targets behind itself?
I still had a lot of fun using it and feel free to point out if its just something I fucked up on my end
A)Part of cruise speed is something i applied by a issue i kinda had with the Draken J(currently private, as i got plans at reworking it, but not now) and another mod WIP i was working before the ADFX-00, example is that if i got the F-104C playerplaneconfig for example, it'd have a take off period like a brick, and i wasn't being such a fan of it, F-16C is more tolerable, from what i remember during 1.0 though 1.6q, the playerplaneconfig of ADFX-00 was something i though from ADF-01's original asset, but kinda "intentionaly unstable", seeing it was meant to be the early prototype before the production model from 2010 by Osea, but yeah, i may overlooked the cruise speed due to the F-104C nuance probably, in general i could kinda reflect the status too based on the real ones used on Ace Combat Infinity seeing during march, DPL Unpacker and the use of grep/stringsext weren't yet planned compared to now(Draken J, and Megalith's X-02A kinda reflect the ACI stats), from what i remember the ACI stats are meant to be more powerful compared to the base ADF-01 and -Osea- ranked aircraft from passive memory
B)Yeah, i recgonize the manual firing RGUN isn't one of the best indeed, it was a constructive input i also received during 1.0 yet, however i didn't implemented auto-aim as it'd require to assign the auto-aim tuning part to RGUN's weapon ID for the bullets to work correctly(tested with PLSL at an Arkbird mod personal edit from a modder i got contact), or in a "hacky" way, which would be using the guided TLS from Gen0, but removing the laser beam particle and adding the muzzle flash of PLSL/MGP to give the impression of a "guided RGUN", overall i kinda could pull the first solution with a plugin for UE4SS i'll be porting, which would be solving also most common issues with addon aircraft modularity we kinda got at the moment, thing is i'm yet at the phase at porting it seeing i'd be porting also an integral free camera like UUU, due UE4SS got issues with UUU itself prone to save corruption if both are ran at the same time, along a small issue reported on the UEVR mod which the head tracking would be broken on newer versions of UE4SS, i'd like to fix those issues first for people not being such desincouraged at not using UE4SS by those nuances, that apart, real life too is other factor as my life is overall busy due to errands
Hi, yes, cockpit is planned indeed, originally i had plans for early versions, thing is spliting the logic of ADF-11F "AceHalo" filter for people that would like it or the cockpit itself would be kinda complex in current modding logic, however i could solve part of those issues with a modding plugin that would allow better modularity that i got allowed to port it to AC7, thing is the cockpit, alongside other QoLs i had planned for ADFX-00 and other mods won't be occuring too soon as i'll be getting my hands full with my real life stuff, mostly for a good cause, however won't be focused in AC7 modding for a time period
While on the apperance itself, despite ACI used the same cockpit model of ADF-01, i were thinking on making a hybrid of the COFFIN dome, but using Morgan's cockpit as a basis, it'd have some layout tweaks, but i'd give the impression too of the prototype feeling the ADFX-00 got to an extent, cockpit models from times are tricky seeing the few experiences i had before by needing to update the fuselage mesh in a revision, and the bones of the instruments uses a different group, but mostly is a question of adaptation, despite i had plans in making a brief workaround, seeing ACI and older games threated the cockpit model and the cockpit fuselage models are separate instead of joined together
Oh I see, thank you very much for the reply and great explaination, glad to see it's planned. Take your time, Rome wasn't built in a day. And thank you very much for this amazing mod, cheers!
Your welcome, and indeed Rome wasn't build in a day, despite frequence isn't my motto per se, but yeah, it, and more stuff will coming at some point, is just a matter of time and patience. also glad you enjoyed the mod too
Hi, doing a quick passby, check out the comment chain of CX07, which one of the causes of empy skin list would be missing the SDT files from the compatibility patches' essential files page
Thank you for suggesting that read, it was very helpful as I didn't know anything about modding besides how to install. Like CX07 my mods issue was that I needed to fix the problem with sincerity's files by putting tildes behind the .pak name. Now if only I knew how to make it compatible with the PW-MK1 mod
Your welcome, nice it turned out helpful, about the PW-MK1 mod, the thing it is compatible with sincerity's compatibility patches as support to it and the GAF-1 were added long, long time ago, to double check, you downloaded the standalone file right? also PW-MK1 as far i noticed didn't had the weapon strings changed in hangar, seeing few users had a issue by their weapons being "softlocked" by forgetting to install the PWDT file
I am indeed using the stand alone file and the issue I'm having is that my files for some reason only let me have either the ADFX planes in this mod or the PW. I did try changing the tildes in the files names but this only led me to what I have said in the last sentence. Also I have never suffered the softlocking issue you mentioned but any advice you can give to help me with this will be much appreciated.
Hello, I have what I believe is an odd bug with the plane. During cutscenes like the refilling one the cameras light up as they should but in normal gameplay they do not. Is this intentional as in your screenshot it shows the cameras lighting up. It's rather insignificant but I just find it odd
Hi, indeed is intentional, the thumbnail photo mostly was made on a map featuring the New Arrows air base(i think Farbanti if i remember well), and afternoon maps got the formation emission channels toggled similar on the Cape Rainy refueling sequence. it were something i did more of an aesthetic to showcase the emission lights in a way, along i were respecting how the cameras looked on the ADF-01 too so the camera emission was sort of a "bonus", but it'd be something i'd also backport to the ADF-01 at some point too
However, i got plans in making an optional module that would turn the camera lights on without depending of the mini-games, i didn't implemented before seeing instances can get a bit tricky by the material order, but i brainstormed more or less a way in making it possible, considering Blue(BelkanLoyalist) did that to an extent on his custom ADFX-00 Cipher mod, didn't checked if it was by instance as the model was edited so it'd be probably by the latter too
That makes sense and I look forward to the future updates as this is quite possibly my favorite plane mod out of all of them. Is there a plan to add the blank red paint scheme for the OG Ace Combat 2 ADF look?
Thank you, glad you enjoyed the ADFX-00 also, i know the overall rhythm of it turned out lower after more addon aircraft appeared, but nice to see users yet appreciating it even on the current version
Updates are on the plans in fact, however they won't be coming too soon as January by far turned into a very busy month for now on my end, and i may take more time during it and the next months due to real life stuff to give attention, i'll be trying to pull a small release not related to the ADFX-00, but something i got interest to work at my available spare time
Dear modder, can you please make a version of this mod that swaps the ADF-01 because I want the version that can only fire from the back so I can use it with my infinite ammunition mod. Don't take this as meddling with you, it would be great if you took it more as a humble request.
Hi, about a model swap version of the ADFX-00, don't worry due is it on my plans. Recently i've been revisiting modding after a period of absence, so i'm recovering my rymthm flow for updating the ADFX-00, however i won't guarantee it'll be too soon, as weather in my region is very unstable. along that january will be a busy month to my real life too, aside of the new years celebration.
In short, the ADFX-00 will be updated, but it won't be too soon, at best i ask for patience if possible, but it'll happen so don't worry.
Thank you for your attention to my humble request. I did not ask to rush you but rather to request you more. Also, I am glad that you kept this in mind because I have waited a long time for the swap version of this mod. While most people ignore ordinary requests like mine, I appreciate that you took me into consideration.
Hi, about cockpit, is in fact a idea i had between the 1.0 and 1.5/1.6q, however i wouldn't add the ADF-01 cockpit itself(despite how it looked on ACI), i were thinking in making sort of a hybrid of the Morgan's section but with the COFFIN camera displays of the ADF-01, while at the same time i'd preserve the Ace_Halo filter as an optional module for people that would prefer the old layout
But yeah, don't worry that a cockpit model are on the plans
Hi, about that in parts is a bit easy, if i remember right would be like setting -1(?) on all the ammo slots on the PPDT, however a bit unsure on releasing it as it'd look a bit niched, i know some addon mods like the Arkbird do that to an extent, but users would be seeking for the ammo values on a normal or common run in most cases
Other point too, not counting also part of IRL making me busy too, is related to releasing a new version for a simple addition, i had sort of an excuse during 1.6q seeing aside of a oopsie i did on the Gunplay modules, i've bundled later with a request of the Rebalanced config which was easy to backport, but dropping a update which one of the things changed was about a PPDT module could be looked as sort of a "false advertising", as people would look at first on the ADFX-00 on the update tab but then disapointed after noticed there weren't too much changes
However, i wouldn't discard your idea either, just that i waiting for doing that in a more optimal way, in parts, a more modular one which i can't apply for now by limitations of a modding tool that i'd be using for that
I can't seem to figure out how to install the skins properly? No matter what i try, every single time i think i figured it out it just softlocks my game again with non-existing skins when i try to change it. Any idea what i might be doing wrong? Cause i literally have no clue at all.
Weird, as far i remember, the skin textures are separated but material instances and skin pawns are integrated on the base files by default, so one of the behaivours as i noticed, is that most skins would be showing with a stretched rainbow tile map over them, which is a default UE4 texture aside of the grey grid one when materials aren't set
The way i made the instalation, was that people would choose between the skins they wanted, and the Z-A alphabetic order could overwrite depending of the variations(but they could still remove the ones they wouldn't use), Trigger skins are the ones is expected to see the rainbow grid due i gave a lot of options to choose, and not using a slot the latter could be used for making a skin mod without using tildes, as i through about that due skin modders didn't bothered with tildes compared to model modding, despite that yeah i tend to avoid using them from times by using the tricks from the Z-A alphabert order loading instead
By the behaivour you mentioned, non-existing is on the context of corrupt data fatal error or simply nothing on the hangar screen? if by that, is somehow a conflict issue with both PlayerPlaneDatatable and SkinDataTable, the ADFX-00 i know is one of the few addon mods that Sincerity didn't added ASS(Additional Skin Slots) support as i already offered like 8 + 3 + 1 = 12 skin slots in general, along he recently added the s00 tweaks, despite that didn't affected the ADFX-00 nor the Draken due i've already set them as s00 since the first release
But if is on the context of the rainbow grid texture, mostly choose the ones you want to use, which about softlocking on that context, which i even applied a failsafe to the ADFX-00, an skin pawn without a Skin 1 by default will softlock the d-pad on the selection first screen, but you can revert that on some mods by going into the Select a Skin screen and then choosing the skin
Also for being safe, check the MD5 of the download from the ADFX-00 with MD5checker, the current hash from Moddb is afa8fbca2505853477a425b929b90d9a, want to be sure if somehow isn't a CDN file corruption case too from the reports i heard before
G'day, Yes. It's the 2nd. Nothing appears, i'm just soft-locked can't do anything and have to inevitably alt-f4 out of the game.
From what you said it sounds your skins work differently then usual? I'm trying to get the Zoe to work? Do i only have to use the Zoe pak's, or also the trigger ones. Or am i misunderstanding sth here?
Ok, this softlock behaivour indeed is weird, it reminds me of the corrupt data one which a box would appear, the game would run for a bit but then freeze, needing to Alt + F4 or using task manager to close the process
For making things a bit simple and better to read without getting confused, i've build a diagram of how i tend to install the mod files mostly, so i think is worth a try, double checked in case, and yeah material instances aren't depended of the skin modules, due they only contains the diffuse and MREC textures, the files + skin pawns are already set up on the base files
(*also sorry for late reply, as at the time from the previous reply, i went to sleep)
tried only installing everything you had shown there. But just like before i get soft-locked when wanting to select a skin? Don't know how to do that UE package stuff? Is that necessary?
I just want the ZOE skin tbh. Can't have s#*! with this game. xD
Thanks for the picture, in fact, that skin softlock shouldn't be happening, i'll be downloading the Nexus file to test myself as i'm really suspecting the base files got corrupted by the CDN
to be safe as you sent the picture, you could sent me a overview from your ~mods folder too? don't worry as the .paks would be enough, so you can hide the bar address if necessary, as want to see if isn't a PDDT conflict too
Alright, downloaded here, and in fact isn't corrupted, skins works fine here on my end, alongside the MD5 of the zip begin intact, so isn't a CDN file corruption
And yeah, don't worry, the packaging stuff isn't necessary(if you're talking about the bottom Umodel photo), it was just an example to show that the skins didn't had extra files that could cause issues
Plan still continues the same, sent me a overview from your ~mods folder, did a small test too to see if Sincerity's compatibility patches could generate the issue, and managed to emulate something similar, without the SDT files from Essential Files, if ADFX-00 base files are still installed, skin slots will be loaded yet, but from the other skins it'll result on the same softlock you had, meaning that something is overwriting the SDT(SkinDataTable) with higher priority and it's affecting the ADFX-00 by the SDT loaded, lacking it's rows, still unsure which mod can be the cause, as some total conversion ones like Gunplay and Skies Restored i didn't heard of them editing the SDT, only the PDDT at best, even stuff like Megalith's UAV-45 for example, it edits the PDDT, but it don't edit the SDT as the skin pawns are edited instead, so wouldn't make sense to edit the SDT as PDDT would be the one featuring the SWP ammo values, but still, a mod is probably the culprit of that, that it's SDT is getting a higher priority that is generating behaivour conflicts with the ADFX-00
Don't know anything about modding, so i just clapped everything together i found interesting. So no sure if it's anything that's conflicting here. So it's a clusterfuck.
Sorry for the late reply, but managed to replicate the softlock
Organization aside as some would recommend you for making a folder structure to avoid clutter, but found the main culprit of your issue, you installed most of the compatibility patches files with the exception of ~~~~~~~~~!since_SDT_Add-On-ASS_P.pak or ~~~~~~~~~!since_SDT_Add-On_NON-ASS_P.pak from the essential files download page, so the reason of the softlock occurs is due an addon aircraft with a higher priority and that edits the SDT(Urvogel's XA-20 in my test), it'll obviously break the ADFX-00's SDT due the ditto lacks tildes
Personally, i'd recommend you to use the ASS version as one mod you downloaded requires it(the Testbed Morgan from Konan), also i'd suggest to avoid installing the s00 .paks as it'd affect your navigation experience on the aircraft list by a common error the s00 conversion to the other addon mods results(which isn't the case of ADFX-00 and Draken due they are s00 by default)
WTF Nexus, i was just simply sticking a new comment post, and after rearranging you stickied MOST comments... (EDIT : Fixed it, despite on the manual tiresome way unfortunately....also thank god after some unpins it came back to normal, as unppining 151 comments manually would be a chore...)
Sorry for late reply, but nice you managed to test it out, one more question in case, the mod is working fine without any issues right? as i heard about Nexus CDN at times having sort of a instant karma effect at corrupting .zip files, i heard some modders that needed to reupload their mods again due the CDN corrupted them, and i've keeping a eye if this may happen with the ADFX-00 or my other mods at some point
183 comments
One, the cruise speed is way too fast, 1400 KPH is too f*#@ing much and it makes landing and refueling a bit more annoying and the MAD section ends up harder cause you constantly have to hit the brakes.
Two, and this is probably more a skill issue on my end but the RGUN felt awkward to use and extremely hard to aim. Maybe have it autoaim targets behind itself?
I still had a lot of fun using it and feel free to point out if its just something I fucked up on my end
A)Part of cruise speed is something i applied by a issue i kinda had with the Draken J(currently private, as i got plans at reworking it, but not now) and another mod WIP i was working before the ADFX-00, example is that if i got the F-104C playerplaneconfig for example, it'd have a take off period like a brick, and i wasn't being such a fan of it, F-16C is more tolerable, from what i remember during 1.0 though 1.6q, the playerplaneconfig of ADFX-00 was something i though from ADF-01's original asset, but kinda "intentionaly unstable", seeing it was meant to be the early prototype before the production model from 2010 by Osea, but yeah, i may overlooked the cruise speed due to the F-104C nuance probably, in general i could kinda reflect the status too based on the real ones used on Ace Combat Infinity seeing during march, DPL Unpacker and the use of grep/stringsext weren't yet planned compared to now(Draken J, and Megalith's X-02A kinda reflect the ACI stats), from what i remember the ACI stats are meant to be more powerful compared to the base ADF-01 and -Osea- ranked aircraft from passive memory
B)Yeah, i recgonize the manual firing RGUN isn't one of the best indeed, it was a constructive input i also received during 1.0 yet, however i didn't implemented auto-aim as it'd require to assign the auto-aim tuning part to RGUN's weapon ID for the bullets to work correctly(tested with PLSL at an Arkbird mod personal edit from a modder i got contact), or in a "hacky" way, which would be using the guided TLS from Gen0, but removing the laser beam particle and adding the muzzle flash of PLSL/MGP to give the impression of a "guided RGUN", overall i kinda could pull the first solution with a plugin for UE4SS i'll be porting, which would be solving also most common issues with addon aircraft modularity we kinda got at the moment, thing is i'm yet at the phase at porting it seeing i'd be porting also an integral free camera like UUU, due UE4SS got issues with UUU itself prone to save corruption if both are ran at the same time, along a small issue reported on the UEVR mod which the head tracking would be broken on newer versions of UE4SS, i'd like to fix those issues first for people not being such desincouraged at not using UE4SS by those nuances, that apart, real life too is other factor as my life is overall busy due to errands
Thanks for taking the time to answer my question
While on the apperance itself, despite ACI used the same cockpit model of ADF-01, i were thinking on making a hybrid of the COFFIN dome, but using Morgan's cockpit as a basis, it'd have some layout tweaks, but i'd give the impression too of the prototype feeling the ADFX-00 got to an extent, cockpit models from times are tricky seeing the few experiences i had before by needing to update the fuselage mesh in a revision, and the bones of the instruments uses a different group, but mostly is a question of adaptation, despite i had plans in making a brief workaround, seeing ACI and older games threated the cockpit model and the cockpit fuselage models are separate instead of joined together
Take your time, Rome wasn't built in a day.
And thank you very much for this amazing mod, cheers!
However, i got plans in making an optional module that would turn the camera lights on without depending of the mini-games, i didn't implemented before seeing instances can get a bit tricky by the material order, but i brainstormed more or less a way in making it possible, considering Blue(BelkanLoyalist) did that to an extent on his custom ADFX-00 Cipher mod, didn't checked if it was by instance as the model was edited so it'd be probably by the latter too
Updates are on the plans in fact, however they won't be coming too soon as January by far turned into a very busy month for now on my end, and i may take more time during it and the next months due to real life stuff to give attention, i'll be trying to pull a small release not related to the ADFX-00, but something i got interest to work at my available spare time
In short, the ADFX-00 will be updated, but it won't be too soon, at best i ask for patience if possible, but it'll happen so don't worry.
But yeah, don't worry that a cockpit model are on the plans
Other point too, not counting also part of IRL making me busy too, is related to releasing a new version for a simple addition, i had sort of an excuse during 1.6q seeing aside of a oopsie i did on the Gunplay modules, i've bundled later with a request of the Rebalanced config which was easy to backport, but dropping a update which one of the things changed was about a PPDT module could be looked as sort of a "false advertising", as people would look at first on the ADFX-00 on the update tab but then disapointed after noticed there weren't too much changes
However, i wouldn't discard your idea either, just that i waiting for doing that in a more optimal way, in parts, a more modular one which i can't apply for now by limitations of a modding tool that i'd be using for that
No matter what i try, every single time i think i figured it out it just softlocks my game again with non-existing skins when i try to change it.
Any idea what i might be doing wrong?
Cause i literally have no clue at all.
The way i made the instalation, was that people would choose between the skins they wanted, and the Z-A alphabetic order could overwrite depending of the variations(but they could still remove the ones they wouldn't use), Trigger skins are the ones is expected to see the rainbow grid due i gave a lot of options to choose, and not using a slot the latter could be used for making a skin mod without using tildes, as i through about that due skin modders didn't bothered with tildes compared to model modding, despite that yeah i tend to avoid using them from times by using the tricks from the Z-A alphabert order loading instead
By the behaivour you mentioned, non-existing is on the context of corrupt data fatal error or simply nothing on the hangar screen? if by that, is somehow a conflict issue with both PlayerPlaneDatatable and SkinDataTable, the ADFX-00 i know is one of the few addon mods that Sincerity didn't added ASS(Additional Skin Slots) support as i already offered like 8 + 3 + 1 = 12 skin slots in general, along he recently added the s00 tweaks, despite that didn't affected the ADFX-00 nor the Draken due i've already set them as s00 since the first release
But if is on the context of the rainbow grid texture, mostly choose the ones you want to use, which about softlocking on that context, which i even applied a failsafe to the ADFX-00, an skin pawn without a Skin 1 by default will softlock the d-pad on the selection first screen, but you can revert that on some mods by going into the Select a Skin screen and then choosing the skin
Also for being safe, check the MD5 of the download from the ADFX-00 with MD5checker, the current hash from Moddb is afa8fbca2505853477a425b929b90d9a, want to be sure if somehow isn't a CDN file corruption case too from the reports i heard before
Yes. It's the 2nd. Nothing appears, i'm just soft-locked can't do anything and have to inevitably alt-f4 out of the game.
From what you said it sounds your skins work differently then usual? I'm trying to get the Zoe to work? Do i only have to use the Zoe pak's, or also the trigger ones. Or am i misunderstanding sth here?
For making things a bit simple and better to read without getting confused, i've build a diagram of how i tend to install the mod files mostly, so i think is worth a try, double checked in case, and yeah material instances aren't depended of the skin modules, due they only contains the diffuse and MREC textures, the files + skin pawns are already set up on the base files
(*also sorry for late reply, as at the time from the previous reply, i went to sleep)
G'day,
tried only installing everything you had shown there. But just like before i get soft-locked when wanting to select a skin?
Don't know how to do that UE package stuff? Is that necessary?
I just want the ZOE skin tbh. Can't have s#*! with this game. xD
to be safe as you sent the picture, you could sent me a overview from your ~mods folder too? don't worry as the .paks would be enough, so you can hide the bar address if necessary, as want to see if isn't a PDDT conflict too
(Example) :
And yeah, don't worry, the packaging stuff isn't necessary(if you're talking about the bottom Umodel photo), it was just an example to show that the skins didn't had extra files that could cause issues
Plan still continues the same, sent me a overview from your ~mods folder, did a small test too to see if Sincerity's compatibility patches could generate the issue, and managed to emulate something similar, without the SDT files from Essential Files, if ADFX-00 base files are still installed, skin slots will be loaded yet, but from the other skins it'll result on the same softlock you had, meaning that something is overwriting the SDT(SkinDataTable) with higher priority and it's affecting the ADFX-00 by the SDT loaded, lacking it's rows, still unsure which mod can be the cause, as some total conversion ones like Gunplay and Skies Restored i didn't heard of them editing the SDT, only the PDDT at best, even stuff like Megalith's UAV-45 for example, it edits the PDDT, but it don't edit the SDT as the skin pawns are edited instead, so wouldn't make sense to edit the SDT as PDDT would be the one featuring the SWP ammo values, but still, a mod is probably the culprit of that, that it's SDT is getting a higher priority that is generating behaivour conflicts with the ADFX-00
Don't know anything about modding, so i just clapped everything together i found interesting. So no sure if it's anything that's conflicting here.
So it's a clusterfuck.
Organization aside as some would recommend you for making a folder structure to avoid clutter, but found the main culprit of your issue, you installed most of the compatibility patches files with the exception of ~~~~~~~~~!since_SDT_Add-On-ASS_P.pak or ~~~~~~~~~!since_SDT_Add-On_NON-ASS_P.pak from the essential files download page, so the reason of the softlock occurs is due an addon aircraft with a higher priority and that edits the SDT(Urvogel's XA-20 in my test), it'll obviously break the ADFX-00's SDT due the ditto lacks tildes
Personally, i'd recommend you to use the ASS version as one mod you downloaded requires it(the Testbed Morgan from Konan), also i'd suggest to avoid installing the s00 .paks as it'd affect your navigation experience on the aircraft list by a common error the s00 conversion to the other addon mods results(which isn't the case of ADFX-00 and Draken due they are s00 by default)
WTF Nexus, i was just simply sticking a new comment post, and after rearranging you stickied MOST comments...(EDIT : Fixed it, despite on the manual tiresome way unfortunately....also thank god after some unpins it came back to normal, as unppining 151 comments manually would be a chore...)
*UPDATE* - I needed the "Compatibility between add-on plane mods" mod.