Multiplayer Weapon Stats for Singleplayer Mode

⭐ — (7 endorsements) 📥 221 downloads 📌 v1.0 📅 5/20/2026
🟡 Updated this year

By Gen0234 · Weapons

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 5/20/2026 📅 Created: 5/20/2026

🔍 Analysis

  • 🏆 #23 of 36 Weapons mods in this game by downloads

📋 About This Mod

Did you know Multiplayer balances weapon stats differently? This mod lets you have the MP stats of weapons in Singleplayer (campaign or DLC missions) mode. Can be applied selectively for each weapon type, or all applicable ones.

Description

Multiplayer actually has differently balanced weapons compared to singleplayer. Some weapons are more evident than others. For example, in Campaign mode, 6AAM and 8AAM have a slight homing delay where they fly forward first before turning toward their target. In Multiplayer, this delay does not exist for them, allowing those weapons to be used effectively at close range, even in PSM duels. Another example is GUN, which has 3 different variations in singleplayer mode (small caliber high RoF, high caliber small RoF, and A-10's), is instead the same across the board for all planes in Multiplayer. The stat changes can be found in PlayerWeaponDataTable in the game's internal files, although some field names and numbers are different from the ones in the weapon pawn.

This mod lets you have weapon stats in Multiplayer mode be used in Singleplayer (Campaign or DLC missions).

The "homing delay" being referred to is different from "ignition delay" / "acceleration delay" where the missile is "dropped" instead of boosting immediately, which can be bypassed by firing while rolled/tilted.

Stats Legend

The following are explanations for the stats. (Some are not known to me. If you happen to know, let me know in the comments/Posts section)

[]Damage: Amount of damage dealt to target's health[/]

[]AreaOfEffectDamage: Damage dealt to target's health from area-of-effect / explosion[/]

[]LoadTime: How many seconds to "reload"[/]

[]LifeTime: How many seconds from start until the weapon "expires"[/]

[]HomingDelayFromStart: How many seconds from start until the weapon starts "homing"[/]

[]MaxHomingAngle: How far off-center in degrees can the target be from the weapon's "center of aim" before it "misses"[/]

[]MaxRotationAngle: Maximum turn rate of the weapon while homing[/]

[]ReducedHomingDuration: Duration from start during which the weapon has reduced turn rate[/]

[]ReducedHomingRotationAngle: Turn rate during reduced homing duration[/]

[]MaxTargetSwitchTime: (Not known to author at the moment)[/]

[]HomingReductionInCloud: Multiplier factor of homing reduction while the weapon is in the cloud[/]

[]HomingForesightAmount: Prediction factor of the weapon. (0 = no prediction, higher number -> better prediction)[/]

[]AccelerationDelayFromStart: Missile ignition delay (0 = immediate booster ignition, values >0 means missiles get dropped from pylon before igniting. Can be bypassed by being rolled/tilted enough)[/]

[]SpeedMaximum: Maximum speed of weapon projectile, in 10 meters per second (value of 1805. 556 -> 180. 556 m/s -> 650 km/h) <

📊 Mod Details

Game
Acecombat7skiesunknown Mods
Author
Gen0234
Version
1.0
Downloads
221
Endorsements
7
Category
Weapons
Created
5/20/2026
Updated
5/20/2026

🔧 How to Install Ace Combat 7: Skies Unkno Mods

Download from Nexus Mods.

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Visit the official mod page for specific installation instructions for this mod.

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