Air Combat IV v1.5.1

by JulioNIB
Please explain why you're reporting this file:


Fixed issue with SNT numpad control



Script now its compiled dll, remove any ac-iv.vb from the scripts folder or you will get wierd results :(

ac-iv.ini should be renamed to "Air Combat IV.ini"

read the readme :)


Added XBox 360 controller support
Added skin (livery) change, you can change ingame using Subtract key (numpad) or in the .ini of the jet or aquirement point
Some small fixes

This mod allows you to have an jet with rockets, cannons, engines, flares, bombs, moving parts and enemy jets to combat :)

You can customize the .ini to fit the script to your jet model (Folder Jets, inside folder JetFiles), customizing number of rockets, bombs, engines, etc.. Inside the folder "Jetfiles>More jets" you will find some .ini for some especific models.

Probably will work in MP, i didnt tested because i dont have access to multiplayer mode at this moment :P

if you have problems with HUD stretched, modify the variables myGameWidth and myGameHeight in the AC-IV.ini

Watch the video to see in action:

Mod made over GTA iV with patch, tested in EFLC and TLaD too, tested by other people in

Open source :)

Especial thanks too:

core.max2010 -
metalwars -
SkylineGTRFreak -
zzcool (taltigolt) -
Hardsty1e -
Fredwalktrought -
Noesis - Good ideas about multiple jets and tips

for testing/jet models/tips/code tips/etc. :)

subscribe/like for news:
9.09/10 - 57 votes
Downloads: 31,540
Added: January 25, 2013 8:57AM
Last Downloaded: April 19, 2014 2:59PM
File Size: 2.79 MB
» Author Website
» Author Email

Voce é brasileiro?

Posted on January 25, 2013 10:25AM by Gabriel.Augusto
For the pilot camera, is it possible to freeze the rotation? Without fixing it in place, its impossible to use
Posted on January 25, 2013 11:39AM by Augustboiboi
Air Combat IV v1.3


Added rudder movement

Added changeable control keys, now you can set any key to control the left/right/roll left/roll right/up/down movements

(default are the numpads 4 5 6 7 8 9)



Added possibility to lock rockets on helicopters

Added pilot cam

Added custom jet spawn/aquirement points

Added "space trip" feature

Added option to change pilot model

Fixed wing break bug (must be activated on .ini, variable: use_fake_jet)


All the Combat Jet fans in the world say thanks to JulioNIB forever...

Posted on January 25, 2013 11:55AM by CORE.MAX2010
One more thing i noticed. I think you accidentally merged the controls of the flaps. On the F-14D, the controls for the ailerons will move the elevators too, and tweaking the .ini file does not seem to solve the problem as well.

Extra info: (on F-14D)

-door id for elevators: 0

I assume its something wrong with the script because only left_flap_id and right_flap_id are using door id=0, yet two different functions (ailerons and elevators) are making it move
Posted on January 25, 2013 12:09PM by Augustboiboi
The elevators are one single object, you can't make them move sperately.
Posted on January 25, 2013 12:48PM by SkylineGTRFreak
ability to hide the hud and set it for individual aircrafts

also more hud features

a nice bottom bar that shows everything would look nice

and a hood view as iv has stock while in hood view you get a green grid hud that covers the whole screen

better sound

threepwoods epm uses sound files in a folder can you do that with this script then we can have custom sounds one sound for each plane

all thats needed is speeding up sound and idle
Posted on January 25, 2013 12:52PM by zzcool
oh and vtol like san andreas

first handling like a helicopter then slowly (at first) speeding up to plane speed

mouse control would be grear too
Posted on January 25, 2013 12:57PM by zzcool
By the way, 1.3 sounds very good
Posted on January 25, 2013 1:28PM by SkylineGTRFreak

Sim, sou BR ^^


As skyline said, this model have one flap in the back, this is the normal movement for this model

About fix the cockpit camera rotation, you can set it in the .ini: camPilotFixedRotation=1, category: extra_cams


can you contact him? so he can give some example of what he did

Automatic Hood view i dont know how to do

To hide the HUD you can put an Exit Sub in the first line of the graphic event (insert in line: 2928)

The VTOL i tryed with no good results, plane movements are different from car movements when force its applyed, they go forward, hard to control the effect

@SkylineGTRFreak: thx

anyone have an jet model with rudder?
Posted on January 25, 2013 1:54PM by JulioNIB
I believe they have sound for idle and sound for flying and one more maybe called something. we would have to replace them all to make it sound more modulating, less static.
Posted on January 25, 2013 1:58PM by tall70
Nono what i meant is that the rear flaps move when you roll the plane. In an actual aircraft the elevators do not control the rolling. The ailerons do. But for the F-14D there are not enough doors to make ailerons. Furthermore, in an actual aircraft, the elevators move in unison just like this mod (Y) What i am saying is that the rolling of the plane (pressing A and D) should not affect the rear flaps to move (This was the case in version 1.1)
Posted on January 25, 2013 2:41PM by Augustboiboi
@JulioNIB: can you explain what movement function for aircraft:

- driver door

- second door

- third door

- fourth door

- trunk

- bonnet

- boot

- etc

I'm still confuse. I'm just succesfull for make movement elevator and front/back gears. rudder is in which part? I need dictionary for your script.
Posted on January 25, 2013 3:12PM by metalwars
It's possible to drive aircraft turn left and right when on land?
Posted on January 25, 2013 3:15PM by metalwars
@Augustboiboi: i didnt changed the flaps movement since version 1.0, what i can do its add more one variable elevator_id, and move thsi when you préss keys for move up/down without changing flaps

@metalwars: basically the left front door its interesting to be the cockpit (i dont know the exactly name)

the other doors/hood/trunks can be anything, just add the correct ID to it in the .ini file, to help you in this quest (hehe) i created the command anyjet flaps, you type this in the console when in the jet of the actual script, and it will display the ID of the doors, you press the ID number and the door will move, and you will see what flap/gear/wing it is, in this video i show an example:
Posted on January 25, 2013 3:36PM by JulioNIB
@metalwars: you can use the arrows to do this groudn movement, but i didnt evolved this feature too much hehe
Posted on January 25, 2013 3:47PM by JulioNIB
I could try to make an F-16 or something like that, it has only rudder... Does it have to be turned somehow, like the flaps or remain in it's normal poistion in zmodeler?
Posted on January 25, 2013 3:58PM by SkylineGTRFreak
when in cockpit view have the sounds sound different

like inside jet engine sound

and inside rocket launching

so it feels like inside a jet
Posted on January 25, 2013 4:20PM by zzcool
and space rings to be marked on the minimap

also text on which plane

for example

press f to enter f14
Posted on January 25, 2013 4:26PM by zzcool

well, the angle will be close to the angle of one door, you just need to put it with an spin in one direction like you did with flaps
Posted on January 25, 2013 7:58PM by JulioNIB
Really great mod 10/10 !!

Btw i have a HUD bug (Cropped) when using SSAA (ENB Anti Aliasing) is there any fix for that ?
Posted on January 26, 2013 12:34AM by Victim_Crasher
@zzcool why does the space ring need to be marked? You will only go into space when you hit a fixed altitude shown in your altitude meter, which you can define in the .ini file
Posted on January 26, 2013 2:19AM by Augustboiboi
@JulioNIB regarding the extra elevator_id, please do that! The movement of the elevators when i roll the plane really annoys me alot because that is just too unrealistic
Posted on January 26, 2013 2:22AM by Augustboiboi
hm would it be possible to add a second rudder? I wanted to do an Pak-FA with working rudders, but there's only one :|
Posted on January 26, 2013 5:14AM by SkylineGTRFreak
@Victim_Crasher, i will try to recreate this bug

@Augustboiboi: yep i will

@SkylineGTRFreak: yep, its possible
Posted on January 26, 2013 5:41AM by JulioNIB
will it work with laptop keyboard?
Posted on January 26, 2013 6:31AM by fience25
Oh my god! I can only say that!
Posted on January 26, 2013 6:54AM by shiningfury
@fience25: probably, you can set any key to control the jet, default are numpads 456789, you can set to jkluio for example, look for numpad4 in the .ini and you will find the option
Posted on January 26, 2013 7:35AM by JulioNIB
i have no idea what i meant to be honest

anyway what i mean is

spawn points rings to be marked on the minimap
Posted on January 26, 2013 9:28AM by zzcool
okay thanks :)
Posted on January 26, 2013 9:50AM by fience25
The revolution of Air Combat IV continuous. Infinite thanks to JulioNIB, Metalwars and SkylineGTRFreak 10!
Posted on January 26, 2013 11:20AM by mainsystems2412
have the character go invisible when you switch to cockpit mode considering the hands are not properly adjusted anyway so why not just hide the character

Posted on January 26, 2013 11:20AM by zzcool
@zzcool: i did this but i got an wierd behavior, after changing cam again, the command to hide the player just didnt worked anymore, very wierd
Posted on January 26, 2013 11:35AM by JulioNIB
oh yes julio.. is it possible to replace ripley too? so i have 2 aircraft ingame.. if yes, how? thanks before..

anyway, good work as always! nice new update :D
Posted on January 26, 2013 11:39AM by fience25
maybe ask sjaak for help? works with simple native trainer

also have you thought about having seperate sounds for cockpit view so it feels like you are inside a plane the jet engine sound changing when in cockpit view

basically the script changing sound files

also air trails would be great
Posted on January 26, 2013 11:53AM by zzcool
regular first person mod collides with cockpit mod if you use first person even once in the game you have to reload the entire game

as enterting cockpit mode in the script will result in the game going down to 5 fps and showing a really weird angle which you can't see anything
Posted on January 26, 2013 12:35PM by zzcool
ok even trying without firts person makes that glitch i got cockpit mode working once now i can't get it working
Posted on January 26, 2013 12:47PM by zzcool
@fience25: yes, you can have more than one working jet model, just copy the script and his .ini (ac-iv.vb and ac-iv.ini) and rename to another name like: ac-iv_F22.vb and ac-iv_F22.ini, and inside this renamed .ini you change the name of the model in the variable jetmodel, and disable the hotkeys for spawning enemy jets (set to 0)

This way you will have two scritps running at same time, each script will only work when you are in his jet model, last time that i tested this was in version 1.0, but i dont think that you will have problems with new version

@zzcool: first person mod possible its moving the camera, the script moves it too, i cant make this mod compatible with other mods
Posted on January 26, 2013 12:50PM by JulioNIB
i tried entering cockpit mode without first person even installed

i still get the bug where it goes down to 5 fps and i see a black part of what i assume is the plane pressing x again changing back to 3rd person brings the fps up again and everything works

cockpit does not work

i tried with the falken
Posted on January 26, 2013 12:52PM by zzcool
anyone help?
Posted on January 26, 2013 1:16PM by zzcool
it looks like it's spawning me to the top of the map with 5 fps i don't understand?
Posted on January 26, 2013 2:59PM by zzcool
i got it working 10% of the time it just randomely decides to work or not CAN ANYONE please help me as i have no idea why it's doing this
Posted on January 26, 2013 3:18PM by zzcool

try to reload the scripts on the game
Posted on January 26, 2013 3:25PM by dragon20
i tried that SEVERAL times
Posted on January 26, 2013 3:29PM by zzcool
someone please help i have tried everything
Posted on January 26, 2013 4:29PM by zzcool
Amazing! Nice work!
Posted on January 26, 2013 8:36PM by RobertBlox
@SkylineGTRfreak & @JulioNIB : thanks man :)
Posted on January 26, 2013 10:11PM by fience25
Wow man... this feel litle bit like BATTLEFIELD 3 btw, 1000 star giv you.. **********
Posted on January 27, 2013 4:12AM by _DI_Ghostie_ID_
Love your work JulioNIB, a couple of suggestions, with the ground control (left & right keys), for next version you should just change them to be hkTurnLeft & hkTurnRight (i.e. Rudder), I've done this in the code and it works fine, plus it is the way real aircraft steer on the ground and when a model comes out that uses rudder the rudder should also move when steering on the ground as the nose wheel steering and rudder are linked in most aircraft, you did mention above you haven't messed with this function a lot but personally I think it is a bit underpowered as aircraft on the ground can virtually turn 90 degrees on the spot at very low speed (I haven't messed with it much either). Also another request for next version, include a hkFireWeapon button to replace the hard coded left mouse button to shoot the current weapon. Also a question about the weapon selection, as in, is it by design, that only cannon and rockets can be selected ? as I notice both cannon and bombs use the same weapon number and both fire when cannon is fired (only a bomb is released on each tap of the button while the cannon continually fires if you hold it down which is a good thing.) I guess I'm being a bit lazy as I've been changing these in the code myself but would like not to have to ;) Just to clarify this last point the individual hotkeys for each weapon work fine it's only when using the Shoot current weapon button.

Finally if you're interested I can send you some code I've done modifying the behaviour of which jets to use i.e. allowing the use of several different jet models in the mod but using the one script and ini file - I noticed above you mentioned using a renamed script and ini which didn't occur to me, hence I modified your script but since I've got it working mostly in the one script, thought you might like to have a look and use it if you want. It's basically 3 new functions, and 2 lines in your original code modified.

Sorry for the long post but thanks for a great mod.
Posted on January 27, 2013 6:14AM by Noesis
@Noesis: your contribution look like a very good idea. may be you can send the edited script to JulioNIB at I am very interested if you send to me at I will not share it

Posted on January 27, 2013 6:44AM by mainsystems2412
@zzcool im sorry man, i tryed to recreate this camera bug, not happend, i really dont know what is making this wierd behavior

@Noesis: cool man, send it to me:
Posted on January 27, 2013 9:29AM by JulioNIB
@JulioNIB: May be this cockpit mode minor bug appear only in GTA IV 1040 or / and when some one set pilot_model =""

@Noesis: You can be sure that JulioNIb will give you the credit for your work
Posted on January 27, 2013 11:08AM by CORE.MAX2010
Posted on January 27, 2013 11:48AM by CORE.MAX2010
i 2nd that ^

@JulioNIB impressive mod as always, we need more vb coders with your motivation ;)
Posted on January 27, 2013 12:41PM by Hardsty1e
@zzcool: thx to core.max now i know what is causing the bug (probably), tis the model name of the pilot_model, if the model dont exists (or ant be created) this bug happens

@Hardsty1e: thx man

@CORE.MAX2010: i tested in my version and get the bug too :)

i will release an update soon to fix some problems that i found creating the Rocket lock script
Posted on January 27, 2013 6:18PM by JulioNIB
@JulioNIB glad to hear that, bro ;)

Posted on January 27, 2013 8:42PM by CORE.MAX2010
Just a quick heads up: The rudder animation works just fine, I did it for my F-16 and it looks good :)
Posted on January 28, 2013 6:45AM by SkylineGTRFreak
@Metalwarz: Hey brother. Please can you make a generic hand rudder control model for Combat Jets that can be included in the AC_IV and can be used for all combat jets. Also can you make a javelin and stinger misiles models to replace the cj_rocket for your javelin, stinger Mods and Julio Nib rocket lock mod If you like to make this send to Julio NIB and /or upload somewhere please.THANKS SO MUCH FOR ALL YOUR AMAZING MODS!

Posted on January 28, 2013 11:13AM by CORE.MAX2010
@Metalwars: Let me share an Idea : as you know: now we have Air Combat IV script and several Amazing combat jets, but still not a good fighter Jet Pilot clothes for Niko and others FR players models. I found a very nice BF3 F18 pilot uniform, helmet and stuffs. like you to convert it to be used for Niko and others Player models from ac.amir here is the link

BF3 F18 pilot

Password: mctavishmods

About the BF3 F18 pilot helmet whould be wonderful if you can make it that can be use for niko (and others FR player models made for ac.amir) like in your BF3 soldier uniform for Niko

Posted on January 28, 2013 12:13PM by CORE.MAX2010
You should ask Salva for permission first, he created the textures/colors from scratch and that's some work really.

And one question. Do I have to paste the rudder info in the .vb file and then in the .ini file to have the ability to have 2 rudders?
Posted on January 28, 2013 1:48PM by SkylineGTRFreak
@SkylineGTRFreak, i need to create the variables and .ini reading for the variables first
Posted on January 28, 2013 2:44PM by JulioNIB
SkylineGTRFreak: Yes, I did ask to Salva and he said "OK, just keep to me the credit of the original model for GTA SA"

Posted on January 28, 2013 4:21PM by CORE.MAX2010
Well... is it possible to use add car with this mod, without replacing Airtug? I'm really want to do a field test by the weekend, but my GTA IV got problems for a while. It could be exciting enough with metalwars' Seafleet Warships and CVN-69 Map mods.

Still, 10/10 from me. I love air fight from SA to IV.
Posted on January 29, 2013 5:49AM by Naruto 607
@Naruto 607, yes you can use added vehicles in this mod, I haven't replaced the Airtug at all, you just need to change the AC-IV file jet_model = Airtug line (in the "general" section of the ini) to whatever model name you want, works fine, but I suggest using a model that is actually setup as a plane, not a car in the appropriate vehicle.ide and handling.dat files (appropriate meaning either the original ones or added ones).
Posted on January 29, 2013 8:34AM by Noesis
Hi great mod thanks! The ? I have is can I have 2 planes use the script in game at the same time. EXAMPLE say I get tired of flying A plane on airtug can I land get into A dif. plane lets say on ripley & have working script on that plane. Maybe I missed this in the this in the read me.

Posted on January 29, 2013 3:56PM by fulmjacket
found a way to fix that bug yet?
Posted on January 29, 2013 6:18PM by zzcool
@fulmjacket: in this version you can rename the script to anything like ac-iv_airtug.vb and one copy with the name ac-iv_ripley.vb, and in the ini file of each one (ac-iv_airtug.ini and ac-iv_ripley.ini) you set the jetmodel variable (category general) to the name of the desired model (ripley or airtug for example), next version probably will have an option to handle many jet models with only one script :)

@zzcool: this bugs happend here when i set the variable pilot_model to an invalid model name, when its in his default m_m_fbi the bug didnt happend, i found a way to fix that, in the next update (very soon) this will be fixed, i hope
Posted on January 29, 2013 6:29PM by JulioNIB
Im having a problem at the moment, when i try and enter the F22 (or any other air jet because i have tried several) Niko just runs around it trying to get in, any thoughts on how to fix this? I know this isnt an error of your fault dont worry :)
Posted on January 30, 2013 8:39AM by iTheLegend
@iTheLegend: Try this:

1.-Pres º key to open the console

2.-Write: reloadscripts, press enter

3.-Pres º

4.-Press F near the aircraft with you replaced the airtug
Posted on January 30, 2013 9:08AM by CORE.MAX2010

I tried pressing it but no console window appears? Do i have to be using SNT? Im currently using inGame Trainer..

Also, i quit the game and went back on, now when i spawn it it just through/into the ground and dissapears?
Posted on January 30, 2013 9:48AM by iTheLegend
I take the second bit of my last comment back, its spawning okay now.
Posted on January 30, 2013 9:51AM by iTheLegend
@iTheLegend: Sound like a memory usage issue and may be is time to defrag your hardisk (You can do this weekly)

some times you need press the shift+1 or 1 key and wait few seconds until the aircraft appear

1.- Try to set GTA IV graphics configuration to mid (or low) resolution

2.- Try with SNT because is the most complete, powerful and fast trainer for GTA IV and EFLC

3.- Well, some times keyboards setings are diferent. But you can press each key until you find the open console key

4.- Some times we have too many mods at the same time, try to unset some olds mods that you do not need to make free memory space

Hope this help :D

Posted on January 30, 2013 12:30PM by CORE.MAX2010
Julio do you plan to make the possibility of multiple aircrafts I mean it would be really nice that a MIG and an F14 burn themself to hell and/or more weapons, for example multiple bombs missiles etc..
Posted on January 30, 2013 1:24PM by Gea69
@ JulioNIB, Thank you that worked. I now have working AV-IV script on two dif. planes.

Posted on January 30, 2013 3:44PM by fulmjacket
@JulioNIB: Congratulations for your featured mod ;)
Posted on January 30, 2013 7:05PM by CORE.MAX2010
thx man :)
Posted on January 31, 2013 2:02PM by JulioNIB
my suggestions in one list

1.seperate sounds for cockpit view

C enters cockpit view and changes the sounds to inside jet sounds including inside weapons sounds (watch battlefield 3 videos then you'll get what i mean) also makes the character invisible

2.have the camera frozen in cockpit view and release it while you hold e just as battlefield 3

3.air trail effects and have a turbo speed that gives the thrusters alot more thrust (will be hard to control the plane at this speed) you have to hold a specific button for it to go that fast

4.perhaps a more minimalistic hud

5.ability to slow down the movement of the landing gear (it goes in waay too fast)

6.stealth mode other enemy aircrafts won't see you

7.use sounds in a folder for the jet sound instead of sound from the game itself

one folder can be called inside and one outside outside folder has sounnds for outside exterior view inside folder has sounds for inside cockpit view when pressing c the script changes to the inside folder sounds and makes the character invisible aswell as freezing the camera inside the plane

8.propeller support like threepwoods epm and more stable part movement epm was abit more stable where the character wouldn't try to close the "doors" all the time maybe ask threep for help on that he also had sounds in a folder and not using game sounds

9.fix the bug where flares end up putting a glowing ball under the plane after you use them

10.while the plane is damaged have a beep one for outside one for inside the plane

11.lockon should mark the enemy in a red circle

12.remove the ability to cut thrust entirely while in air (isn't that unrealistic)

13.have the landing gear go out when you hold s and break both automatically and while breaking

i was thinking someone could make a arma 2 project a huuuge landscape map with only military vehicles several different jet planes all military warfare with a very very big empty forest map for flying around

would be fun online with several military vehicles to fight with

Posted on February 1, 2013 6:04AM by zzcool
Hey. Your mod is awesome :) but it would be great, if u add better xbox controler support, because so far I can only use it to steer aircraft, but throttle or missles etc dont work.
Posted on February 1, 2013 9:32AM by marciopol
Amazing mod. Great for those anticipating GTA V, which now won't come until September!!! :'( - How do I stop it from changing my character player?
Posted on February 1, 2013 1:48PM by DRUZZRIN12296
@DRUZZRIN12296pilot_model="" just set the pilot_model variable as a null string

1.- Open AC_IV.ini with notepad or another tool

2.- Find: pilot_model=

3.- replace with this pilot_model=""

Now you can fly with your character player
Posted on February 1, 2013 5:14PM by CORE.MAX2010
How can I remove that high pitched noise the Jet makes?
Posted on February 3, 2013 1:20AM by MasterVampire
I really like this mod, it adds a lot back to gta iv. Do you think you could make something similar for helicopters, so I can add some to gta iv and be able to use rockets and mini-guns without replacing the annihilator?
Posted on February 3, 2013 8:10PM by UnknownXXVII
@MasterVampire: change the variables soundxxxxx to empty string

@UnknownXXVII: its on my todo list
Posted on February 4, 2013 6:45PM by JulioNIB
Cool. Julio your to do list must be quite extensive, but since GTA V has been delayed there is a lot of life and time left in IV.
Posted on February 5, 2013 11:57AM by UnknownXXVII
@UnknownXXVII: GTA IV and GTA SA never die
Posted on February 6, 2013 11:24AM by CORE.MAX2010
This mod is fantastic but when playing with a Xbox Controller how do you shoot and eject?

I can only steer the jet.
Posted on February 6, 2013 4:25PM by MasterVampire
it's too hard to control the plane when on the ground
Posted on February 6, 2013 5:47PM by Ivanthe17th
@Ivanthe17th: i did some chagnes related to this, its on the new version 1.4
Posted on February 11, 2013 5:11PM by JulioNIB
anyone noticed unwanted increased sound volume for jet sound?
Posted on February 12, 2013 12:12PM by JulioNIB
@JulioNIB: Hey I have try your new update. it's good.

you fix helicopter bug and pilot/enemy_model.

are you have tried the function of my FA38 canopy feature? cockpit_id=3

the canopy does not close tightly.

and where I can add different enemies such as v1.3?

what is the difference left/right_flap_id and elevator_1/2_id?

but it's good enough bro.
Posted on February 12, 2013 12:37PM by metalwars
@metalwars: i didnt tested FA38 canopy, i will check this

the enemies are based on the jets that you have installed, it will pick an random jet from the available jets

left/right flap will move when using Roll left/right, elevator when moving up/down, if you wanna the previous behavior set elevator and flap to same ID (right with right and left with left)
Posted on February 12, 2013 3:43PM by JulioNIB
@JulioNIB: This version 1.4 is a true wonder my bro. Pls make a jet_xxxx.ini for the F38 (from Black OpsII) by Matalwars

download link:
Posted on February 12, 2013 4:21PM by CORE.MAX2010
its not needed ^^, you just need to copy the ac-iv.ini and rename it to jet_xxx.ini and put in the folder Jets, then load the game, load the scripts, open the .ini again and edit the display_name, and jet_model variable (general), i explain it on this video:
Posted on February 12, 2013 4:36PM by JulioNIB
@JulioNIB Now I see, I will do that... :)
Posted on February 12, 2013 7:30PM by CORE.MAX2010
I Have a Problem, when i play with a10wiv plane it flyes amazing but the other 4 planes dont handle well they spin fast when i try to go up or down and spin in one place help????????????????????????????????
Posted on February 14, 2013 3:19AM by cien5
I was trying to install AV8B and I did exactly what it said in the README and HANDLING and the README of the downloaded plane. But when I try to spawn a plane it says: "Error creating plane"

What should I do?
Posted on February 14, 2013 9:36AM by tomervutx123
tomervutx123: i hade the same ERROR so i instaled this and now weverything is working fine
Posted on February 14, 2013 10:10AM by cien5
@cien5: you should reduce the force for movements in the variables:







in the jet_xxxx.ini that i released with the v1.4 this is alredy done, check the file jet_xxxxx.ini (where xxx is the name that you decided to use to rename the .ini)

the good values for models with small collision area are (like the ones from metalwarz):






Posted on February 14, 2013 2:23PM by JulioNIB
JulioNIB thanks for your answer but i check the values they are the same for every jet also im using patch if you have any ideas share
Posted on February 14, 2013 2:34PM by cien5
@cien5: the ones from ac-iv.ini are old and not used anymore, you must check the one from the jet_name_of_jet.ini (folder JetFiles \ Jets) each jet have one different
Posted on February 14, 2013 7:55PM by JulioNIB
JulioNIB i check the main AC-IV.ini i make the you said , i also check every jet_***.ini from JETFILES/JETS folder they all have the same







but thei are still fliping :(:( only the RazorX is flying very well ???
Posted on February 15, 2013 1:09AM by cien5
So..., I can hardly wait with this progress, but if you have difficulties of aircraft controls, I've brought you in the basic one from GTA San Andreas.

What's new in v1.4 here anyway? I must not miss my chance in the next flight test.
Posted on February 15, 2013 3:42AM by Naruto 607
Naruto 607 i have tried SA Controls mod but only the Razorback is fling well the other planes spin
Posted on February 15, 2013 11:43AM by cien5
@cien5: this is very wierd, those reduced values its for use with numpad keys, the normal keys (ASWD, Shift and Control) should work normal because they dont use that values, what keys are you using?
Posted on February 15, 2013 2:12PM by JulioNIB
@cien5: when you say they are flipping or spin, do you mean they do it without pressing any keys ?

I recently changed some of my added vehicle files around so jets used in this mod would be separated from my other added vehicles only I forgot to update the default.dat file with the new handling file and I experienced this behaviour with one of the models but curiously not with some others ?? (not sure why some handled ok when the game didn't know where to find the handling lines, but some did) and one just kept spinning no matter what I did, so maybe it is something along these lines if this is the behaviour you are actually experiencing.
Posted on February 16, 2013 8:49AM by Noesis
JulioNIB is there going to be an update of this mod like 1.5 ??
Posted on February 16, 2013 1:17PM by cien5
maybe, i dont know any issue for the actual vesion, maybe i will add VTOL feature for jets like Hydra from SA
Posted on February 16, 2013 6:02PM by JulioNIB
@JulioNIB: Would you like to add rockets and guns for all helicopters, because only annhil can shoot guns or rockets, that should be another revolution ;)
Posted on February 17, 2013 10:55PM by CORE.MAX2010
its on my todo list ^^, probably the next after Iron Man
Posted on February 18, 2013 12:15AM by JulioNIB
I have a question/suggestion.

Would it be possible to add the function, if you press a certain button,a n extra will appear?. It's not the best way to do the following, but it may be something:

Planes like the F-22 Raptor or Pak Fa have internal weapon bays, so the bodyshell misses the hatches for those bays. extra_1 are the closed hatches, extra_2 the opened ones. So if you press, for example "." extra_1 will be replaced by extra_2 and it looks like the hatches are open (and vice versa)
Posted on February 18, 2013 2:53PM by SkylineGTRFreak
Julio, do you know if this mod disables the video editor in some way? I haven't ever been able to load any clips of myself flying jets with this mod installed.
Posted on February 22, 2013 10:42PM by Vergessene
@SkylineGTRFreak: yes its possible, those bays will open when firing right? i saw in an Ace Cobmat video somewhere. I think taht i can add an functionality to make the configured extra disappear/appear when shooting cannon, bomb or rockets, what you think?

@Vergessene: i just tested here and you are right :(

i dont know what is making this happen, maybe its the plane custom handling? i didnt tested with planes without the script
Posted on February 23, 2013 9:40PM by JulioNIB
That would be a nice addition, I think... The closed bays could be extra_1 and the opened ones extra_2
Posted on February 24, 2013 6:28AM by SkylineGTRFreak
well, i did the following:

added an class to be the extras, you can have 4 extras, each one can be enabled or disabled with rocket/cannon/bomb/flares use or trought hotkey, and it have an timeout to keep it open after the "event" stops, the event is the shoot or hotkey press, what you think?
Posted on February 24, 2013 9:26AM by JulioNIB
hehe, very good. Then I can make one for bombs and one for missiles or gun... very nice.
Posted on February 25, 2013 9:57AM by SkylineGTRFreak
Can i use this mod with insert jets (newhandling.dat/newvehicles.ide)or only with removed vehicles?
Posted on February 27, 2013 12:35PM by Picnic
@Picnic, basically, if you can spawn the model you can use it, take a look at this vid:
Posted on February 28, 2013 8:24PM by JulioNIB
The plane spawn. Do i need also EPM or only Air Combat to fly? I cant move the model.
Posted on February 28, 2013 10:20PM by Picnic
you need to install the jet as a normal plane, using the modified handling to make it behave like an plane, what the script does is:

spawn jet through spawn menu (default hotkey is 0)

make engine fire effect

move flaps/gears (when .ini and models have config for flaps/gears)

control max speed

detect collision with ground/sea

shoot cannon/rockets/bombs

and some other features
Posted on February 28, 2013 10:41PM by JulioNIB
is there a way to set-up the hotkeys for a gamepad (Xbox 360 controller)?
Posted on March 1, 2013 1:23AM by SpoonTheMan
until this moment no, im working on it
Posted on March 1, 2013 6:07PM by JulioNIB
added xbox controller support:
Posted on March 17, 2013 2:07PM by JulioNIB
Версия 1.5 еше лучше.Самолет управляеться геймпадом xbox отлично.Теперь легко можно посадить самолет на землю и снова взлететь.Жаль звуки невозможно настраивать и заменять.Надеюсь в будушем увидеть самолет AC-130:)


Version 1.5 is even better. The airplane is controlled the xbox gamepad perfectly. Now it is easily possible to put the airplane on the earth and again to fly up. It is a pity for sounds it is impossible to set up and replace. I hope in the future to see the AC-130 airplane: )
Posted on March 17, 2013 9:25PM by NokaS
Are you supposed to be able to enter a jet with the gamepad from outside of the spawn menu? Because all the B button does for me is punch the vehicle.

Btw, is the crosshair showing on left turn going to be fixed in another update?
Posted on March 18, 2013 9:16PM by SpoonTheMan
Version 1.5 is a bit buggy. My Simple Native Trainer doesn't work properly due to the xna stuff. Any fix?
Posted on March 19, 2013 2:59AM by AgenBlaze
AgenBlaze, what exactly isn't working in SNT ? I had a similar issue on the first load with the NumPad 5 key not selecting properly in SNT but I usually use NumPad 2 to pitch up not the default NumPad 5 so after I changed the new ini file, it fixed this issue for me. And NumPad 2 works fine in both mods.
Posted on March 19, 2013 9:51AM by Noesis
@SpoonTheMan: yes, B should enter enter/exit or eject from jet, what controller do you have? the xbox 360 wireless controller or other version/model?

@AgenBlaze: what exactly isnt working properly? post an link to this version of SNT so i can download and test here.
Posted on March 19, 2013 10:01AM by JulioNIB
I have the Logitech F130, which acts just like a normal Xbox 360 controller without any emulation.
Posted on March 19, 2013 10:07AM by SpoonTheMan
The B button does eject, btw. So is there some weird entry point for the jets or something? Also, in case it helps, my character only tries to enter the vehicle the normal way (Y Button), and all he does, like with most plane models before this mod was released, is bump his face against the exterior.
Posted on March 19, 2013 10:10AM by SpoonTheMan
Another question. My game crashed one time last night after messing with this mod. If I remember right, I was flying into space/past the height limit, then I came down fast, jumped out, opened my parachute, closed the parachute after a bit, and I think the game crashed when I was falling. I'm slightly worried that it might be the plane models (from the tutorial pack), because OpenIV

comes up with an error every time I try to view one of the models in jets.img. I believe it could view them once before the 1.5 update to the Air Combat mod, but I don't see how that would stop it from viewing the models, because it's still the same v1.4 model pack
Posted on March 19, 2013 10:24AM by SpoonTheMan
^^Edit: Could that have something to do with the game crashing? If so, anything I could do? I looked for all the models on this site so I could insert them individually, hopefully fixing the issue, but could only find a few (I searched the creators' names).

Sorry for the accidental space in that last post.
Posted on March 19, 2013 10:30AM by SpoonTheMan
My game didn't crash before this mod was installed, the only difference is this mod, and the fact that I removed 7-8 of my added cars and 1-2 of the planes from the pack (Total of about 15 added vehicles) to make the game work with this mod.

@Any Developer of this site who sees this message: We need an Edit Comment Button! Then we wouldn't need to spam comments here.
Posted on March 19, 2013 10:45AM by SpoonTheMan
I use gamepad logitech wireless f710. Everything works perfectly. Too I noted that with this spendthrift in SNT num 5 doesn't work. But here it is enough to reassign other button in.ini the file. I tested air combat v1.5 in gta4 and EFLC. Why that in gta4 airplanes without restraint twitch and explode. And in EFLC everything works perfectly. And control setup for some airplanes through the jet_blablabla.ini file doesn't yield results. And at some other planes works. I so set up Su-35BM Flanker. It is perfectly controlled. SU-39 Frogfoot is very sharp in control. I couldn't set up it plainly. FA-18E SUPER HORNET in case of appearance gives out an error and doesn't appear. Though I worked earlier. I didn't understand in what a problem. I wanted to test in da's multiplayer everything once.

P.S. If that excuse. Transfer automatic from Russian into English: )


Я пользуюсь gamepad logitech wireless f710.Все работает отлично.Тоже заметил что с этим модом в SNT num 5 не работает.Но тут достаточно переназначить другую кнопку в .ini файле.Тестировал air combat v1.5 в gta4 и EFLC. Почему то в gta4 самолеты бешено дергаються и взрываються.А в EFLC все работает отлично.И настройка управления для некоторых самолетов через файл jet_blablabla.ini не дает результатов.А на некоторых других самолетах работает.Я так настроил Su-35BM Flanker. Он отлично управляеться. SU-39 Frogfoot очень резок в управлении.Его я так и не смог толком настроить. FA-18E SUPER HORNET при появлении выдает ошибку и не появляеться.Хотя раньше работал.Я так и не понял в чем проблема.Хотел еше протестировать в мультиплеере да все некогда.

P.S. Если что извините.Перевод автоматический с русского на английский:)
Posted on March 19, 2013 3:10PM by NokaS
@SpoonTheMan: well, the script dotn do too much when you are not in the plane, it only check if you are in an jet and push old ejected jet against ground, so i dont know what happend...

@NokaS: i didnt understood this part: "Why that in gta4 airplanes without restraint twitch and explode" what exactly happens?

"FA-18E SUPER HORNET in case of appearance gives out an error and doesn't appear" this can happen if you dont set the handling properly or the name of the model isnt right in the jet_....ini file
Posted on March 19, 2013 5:11PM by JulioNIB
I get that, what I'm asking is if the error in OpenIV outside of the game when trying to view one of the plane models might be indicating a game-stability issue when playing with those models in-game, with or without this script.
Posted on March 19, 2013 6:45PM by SpoonTheMan
Any airplane in gta 4 right after appearance to be twisted round all the axes with a huge speed at one a place. As a mad hamster in a cell :) Hits about the earth and blows up. In EFLC everything perfectly works.


Любой самолет в gta 4 сразу после появления крутиться вокруг всех своих осей с огромной скоростью на одном месте. Как бешеный хомяк в клетке :) Ударяется об землю и взрываеться. В EFLC все отлично работает.
Posted on March 19, 2013 7:37PM by NokaS
Can you make helicopter style? PLEASE!!
Posted on March 20, 2013 5:22AM by warmlmn
i will, its my next script, im finishing iron man now
Posted on March 20, 2013 10:08AM by JulioNIB
Awesome! I'm looking forward to the Iron Man Script.
Posted on March 20, 2013 11:04AM by SpoonTheMan
I saw at some airplanes is on some skins. Prompt as them in game to change?

Я видел у некоторых самолетов есть по несколько скинов.Подскажите как их в игре менять?
Posted on March 20, 2013 6:41PM by NokaS
It's SNT 6.5 which is available here. I tried to open one of the menus after pressing F3(by pressing 5 on numpad) but it doesn't open. Not freezing though. Just like malfunctioning key. But when I deleted aciv and xna it works normally
Posted on March 21, 2013 3:07AM by AgenBlaze
Edit: the problem is like the one Noesis said. Will try what he said later. And this problem only exists on 1.5,not on any other version
Posted on March 21, 2013 3:11AM by AgenBlaze
There is some sort of conflict going on with the keypad keys in SNT and the 1.5 version of this script, like AgenBlaze said it didn't happen in the earlier versions. Num5 works fine for me now I don't use it in AC-IV script however Num4 & Num6 have some issues in SNT as well. FYI Julio, When the menu is opened (default F3) the numpad keys are used for navigating it, Num5 for selecting and 8/2/4/6 for Up/Down/Left/Right. What I've noticed is Num 4&6 work in the menus (as do 8&2) however in some areas 4/6 are used to change some values. The first I noticed was the Livery sub-menu (Within the Cars menu) where the livery is changed using these Num 4&6 keys, there is also an issue in the Peds menu where the model is changed the same way, and possibly other areas too where the same functionality is used in SNT other than just switching menu's. The issue isn't so much that the key isn't working, but it needs to be held down for a good 0.5 to 1 second for key press to be recognised by SNT and even then, they are erratic, sometimes doing nothing other times jumping 2 or 3 values at a time (it was the same with the Num5 key). Julio & Agen if I figure out a solution I'll let you guys know. Agen for the time being change the Num5 key in the Air Combat IV.ini it makes SNT usable assuming you're like me and don't use those other functions I'm talking about much (I only used the livery section to know how many liveries to put down in the appropriate Jetxxx.ini files for this mod now Julio has included the changing livery functionality).
Posted on March 21, 2013 12:18PM by Noesis
Same here. Numpad 5 fixed,now numpad 6 and 4 decides to stop working. I can't change color ATM. Does anyone have link for 1.4? I'd better downgrade
Posted on March 22, 2013 12:37AM by AgenBlaze
i did some testes here with SNT 6.5 and EFLC and this bug happend :(, i found an point in the script that probably was causing this issue, now its fine here, i uploaded the update 1.5.1, tell me if now SNT works as expected.
Posted on March 22, 2013 5:23PM by JulioNIB
Thanks :D

Will try out and give you results ASAP
Posted on March 23, 2013 7:07AM by AgenBlaze
Nice :D works a lot better now when not in a jet, but is a little bit off, (i.e. still need to hold the key for a little bit rather than a simple press/release). When in a jet keys need to be held down a bit longer (not as bad as before) and the erratic jumping of values is reduced in both cases. Works well enough for me as like I said I don't really use many of these effected functions especially while in a jet.

However, one issue for me (since I change some of the hard-coded keys not in the Air Combat IV.ini) is that the source code wasn't updated in the archive as well :( any chance you could email the updated source to me ?? or just update here ? Would be greatly appreciated.
Posted on March 23, 2013 10:13AM by Noesis
Damn nice. It works well. Nice update :D
Posted on March 23, 2013 10:46AM by AgenBlaze
nice to know that now its working better

@Noesis: i just changed the variables tmpAccelerating, tmpBraking, etc. to methods that return if the action in ON, the problem was that i was getting keypresses and xna state too much times per tick using the variables, so i changed to methods and then the check only happens when the methods is called

i forgot to update the source code ^^, here goes the actual:
Posted on March 23, 2013 12:41PM by JulioNIB
I hope in the next update you can add external minigun sound(not taken from game) and a Ace Combat style HUD with sights for the gun. The gun is somehow useless ATM. Just saying
Posted on March 24, 2013 4:34AM by AgenBlaze
Thanks Julio :D
Posted on March 24, 2013 8:47AM by Noesis
@AgenBlaze, i added external sound for minigun, but its worst, when playing an external sound, no other external sound can be played, like the missile alarm and misiile locked beep
Posted on March 24, 2013 12:47PM by JulioNIB
Many thanks for this of super mod: )
Posted on March 30, 2013 11:58AM by NokaS
Last time I tried external sounds the game became buggy and unstable. Works well though except for some script crash requiring a reload scripts. Is this because I added the planes?
Posted on March 30, 2013 12:25PM by AgenBlaze
Many thanks for this of super mod: )
Posted on March 30, 2013 2:01PM by NokaS
@AgenBlaze i dont know, you replaced what files?

@NokaS: thx man
Posted on April 4, 2013 4:19PM by JulioNIB
Well, sorry to bother, but I didn't update the controls for few months as this mod updates. Don't you mind if I have to update? Your mod really awesome, btw.
Posted on April 16, 2013 1:45AM by Naruto 607
I didnt't replace anything. I ADDED the planes.
Posted on April 16, 2013 6:15PM by AgenBlaze
I tried to add the A-10 Warthog, but my game crashes! I'm on
Posted on April 16, 2013 10:47PM by ModxSwagg
@JulioNIB wish video editor worked with this!! It took me days to figure out, I thought it was something else not making it work, but then I figured it was the custom handling. Sucks because I make videos for youtube using vid editor so I cant use this mod :/ but its pretty damn epic man! sooo well done.
Posted on April 20, 2013 12:21AM by viper33assasin
This mod USED to work, but now it doesn't! I freaking love this mod! i hope i can fix it :(
Posted on April 20, 2013 11:28PM by ModxSwagg
@AgenBlaze: thats bad man, what we can do, without the special handling we cant fly properly ^^

@ModxSwagg: So the game started to crash after you added the new plane? isnt a problem with the model/handling? if the only change was the plane and not the script i believe that the script is ok
Posted on April 26, 2013 3:55PM by JulioNIB
guys! I have a problem! Mayeb someone can help me. I installed F15 and was great. I replaced the RIPLEY. Now I wanted to install A10 I replaed the airtug and....when I want to spawn the jet, games says ERROR CREATING JET.... ;-( I took my F15 flew to the airport and I saw there THE A10 but I couldn't get in LOL. Any help, any ideas?
Posted on May 4, 2013 5:41AM by topgungtamod
How about some new jets man!!! I only have 25 ..... pls get some more produced
Posted on May 4, 2013 6:53AM by bucko
@JulioNIB I fixed it :)
Posted on May 6, 2013 11:15AM by ModxSwagg
When I try to play this on multiplayer (local, so both players have the same data), the other player who joins me gets an error from this mod saying restart the game >.> Please make your mods local-multiplayer compatible :( your mods are too awesome to just remove.
Posted on May 18, 2013 9:12PM by SpoonTheMan
@JulioNIB This and the Iron Man IV mods truly add new life to this game, although your other mods would be great too, I believe that these 2 mods should be a top priority for multiplayer compatibility, you or someone PLEASE fix these mods for multiplayer! :(
Posted on May 19, 2013 10:59AM by SpoonTheMan
Hey guys.

I fixed the INI file with something fit with this version. Same as before, aircraft controls converted from San Andreas to GTA IV (if you fly using keyboard, not Xbox controller).

Here's the link (again):
Posted on May 24, 2013 9:56AM by Naruto 607
I need help. I want to ADD not REPLACE models in gta iv but it crashes the game. i have tried using SkylineGTRFreak's F22A mod but it crashed. Can you help? it might help if i say i tried using the method to add cars not replace cars.
Posted on June 6, 2013 6:24PM by FQuimson23
I cant get this to work, understandably, I am quite new to modding.

my problem is that the HUD wont show up, and i think i cant get nothing to work. I tried skylineGTRfreak`s F15 mod, and it work, but without any sound effect or anything, just a flying texture.

Are there any obvious reason for why this isnt working for me? I am using simple trainer, idk if that is interfering or something?

and when it say to moddify the .ini file, is that the .ini file to the spesific plane? the descrition talks about a .ini file to change the settings for the HUD, but I cant find any file even similar to it in the files I downloaded. any help is appriciated
Posted on July 4, 2013 4:24PM by thatsme1133
This mod keeps crashing me :( Im using Heres my ScriptHookDotNet.log:
Posted on September 4, 2013 9:55PM by pr0t0typ3IV
My ac-iv.ini is missing? so it keeps crashing! Please help i want to play this mod its awesome!!!
Posted on September 7, 2013 8:04AM by GameStar
you need to update this mod and add stuff for exemple some real effects for the engines and the wing blades cutting the air and creating that white air line, love this mod man you should keep working on it !
Posted on December 21, 2013 11:10AM by arthurated10
You need a GTA IV/ EFLC Game WITHOUT any mods !!

Simply do what they are saying in the readme-file

the AC-IV.ini are in the plane folders ;)

and ignore the source folder :D
Posted on January 18, 2014 2:11PM by GTAplayer169
it keeps saying there is an error

seriously, there needs to be an auto installer for this, getting the handling for the plane itself is a pain...
Posted on March 7, 2014 9:43PM by chickenfoot5
i installed it correctly and it says error out of memory please help me i really want this mod

Posted on March 16, 2014 7:30PM by nfskeel
Sorry, you must be registered and logged in to post a comment. Log in now!