Sky Rogue

Sky Rogue

CFA-44 Advanced
21 Comments
Kris120194 7 Dec, 2020 @ 10:51am 
This aircraft feels a little heavier to move in, sorta contradicting to how it performed in the Original Game.
Logical Insanity 22 May, 2017 @ 8:50pm 
this thing is entirely useless to fire anything but mirv due to wide firing angle on EVERYTHING
Dr.Ham 11 Feb, 2017 @ 11:11pm 
Awesome mod!
But I thought it might need more maneuverability (at least same as 'Rogue').
VitalConflict 28 Dec, 2016 @ 12:17pm 
YESYESYES
PlasmaJedi  [author] 11 Sep, 2016 @ 6:26pm 
I started this thread out with a request, but it's buried now. So, if anyone would like to get a video screen capture of the thing flying about and wrecking stuff with it's ADMM or Micro Swarmers, give me a link and I'll add it here. I've tried it myself, and struggled with finding good capture software. I donno if it's my video card, or something is just not set right, but I've tried a lot of options, even OBS. So, if anyone wants a go at it, be my guest!

I'd be cool if we could get one of those animated gif videos!
Maebelle 10 Sep, 2016 @ 9:49pm 
JUST...

































YES
Dracologist 8 Sep, 2016 @ 9:49am 
i didn't said it didn't suit me i just said in this case it might be slightly depramental
PlasmaJedi  [author] 8 Sep, 2016 @ 6:13am 
To be honest, I never tried this hardcore on the really advanced days, but, I've never had an instance where swarmers couldn't hit a target due to their angle. In fact, sometimes they have an advantage, when you're pulling tight turns against an enemy and the upper two bays are practically aiming down his tailpipe. Plus, sometimes you get some lucky breaks when the swarm from 1 launcher misses but another hits due to the very different angles.

Anyway, I was mainly trying to mimic the feel of the Nosferatu and its ADMM. That thing fired each missile individually, not as a simultaneous bunch, which is exactly how Micro missiles fire. It's mainly for looks and novel fun (IMO it looks really darn awesome!), so if it doesn't really suit you, then that's your preference.

I'll give it another go, I guess, and see if it really needs to be tweaked.
Dracologist 8 Sep, 2016 @ 4:46am 
I did and it still feels like it overshoots. (also i think at mk3 they gain a certain amount of extra speed that makes cornering to them more awkward)
I'm not against the angled fireports but it should be adjusted a bit lower juuuust a smidge
PlasmaJedi  [author] 7 Sep, 2016 @ 7:49pm 
Dracologist, are you using Micro-S, Swarmers? It works perfectly with them. See my Recommended Loadout graphic, it gives details.
FlippidyDippidy 7 Sep, 2016 @ 4:22pm 
I feel like this should be much more manuverable at high speeds, but that's just me. Other than that this is fantastic!
Dracologist 7 Sep, 2016 @ 1:37pm 
the fire angles should be just a smidge lower as your missiles can't lock on proper, and go all over
PlasmaJedi  [author] 6 Sep, 2016 @ 2:31pm 
I know, right? I'd like to know more about the details when I get a mod aero!
Cool Robot (RIP) 6 Sep, 2016 @ 3:36am 
Finally someone who points out what slot fires which hardpoint!
OpenRoadRacer | Flame of Liberty 5 Sep, 2016 @ 2:17pm 
Yeah, had to break it up into three separate comments because of how much I had on my mind. Sorry.
OpenRoadRacer | Flame of Liberty 5 Sep, 2016 @ 2:17pm 
As to the reason for the lower bay to fire two missiles while the upper bays only launch one each, it's because the lower bay is clearly larger than the two upper bays. In addition, I do believe the ADMM fires more missiles from the lower bay than it does either of the upper ones; but I think the two upper bays combined equal the lower bay's output. I suggest loading MIRVs here because it's the closest we presently have to the ADMM, because it has multi-target capability against both air and ground targets.

But the guns are certainly in the right place, which is nice.
OpenRoadRacer | Flame of Liberty 5 Sep, 2016 @ 2:17pm 
Reason why I suggest using a pair of direct forward launch points from the upper bays is because, even if we don't have the EML yet(until someone makes it in the Mod Asset Bundles system), we still have the AC-40. I know it's not the same as an actual railgun, but it's still the hardest hitting kinetic ordnance we have right now. I think it would be perfectly fine to have one, but that might require changing the statline.
OpenRoadRacer | Flame of Liberty 5 Sep, 2016 @ 2:16pm 
Oh I've tried it, and it's good. But I don't think it's quite there yet.

I understand what you're saying about the weapons; but I honestly think that because of MicroMissiles lacking the "multi-target" capability of the real ADMM, I think they should be treated like the regular Missile weapon from Ace Combat , seeing as they are remarkably similar: No multi-target capability, but easily capable of striking both air and ground targets. Only issue is the fact that AC basic Missiles could be fired one after the other, but only up to two missiles at a time; while Sky Rogue MicroMissiles launch in pairs and can fire salvos of 3-9 launches in short order; I'm not even going to get into the MicroRockets or Twin Vulcans.
PlasmaJedi  [author] 5 Sep, 2016 @ 2:01pm 
I was wondering if you would see this :)

I put the guns on the left because you suggested it, but I have to disagree on the others. The ADMM fired each missile singularly from each launcher, just like micro missiles do. Maybe it's fitting for the weakest missile weapon to fire from the basic missile points, but the nature of micro missiles just doesn't fit.

While I'm sure any multi-mount overkill aero could be even MORE devastating with MIRVs, with the launch angles here, I think I recaptured some of the feel of the ADMM, as shots fly in from off-camera, above and below.

Since there's no EML and ADMM, I didn't bother to try making it match up like you suggest. Maybe if I get the Unity package going, I could build these custom weapons, but not now. I focused on making a fun mod that resembles the old OP classic, not exactly duplicating it.

Have you tried it? Do you like it?
OpenRoadRacer | Flame of Liberty 5 Sep, 2016 @ 9:01am 
You know, when I first saw the old version of this mod aero, I wondered about the possible launch points.

Honestly, I think the best point for the top slot to fire from is where you have the bottom slot shooting from in your rendition. This would make the MicroMissiles behave largely the way the regular Missiles behaved in Ace Combat , minus the double launch aspect.

The right slot should fire from the upper two bays, directly forward, to emulate the Electro-Magnetic Launcher's firing points. The bottom slot should fire from the three weapon bays at a 45 degree vertical angle to emulate the ADMM; have one launch from each upper bay and two from the lower.

Left slot sounds like it's perfect by my standard.
PlasmaJedi  [author] 4 Sep, 2016 @ 6:40pm 
I've tried to get video of it in action, but can't get a good capture software going. If anyone wants to help, or maybe make one of those snazzy video-gifs for me, I'd be much obliged.