Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
DOWNLOAD THE SCALE CORRECTION FURTHER AHEAD IN THE DOWNLOAD LIST This package contains the XFA-27 with the AIM-152 and AIM-132 missiles. Known bugs: The afterburner flames don't follow the engine's thrust vectoring. Aircraft and Weapon (AIM-132, AIM-152) Models by Xpand; Textures by Zaku; Set up and conversion by Wheaton; This plane may recieve weapon and model updates in the future.
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Heavy Breathing.img
X-2 and Falken too plz so that I can ship my own version of Operation X mission along those ACX planes.
Hey Xpand, may I borrow your AIM-152 for my Cariburn's XLAA?
Sure!
THANK YOU!!!!
My favourite plane of my childhood
-childhood saved- Thank you Xpand!
So... Any plans for another aircraft? :)
I'll only be focusing on PS1 Ace Combat planes.
That means ADF-01? Or more AC3? :3
Congrats, the only one people really care about that'll end up being made is the FALKEN.:P
I can include the Falken if you really want it in my ACX part 2 mod, but maybe I'll make it as AC2's Falken instead due to the lack of constant laser weapon (yet).
Xpand, you really have done a swell job on this one. Keep up the great work and thanks!
Sick!
I found an odd glitch with the plane in the Plane Selection for battle scenario. The plane seems to be smaller than it is (yet ingame it's regular size). Any idea why is that happening?
It's a minor thing of course, but I've seen it show up before on other planes.
Anyway, awesome work man. This fighter brings back memories. :3
It's a known issue for some mods (Delphinus, CFA-44 and Morgan have same issue), nobody knows why and how it only looked so small in the hangar and loading screen though.
It's mysterious extra polies that got lost way outside of the model, according to TimeS.
A hunt for them would solve this issue. It'd take forever, though..
It's not extra polygons (I already discussed this with TS), you can see the bounding box in 3ds max and it's correct ( I.imgur.com ). Something in the exporter gives the model a larger bounding box than it should. Since the camera in the hangar is set at 180% percent of the diagonal of the model's bounding box the camera gets placed pretty far away.
Ah, forgot what it was exactly.
Hmm, I don't know a damned thing there, buddy.. :(
Once again, haven't had this issue when exporting models on my machine. Perhaps you could send me the 3dMax project file so I could export the model on my computer to see if it'll make any difference?