Ace Combat Zero: The Belkan War - Mayhem (S-32 gameplay)

Ace Combat Zero: The Belkan War - Mayhem (S-32 gameplay)

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Published on ● Video Link: https://www.youtube.com/watch?v=txEChfEEANM



Duration: 10:52
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Best viewed at 60 fps.

Gameplay video showcasing the S-32.

Get the files here (Gdrive link):
https://bit.ly/3kLGeGV
And read the modding tutorial here:
https://bit.ly/2HDoAXn

Hey there, long time no see. Another aircraft mod is out, and just right around Christmas (or for Christmas, depending of your timezone). The S-32 was another aircraft that was denied from appearing in Zero (and other mainline games) and relegated to appear in spin off titles only.

Overall the aircraft performance makes it a fantastic choice for A2A sorties and while is a bit slower than the Su-47, that speed difference is outshined by its very high mobility (it might not look like it, but there are times in the video that I struggle a bit with keeping the aircraft stable). As for the aircraft data itself, luckily no others issues are shipped with this release (besides the one SpW limit problem). Also this release comes with extra custom skins, courtesy of BelkanLoyalist (BelkanLoyalist@Twitter) as usual.

I was also researching on how the game handles the stage data and decided to have some fun with it. In early December 2020 Project Wingman was released and after watching an entire playthrough (can't buy the game since I'm a bit broke atm) I really loved the "Cold War" mission stage's "atmosphere" and tried to replicated it in ACZ. Sadly I ran with a bunch of issues (performance ones mostly) so I just remade the entire thing. The final result looks great but I think I overdid it with the godrays. Also used "Showdown" over "Mayhem" as the BGM since "Cold War" is basically an homage to the Comona/Mayhem missions.

Another mod featured in this video is the modified ally/enemy behavior. I figured how to decompile the mission data for Mayhem and replace the entity AI (both ally/enemy, excluding Pixy) with Mobius' AI before compiling back the files. As you can see in the video, all the entities move like Mobius (and will try to pull the same bullshit as him). I also planned to give all entities the ability to release countermeasures, but after some tests I found that it was a great way to run out of missiles (as the game gives infinite flares to all enemies) so I just dropped the idea. Even so, the mission was still fun and challenging.

Music used:
"Showdown" from the Project Wingman OST, composed by Jose Pavli.
Please support the composer by purchasing the soundtrack here: https://bit.ly/36uGxkD
Also get Project Wingman, available on the following stores:
Steam: https://bit.ly/2KqwKnw
GOG: https://bit.ly/3nNhuzt
Humble Bundle: https://bit.ly/3aFG7Kr

"Contact" (both final and prototype version) from the ACZ OST.

Su-37 Terminator -REIHER- by BelkanLoyalist.

For any issues or inquiries you might have leave a comment on this video (I won't reply if you do it on another one) or send a DM to my Twitter account (twitter.com/death_the_d0g), where I'm more active. That's all, enjoy!.

ACE COMBAT and related stuff belongs to PROJECT ACES/BANDAI NAMCO.
No copyright infringement was intended.
-------------------------
ACE COMBAT ZERO THE BELKAN WAR
ACE COMBAT ZERO
THE BELKAN WAR
ACE 0
CIPHER
ACE COMBAT
エースコンバット・ゼロ ザ・ベルカン・ウォー
エースコンバットZERO
エースコンバット0
エースコンバット
ACE COMBAT MODDING




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At present, death_the_d0g has 115,985 views spread across 35 videos for Ace Combat Zero: The Belkan War, and about 5 hours worth of Ace Combat Zero: The Belkan War videos were uploaded to his channel. This is 36.43% of the total watchable video on death_the_d0g's YouTube channel.