Hangar
F/A-18E hangar Aircraft A-6E A-10C ADFX-02 -PIX- EA-6B EA-18G EA-36 F-2A F-4E F-14A F-14D F-15C F-15E F-15J F-16C F-22A F-35C F/A-18C F/A-18E F/A-18F FA-36 Gripen E MiG-21bis MiG-29A MiG-31B Mirage 2000-5 Rafale M Su-25SM Su-33 Su-34 Su-35S Su-47 Su-57 Typhoon X-40 Aircraft page →
Select parts × Click a slot on the right to fit a part. To remove a part, click the red × on it.
× Remove Lightweight Blisk Acceleration +0.35 Airbrake Auxiliary Pressurization Device Deceleration +0.4 Next-Generation High-Pressure Components SpeedBreak and top speed +150 km/h ECU Software Update High-G speed loss threshold, rate and limit −10% Buffet, stall and minimum speed −10% Flap Auxiliary Pressurization Device Pitch rate and acceleration +6% Pitch deceleration +20% Aileron Auxiliary Pressurization Device Roll rate +20% Roll acceleration +7% Roll deceleration +15% Rudder Auxiliary Pressurization Device Yaw rate and acceleration +3% Yaw deceleration +30% Superior Maneuverability Pitch and yaw rate +3% Roll rate +8.5% Fuel Tank Bulletproof Coating Health +60 Multipurpose Stealth Coating Stealth level +2 Bypass Ratio Optimization System Acceleration +0.15 SpeedBreak and top speed +50 km/h High-Power Enhanced Shells Damage +20% (gun and MGP) Long-Range Enhanced Shells Lifetime and effective time +20%, spread −0.25 (gun and MGP) Directional Proximity Fuze (MSL) Damage +20% (standard missile) Target ID Accelerator (MSL) Reload −1 s (standard missile) Guidance Optimization Software (MSL) Homing angle +5%, turn rate +25% (standard missile) New High-Energy Propellant (MSL) Top speed +16%, acceleration +30% (standard missile) Rocket Motor Combustion Optimization Unit (MSL) Lifetime +6 s (standard missile) Electronic Optical Hybrid Sight (MSL) Initial lock-on speed +100%, lock-on range +25% (standard missile) Takeoff Weight Augmentation (MSL) Ammo +30 (standard missile) Air-to-Air Ballistic Correction Module (SP. W) Damage +20% (air-to-air special missiles; less for MPBM and ADMM) Air-to-Ground Ballistic Correction Module (SP. W) Damage +20% (air-to-ground special missiles; less for MPBM and ADMM) Airborne Target ID Accelerator (SP. W) Reload −1.2 s (air-to-air special missiles; less for MPBM and ADMM) Surface Target ID Accelerator (SP. W) Reload −1.2 s (air-to-ground special missiles; less for MPBM and ADMM) Guidance Optimization Software (SP. W) Homing angle and turn rate +30% (air-to-air special missiles, MPBM and ADMM) New High-Energy Propellant (Air-to-Air MSL) Top speed +25%, acceleration +10% (air-to-air special missiles, MPBM and ADMM) Combustion Optimization Unit (Air-to-Air MSL) Lifetime +9 s (air-to-air special missiles, MPBM and ADMM) Air-to-Air Electronic Optical Hybrid Sight Lock-on range +10%, initial lock-on speed +120, max lock-on speed +130 (air-to-air special missiles; less for MPBM and ADMM) Lock-on speed-up time −0.5 s (MPBM) Air-to-Ground Electronic Optical Hybrid Sight Lock-on range +10%, initial lock-on speed +120 (air-to-ground special missiles; less for MPBM and ADMM) Max lock-on speed +130 (air-to-air special missiles; less for MPBM and ADMM) Lock-on speed-up time −0.5 s (MPBM) Reinforced Mount (Air-to-Air MSL) Ammo +3 to +14 (13 weapons) Reinforced Mount (Air-to-Ground MSL) Ammo +3 to +12 (8 weapons) High-Spec Explosive Charge Damage +20% (bombs) Additional Bomb Explosives Damage radius +30% (bombs) GPS Targeting Support System Reload −2 s (bombs) Extended Drop Rack Ammo +16 (bombs) New Bomb Rack Safety Device Release angle limit +10 (bombs) Bomb Noise Filter Lock-on range +20%, initial lock-on speed +50% (bombs) Additional Rocket Explosives Damage +20% (RKT) Additional Rocket Propellant Lifetime +1.2 s, launch speed +20% (RKT) Light Condenser Correction Device Damage +15% (TLS) High-Output Laser Generator Lifetime +15%, damage radius +10% (TLS) High-Speed Projectiles Damage +25% (EML, EMLB and EMLT) High-Power Accumulator Effective time +0.27 s, hit radius +25% (EML, EMLB and EMLT) Additional Aerial Suppression Explosives Damage radius +50% (SASM) Improved Submunition Liner Child bomb damage radius +30% (SFFS and SOD child bombs) Extended Submunition Storage Casing Child bombs +3 (SFFS and SOD child bombs) Multi-Target Air-to-Air Detection Accelerator Reload −1.1 to −4.8 s (5 weapons) Multi-Target Air-to-Ground Detection Accelerator Reload −2.1 to −4 s (4 weapons) Long-Range Terrain Scan Accelerator Reload −2.3 s (LACM) Air-to-Ship Surveillance Scan Accelerator Reload −2.3 s (LASM) Air-to-Air Ballistic Correction Module (MSL) Damage vs air +10% (standard missile) Air-to-Ground Ballistic Correction Module (MSL) Damage vs ground +10% (standard missile) Auto-Strafing Machine Gun Device Gun fires automatically while the gun reticle shows Anti-Stealth Microwave Radar Stealth detection level +3 Main Structural Frame Terrain contact damage −0.55 Predictive Lock-On Algorithm (MSL) Lock-on range lost in clouds −17.5 pts (standard missile) Small Anti-Icing/De-Icing System Delay before the canopy ices +1 s Canopy icing duration +3 s Cloud density that ices the canopy +0.1 Onboard Self-Defense Jammer Enemy missile homing, turn rate and damage −25% Drop Tank Equips drop tanks Adaptive Armor Material Damage absorbed before durability drops +40 Lightweight Blisk Acceleration +0.2 Lightweight Blisk IIRare Acceleration +0.25 Airbrake Auxiliary Pressurization Device Deceleration +0.2 Airbrake Auxiliary Pressurization Device IIRare Deceleration +0.25 Next-Generation High-Pressure Components SpeedBreak and top speed +30 km/h Next-Generation High-Pressure Components IIRare SpeedBreak and top speed +40 km/h ECU Software Update High-G speed loss threshold, rate and limit −5% Buffet, stall and minimum speed −5% ECU Software Update IIRare High-G speed loss threshold, rate and limit −10% Buffet, stall and minimum speed −10% Flap Auxiliary Pressurization Device Pitch rate and acceleration +3% Pitch deceleration +5% Flap Auxiliary Pressurization Device IIRare Pitch rate and acceleration +5% Pitch deceleration +10% Aileron Auxiliary Pressurization Device Roll rate and acceleration +3% Roll deceleration +10% Aileron Auxiliary Pressurization Device IIRare Roll rate and acceleration +5% Roll deceleration +15% Rudder Auxiliary Pressurization Device Yaw rate +6% Yaw acceleration and deceleration +5% Rudder Auxiliary Pressurization Device IIRare Yaw rate and acceleration +8% Yaw deceleration +10% Fuel Tank Bulletproof Coating Health +10 Fuel Tank Bulletproof Coating IIRare Health +15 Superior Maneuverability Pitch and yaw rate +1.5% Roll rate +3% Superior Maneuverability IIRare Pitch and yaw rate +3% Roll rate +5% Multipurpose Stealth Coating Stealth level +2 Bypass Ratio Optimization System Acceleration +15% Top speed and SpeedBreak +31 km/h Additional Bomb Explosives Damage radius +20% (bombs) Additional Bomb Explosives IIRare Damage radius +30% (bombs) Extended Drop Rack Ammo +4 (bombs) Extended Drop Rack IIRare Ammo +6 (bombs) Bomb Noise Filter Initial and max lock-on speed +10%, lock-on range +10% (bombs) Bomb Noise Filter IIRare Initial and max lock-on speed +15%, lock-on range +15% (bombs) Additional Rocket Propellant Launch and top speed +10%, acceleration +10%, lifetime +1.1 s (RKT) Additional Rocket Propellant IIRare Launch and top speed +15%, acceleration +15%, lifetime +1.15 s (RKT) Guidance Optimization Software (MSL) Homing angle and turn rate +8% (standard missile) Guidance Optimization Software (MSL) IIRare Homing angle and turn rate +12% (standard missile) Guidance Optimization Software (SP. W) Homing angle and turn rate +8% (air-to-air special missiles) Guidance Optimization Software (SP. W) IIRare Homing angle and turn rate +12% (air-to-air special missiles) New High-Energy Propellant (Air-to-Air MSL) Top speed +8%, acceleration +10% (air-to-air special missiles) New High-Energy Propellant (Air-to-Air MSL) IIRare Top speed +12%, acceleration +15% (air-to-air special missiles) New High-Energy Propellant (MSL) Top speed and acceleration +15% (standard missile) New High-Energy Propellant (MSL) IIRare Top speed +20%, acceleration +17% (standard missile) Rocket Motor Combustion Optimization Unit (MSL) Lifetime +1 s (standard missile) Rocket Motor Combustion Optimization Unit (MSL) IIRare Lifetime +2 s (standard missile) Combustion Optimization Unit (Air-to-Air MSL) Lifetime +1 s (air-to-air special missiles) Combustion Optimization Unit (Air-to-Air MSL) IIRare Lifetime +2 s (air-to-air special missiles) Long-Range Enhanced Shells Lifetime and effective time +5%, spread −0.1 (gun and MGP) Long-Range Enhanced Shells IIRare Lifetime and effective time +10%, spread −0.15 (gun and MGP) Takeoff Weight Augmentation (MSL) Ammo +10 (standard missile) Takeoff Weight Augmentation (MSL) IIRare Ammo +14 (standard missile) Electronic Optical Hybrid Sight (MSL) Initial lock-on speed +20%, max lock-on speed and lock-on range +6% (standard missile) Electronic Optical Hybrid Sight (MSL) IIRare Initial lock-on speed +30%, lock-on range +8% (standard missile) Reinforced Mount (Air-to-Air MSL) Ammo +2 to +8 (13 weapons) Reinforced Mount (Air-to-Air MSL) IIRare Ammo +4 to +12 (13 weapons) Air-to-Air Electronic Optical Hybrid Sight Lock-on range +3% (air-to-air special missiles; less for ADMM and MPBM) Initial lock-on speed +30 (air-to-air special missiles; less for MPBM) Max lock-on speed +35 (air-to-air special missiles; less for ADMM) Launch speed +15 km/h (ADMM) Lock-on speed-up time −0.25 s (MPBM) Air-to-Air Electronic Optical Hybrid Sight IIRare Lock-on range +5% (air-to-air special missiles; less for ADMM and MPBM) Initial lock-on speed +40 (air-to-air special missiles; less for MPBM) Max lock-on speed +45 (air-to-air special missiles; less for ADMM) Launch speed +20 km/h (ADMM) Lock-on speed-up time −0.3 s (MPBM) Additional Aerial Suppression Explosives Damage radius +5% (air-to-air special missiles) Additional Aerial Suppression Explosives IIRare Damage radius +10% (air-to-air special missiles) Improved Submunition Liner Child bomb damage radius +10% (SFFS and SOD child bombs) Improved Submunition Liner IIRare Child bomb damage radius +15% (SFFS and SOD child bombs) Extended Submunition Storage Casing Child bombs +1 (SFFS and SOD child bombs) Extended Submunition Storage Casing IIRare Child bombs +2 (SFFS and SOD child bombs) Reinforced Mount (Air-to-Ground MSL) Ammo +2 to +8 (8 weapons) Reinforced Mount (Air-to-Ground MSL) IIRare Ammo +4 to +12 (8 weapons) Air-to-Ground Electronic Optical Hybrid Sight Lock-on range +3% (air-to-ground special missiles; less for ADMM and MPBM) Initial lock-on speed +30 (air-to-ground special missiles; less for MPBM) Max lock-on speed +35 (air-to-ground special missiles; less for ADMM) Launch speed +15 km/h (ADMM) Lock-on speed-up time −0.25 s (MPBM) Air-to-Ground Electronic Optical Hybrid Sight IIRare Lock-on range +5% (air-to-ground special missiles; less for ADMM and MPBM) Initial lock-on speed +40 (air-to-ground special missiles; less for MPBM) Max lock-on speed +45 (air-to-ground special missiles; less for ADMM) Launch speed +20 km/h (ADMM) Lock-on speed-up time −0.3 s (MPBM) New Bomb Rack Safety Device Release angle limit +10 (bombs) Predictive Lock-On Algorithm (MSL) Lock-on range lost in clouds −17.5 pts (standard missile) Small Anti-Icing/De-Icing System Canopy icing duration +10% Auto-Strafing Machine Gun Device Gun fires automatically while the gun reticle shows Anti-Stealth Microwave Radar Stealth detection level +2 Main Structural Frame Terrain contact damage −20% Missile Smoke [Scarlet]Legendary Missile trail color
Aircraft specifications
Air-to-Air 61
Air-to-Ground 58
Speed 75
Mobility 59
Stability 49
Defense 44 Parts Flight model Changed values show the value without parts → with parts . The chart draws the curves without parts dashed.
Rotation rate by speed (km/h) Pitch Roll Yaw0 100 200 300 400 0 500 1,000 1,500 2,000 2,500 3,000 Pitch Roll Yaw
The game's curve points for this aircraft are out of order (a lower speed follows a higher one); they are drawn as stored.
Speed (km/h)
SpeedMax2,700
SpeedBreak3,000
SpeedBuffetProbably the speed below which the aircraft starts shaking before a stall. Always 40–70 km/h above SpeedStall. A guess from the game files. 240
SpeedStall170
SpeedMin150
GndSpeedTakeoff325 Power
AcceleR2.4
DeceleR3.5
PowerAfterBurnerR1.3
MaxSpeedAfterBurnerR1.2
SpeedUpperR0.5
SpeedDownerR-0.45
SpeedRollDownerR5
AltStallStart / AltStall11,000 / 12,000 Stability
PitchUpDownR0.7
YawRateStdNrm0.57
StdArtificialRoll35
RotStallR3.5 Defense
MaxHealth113
StealthLevelEnemies start firing from 4% closer per level (level 5: 80%, about 2,000 m instead of 2,500 m for enemy fighter missiles). Read from the game files, not tested in-game. 0
StealthSensorLevelProbably cancels out some enemy stealth, so stealthy enemies show up on the HUD sooner. EW aircraft have 3. A guess from the game files. 0
StaggerTimeMax0
StaggerImpactDamageMax / Min20 / 5 Mobility Post-stall and drift
DriftPostStallManeuverabilityCobra
DriftPostStallManeuverSpeedEnd500
DriftStartInputTime0.4
DriftSpeedEnd150
DriftStopDiffRadian2.5
DriftPitchRate1.1
DriftYawRate1.3
DriftYawRate_PSM1.9
DriftSpeedStartDec0
DriftSpeedDecR150
DriftSpeedDecMax5,000 Curve points SpeedGraph / SpeedRot / RotGravR / DiffNoseVelocityR 0..9 Weapons Base values from each weapon's own game data, with the parts applied. Changed values show the value without parts → with parts . A change to a value the game files don't contain is shown as the change alone.
Durability How many standard enemy missiles bring the aircraft down (40 damage each, before difficulty). Guns, other enemy weapons and terrain aren't counted.
Other effects Effects of the fitted parts that this page doesn't apply (sensors, icing, enemy missile guidance, switches, cosmetics), with base values where the game files have them.
None.
How this is worked out Flight model: each part changes the value with the same name. For example, PA_SpeedMax changesSpeedMax and PA_RotSpeedX changes the pitch curve. Two of these are guesses:AB_Begin is probably acceleration (AcceleR), based on the part descriptions, andPA_HighGSpeed* is probably DriftSpeed*, based on the names. If several parts change the same value, the hangar first adds the flat amounts, then applies the percentages. The game files don't say how the game does this, so this is a guess. Stat bars: each part has its own bar changes in the game files, and the hangar adds them to the aircraft's bars. Not checked in-game yet. Weapons: the values come from each weapon's blueprint in the game files. The hangar finds which value a part changes from the part's parameter name. For example, SpMslAirReload is the reload time of the air-to-air special missiles. A few values, like the standard missile's lock-on range, aren't in the game files. For those, the hangar only shows the change. Durability: in the campaign, the difficulty changes your health. Online, it changes enemy damage instead. Adaptive Armor Material (PA_ExHealth) is treated as extra protection that takes damage before your health does, and difficulty doesn't change it. This is a guess: the game only says "durability does not decrease until a certain amount of hits are taken". Online difficulties use the campaign difficulty names, because it isn't known which one matches each online DIFFICULTY LEVEL (1-5). Online COST with parts: the game's help text says parts increase the COST, but not by how much. The game files have a cost for each rarity (Normal 50, Rare 100), so the hangar adds that. Not checked in-game yet. You can fit each part only once. For online parts, you also can't fit two tiers of the same part (for example Lightweight Blisk and Lightweight Blisk II). This rule isn't in the game files. It comes from Ace Combat 7.