Project Wingman
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Lavernius Regalis

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  1. laverniusregalis
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    Design Thoughts
    Feel free to reply to this with your own ideas and musings!

    MG-21
    This craft always felt lackluster compared to the F/E-4 (or subsequent SV-37), and the same holds true for the trainer variant. The easiest solution, I thought, was to modify it to demonstrate the balance change to STDMs, allowing up to 4 to be loaded and ready to fire at once. (To accomplish this, I had to modify the MG-21 model, which is why this mod is incompatible with the MG-21 UV mod. Instead I packed the UV changes directly into this mod, since nobody really made skins for the default MG-21 anyway.)

    SV-37
    The aircraft this is based on uses a 30mm cannon, so I opted to swap the gun for sake of variety. I think not enough aircraft use rapid or heavy cannons in the original game, and their use helps differentiate aircraft more. Besides that, the addition of rockets was mainly for variety, though the actual craft can also carry them.

    F/E-4
    The addition of ADM and RGP was to differentiate this from other craft at the same tier, and to offer some interesting air-to-ground options. Like with an aircraft's main gun, limiting the selection of gun pods adds another dimension to aircraft selection, since you might want a craft with RGP or one with HGP specifically.

    F/C-16
    Loadout changes were chiefly designed to make this a more effective early-game craft, and to introduce guided bombs. The changes to maneuverability are for much the same reason. The aircraft's maximum rate of turn and so on have not changed, but it should respond quicker to control inputs, and thus feel cleaner to fly.

    CR.105
    I rarely fly this craft, and in truth I'm still not really happy with where it's at. Adding ADMs gives it a bit more versatility, though I think it's still lacking. It feels like the CR.105 is stuck in the place of being a worse version of the MG-31, on some level.

    Sk.25U
    Attackers are an odd case when I'm working on this mod, because on one hand, their versatility in terms of loadout options is sort of the point to choosing them to counteract their lackluster maneuverability. On the other hand, too many options can actually make craft feel somewhat samey, so I hesitate to make every craft able to carry literally every munition it was actually capable of in the real world. The balancing of the Frogfoot feels serviceable if somewhat arbitrary right now, and its maneuverability is a bit better, as well. It being slow is not unfair, but it handling like a brick somewhat is, given its speed and its place in the roster.

    MG-31
    This aircraft has a very limited niche, so I leaned into it a bit by improving the craft's acceleration even further and offering superior XLAAs. ASMs are also accurate to its real-world capabilities, and offer a unique new option for flying it.

    F/D-14
    The Cat mostly needed loadout tuning, as it had fairly distinct flying characteristics already. The array of STDM variants were dropped in favor of being able to load 4x STDM at once, if so inclined, and the MLAAs were swapped for a longer-ranged variant, more or less a straight upgrade only available for specific aircraft. Rockets and guided bombs add some much-needed versatility, as well.

    MG-29
    This aircraft was one of the many with near-identical mid-line stats. Apart from the cannon change, it should now feel much heavier to fly under normal circumstances. This was deliberate, since this is the first craft you can acquire with access to AoA. While using that module, your maneuverability will still be very strong, but this will potentially no longer be a default choice at this tier as a result.

    Accipiter
    This aircraft was one of the many with near-identical mid-line stats. I significantly dropped the speed to account for its being the Harrier, but it should now be the aircraft with the greatest yaw in the game, and one with some interesting (albeit, as oft the case with attackers, arbitrary) loadout options.

    F/E-18
    The lack of ASMs on this craft always irked me. Beyond that, it, alongside many other craft at this tier, had its top speed reduced, because...

    F/C-15
    The Eagle has had its top speed increased, as it erroneously performed worse in this regard than other craft around this tier, even ones capable of using AoA. I wanted to lean into the Eagle's role as an air-superiority craft, and its loadout reflects that. Only dumb bombs or gun pods for air-to-ground, but more capable than almost anything else when it comes to high-power air-to-air munitions.

    Sk.27
    Like its big brother, the Flanker has had its physics responsiveness enhanced and its cannon swapped to heavy, in order to differentiate it from others around this level. STDMs were unnecessary on SPW slot 1, as this craft innately carries 4x STDMs, and it can also tool around with XASMs in conquest mode.

    Sk.37
    The real stand-out feature for the Terminator is the addition of guided rockets, an oddball special weapon that resulted from some experimenting I had done a while back. It didn't fit any other craft at this tier, and it's certainly distinct, so the Terminator got it.

    F/S-15
    The ACTIVE isn't the Strike Eagle, but the Strike Eagle isn't playable, so the ACTIVE unfortunately has to have some versatility to it regardless. This craft, alongside the Sk.37, VX-23, and ACG-01, occupy the high tier, and I wanted each of the four to have their own niche of some sort. The Sk.37 is more responsive and has some eccentric SPW options, the ACTIVE is an evolution of the F/C-15's loadout (high-power anti-air), and the other two...

    VX-23
    The VX is probably the most well-defined of the high-tier craft in terms of its niche now. I wanted it to be high-tech with guided munitions, thus the inclusion of MLAA-3s, multi-lock STDM-2s, and guided bombs. It is also the fastest of the four now, and has somewhat less laggardly handling/responsiveness to boot.

    ACG-01
    This aircraft was one of the many with near-identical mid-line stats. I opted to give it heavy cannons, as it is the attacker of the high-tier, and it now boasts a fairly interesting loadout. Slot 1 grants the most options in terms of versatility: multi-lock standard missiles, burst missiles, air-to-ground or anti-ship missiles, or other varieties of guided munitions. The other slots are more firmly oriented towards air-to-ground, and the final slot offers the BDU-16, a weapon likely still in need of further tuning for effectiveness.

    SP-34R
    This aircraft was one of the many with near-identical mid-line stats. I thought it was unique enough as-is, so the changes are mainly to bring it a bit more up to speed versus its previously-generic stats.

    PW-Mk.I
    The original PW was deliberately overtuned, and this version reins things in a little to a level still beyond most other craft, albeit more reasonable. It should actually be easier to control as a result of its stats being reduced, and the BML-U might occasionally run out of ammunition now that its capacity has been slashed.

    F/D-14 Mk.2
    The original conquest-exclusive mark 2s seemed a bit odd to me, and more like "funny" options than legitimate choices. This craft was designed to offer a high-tier two-seater that could probably deal with the challenges of higher-difficulty, red-alert conquest gameplay, with AoA, strong armaments, and a few unique weapon choices from the mod.

    Bombs
    Bombs in Project Wingman were always lackluster, as their explosive radius was far too small to make up for their manual guidance. Unfortunately I'm unable to increase blast radii myself, so I instead opted to do what I could to balance bombs out, lowering their reload times and increasing their capacity.

    Volley munitions (MLAA-2, MLAG-2, et cetera)
    These were pretty much objectively worse than their standard counterparts, as each step up in volley number (MLAA-2 and MLAA-3) ballooned the weapon's reload time. The result was that the VX-23, for instance, was dramatically worse off with MLAAs than something like the F/S-15 for no persuasive reason. I dropped the reload time on these weapons across the board as a result, hopefully bringing them to the point of usability.

    Anti-Ship Missiles
    These were always niche, and their capacity (and the fact that you could only carry one at a time!) limited their usefulness. Thus, you can now load two at once, the reload time was dropped nearly 10 seconds, and the capacity is higher, hopefully making them a more attractive, if still niche, SPW option.

    EUFB (nuclear unguided bomb)
    This weapon was removed, mainly because it was not really, well, usable. It tanked performance, it would be overpowered in the campaign (and with no way for me to fix it, either), and it wasn't really all that good in conquest, either, due to the lack of grouped-up ground targets.

    SAA (semi-active air-to-air missile)
    The original SAA fired not unlike MLAAs, dropping from the fuselage for a good half-second before its engine ignited and it started tracking. To hopefully give this weapon a bit more utility in close-range engagements, it now fires hot-off-the-rails, which should cause it to immediately begin tracking its target.

    SR (standoff rocket)
    This weapon was technically removed (more on that later), as it was basically untenable without some major adjustments to its functionality.

    RDBM (burst missile)
    Originally conquest-exclusive, this weapon was weird enough that I thought it deserved a spot in the main campaign. It needed some balance tweaks to bring it more in line with other options, but it's quite potent against air and surface ships and groups of ground targets.

    New weapons: XLAA
    The XLAA, as indicated before, is basically a straight upgrade over the MLAA. As such, it is only available to certain craft, essentially only where it makes sense (the Foxbat and Cat).

    New weapons: ADM and ADM-2
    One possible way to fix the SR would be to decrease its reload time, increase its ammunition, increase its capacity, and hope for the best. Another way is what I opted to do: turning it into the anti-defense missile. It already had a bomb-sized explosive radius, for whatever that's worth, so giving it decently long range and air-to-ground guidance makes it an occasionally-useful weapon at lower tiers. I suspect these weapons are still in need of further tweaking to make them useful, though.

    New weapons: XASM (advanced anti-ship missiles)
    This weapon was also borne of some experimentation on my part, and when I tested the prototype XASM out on the Red Sea mission I immediately knew it would have to be a conquest-only weapon. This is a multi-lock anti-ship missile (e.g., surface vessel and airship), and it is devastating for that purpose. This is probably one of the best ways to even the odds against high alert levels, and feels fantastic to use on fleet hunt missions.
    1. nlardas
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      Thoughts for the MiG-21 Mk II: Base it off of some of the upgrade programs for the Mig-21. In the Romanian LanceR program Elbit upgraded it to support ground attack precision guided munitions, so proposed changes would be:

      Moderately lower responsiveness than the base MiG-21 (or moderately improved base model responsiveness, or both)
      Separate the Standard Missile pylons so the first underwing bank is weapons bank 1, and the second underwing bank is bank 2 for a 2/2/0 config.

      Bank 1: STDM,SAA,UGBS,URS,GRS,GBS
      Bank 2: SAA,UGS,URS,UGBS3,UGBL,GRS,GBS,GBS3,GBL,HGP

      And this would be added to the main campaign, as sort of a mid tier plane. The ability to take two banks of standard missiles and a single bank of GBS3 means that it should have enough ammo to take on the very target rich missions, even though it's a two bank plane, but without the ability to use MLAAs or MLAGs its going to feel very different from a lot of the other striker aircraft.

      Thoughts?
    2. laverniusregalis
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      Introducing Mk. IIs to the campaign mode is more or less a no-go, for two reasons:

      First, they were designed as Conquest-exclusive craft. Generally this means they're tuned to accommodate the, we'll call it "much higher level of play" that accompanies that mode, and serve to bring lower-level craft back to the table in that mode. The result is that any Mk. IIs must be highly tuned.

      Second, on a technical level, it isn't possible to actually display the "Mk. II" designation outside of Conquest mode.
    3. zachtan1234
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      Any chance of regular ASMs for the Accipiter? 
    4. YozZero
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      If it's possible, I'd like to see the BDU-16 drop the bombs in a straight line, effectively turning it into a sidegrade to the UGBS-3. The GRS could also be changed into an anti-ground version of the BML-U.
    5. laverniusregalis
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      @YozZero

      That'd be interesting, but it's beyond our capabilities right now as far as modding is concerned.
  2. PaxEmpyrean
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    First off, I love the mod. This is excellent work and I'll never play this game again without it.

    One thing I noticed, though, is that the planes with four built in STDM hardpoints and only two slots for weapons are underloaded on ammo; they're basically a forced STDM pick except they don't get the increase in missile capacity that they should get for picking more STDMs. I haven't modded this game before; could a possible solution be adding a third slot and splitting off two hardpoints for it with STDMs as the only option available in that slot? That should keep them from getting shortchanged on total ammo compared to three slot planes that can choose STDMs, like the Cat or the Accipiter.

    There are similar issues for the F/C-16 and F/E-18, except instead of STDM's they'd need their second slots with 4 hardpoints split between the second and third slots and have their second slot weapon options mirrored for the third slot.
  3. PunishedVenomChick
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    can you please make a standalone version because PSM never works for me at all
    1. Redwingpilot
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      are you by any chance on the beta version?
  4. TheHeliKid
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    is the FS-15 supposed to be made into a two seater in this mod? because i dont see another seat in the cockpit
  5. jedirobus
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    I'm not sure how to get this to work properly or what I'm doing.  I downloaded it, put it in the right folder, activated project sicario and it compiles the mods, even said its running it, i only have this one and a couple skins plus the prez lines and i cant get teh guided bombs to come up on the F14
  6. Northerleyfire
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    Hello, I have used this mod previously and have very much enjoyed it. However after the most recent update I have found that it no longer works properly. The F-14 has no XLAAs or even MLAAs, and those planes which do have MLAAs for some reason have them duplicated in the loadout selector (for example, in the air to air weapon slot it will give me the option to select MLAAs, SAAs, or MLAAs)
    1. Galm02Pixy
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      I have the same problem now, which is strange because everything worked just fine until today. The only other gameplay altering mods I have with it are the UF-22 and the SkM30 (the latter is the version with altered stats and loadouts, but that worked fine before). The rest are cosmetics mods. Are there cosmetic mods that can conflict with this, even plane skins?

      EDIT: So I decided to delete ALL my mods and start from scratch. I redownloaded Project Sicario, this, and the UF-22 and SkM30, went against this mod's instructions and put it in the BOTTOM of the load order, and now everything works. Thank fuck.

      If you're having this problem, try that, but still be careful with any other mods that add/replace planes and have unique stats/loadouts
  7. mazdarx8r3
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    I have a question, what did you use to edit the planes and weapons stats? I want to make some customizations for personal use, as I am currently running files such as the xfa-27 mod which may conflict with this mod. 

  8. Afterschool
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    Is it possible to make a standalone mod where I can choose to apply changes for each plane individually? I liked most of it but I feel some of it is better with the vanilla version.
    1. laverniusregalis
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      You could unpack the mod using something like u4pak, edit the .dtp file to your liking using something like Notepad++, and then repack it.
    2. Devastator325
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      I tried doing this and after repacking with the exe version of u4pak PSM became unable to merge the mod, tested without editing the dtp to make sure it wasn't my edits and got the same result, if there's another way I can do this that would be helpful, do I need to use the python version?
  9. JuggernautOfWar
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    Quick question: Is there a way in Vortex, using a specific load order or otherwise, to run other aircraft replacement mods alongside Balanced Wingman? Every time I enable Balanced Wingman, seemingly with no regard to various load orders I've tried, it overrides the available weapons to the custom aircraft. So a F-15C replacing aircraft will then have Balanced Wingman's loadout for the F-15C, despite the aircraft having the correct custom model and appearance.

    Anything you could point out I may be misunderstanding with the mod, Vortex, and load orders?

    Great work on this mod! Thanks.
    1. laverniusregalis
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      It should be based on alphabetic file name, in theory; try naming whatever you want to overwrite Balanced Wingman something that begins with a later letter in the alphabet.
  10. frckldFirebrand
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    Very excited to try out 1.0.4 when it comes out -- as a professional Foxhound simp, I'm excited for it to get a little bit better (though it feels pretty good rn as is)!
  11. Vogan2
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    STDM-2 for F/D-14 Mk2 is very strange option. If you want double missiles you take MLAA-2 (in all three slots for maximum AA power), and if you want increase ammo and launch count STDM-2 is bad option because it different weapon and don`t merge with STDM. Could you change it, probably by replacing Mk2's basic missiles for STDM version or making STDM-2 as STDMx2?