MiG-29M Fulcrum

by Marloweghost

Contributors

Marloweghost

MiG-29M Fulcrum

Summary

MiG-29M Fulcrum with a custom 6-DOF flight model, not a reskinned helicopter: stall, transonic drag, ground effect, etc. Cannon, rockets, R-73, guided bombs. Rearm in game. HUD, two MFDs. Multiplayer.

Description

MiG-29M "Fulcrum" — a supersonic fighter with a custom 6-DOF flight model written from scratch as a ScriptComponent applying forces directly to the RigidBody. No helicopter hacks, no engine vehicle-simulation framework. No dependencies.

Recommended: raise view distance and network view distance on servers — at jet speeds the default streaming range makes aircraft pop in and out, and breaks target locks at long range.

FLIGHT MODEL
- Angle of attack and sideslip driven aerodynamics, stall with tail blanking, FBW-style alpha limiter, transonic drag rise, ground effect.
- Thrust asymmetry when one engine is out — strongest at low speed and full throttle, exactly where it hurts.
- Custom wheel braking and parking behaviour on the ground.

CONTROLS
  W / S            pitch down / up
  A / D            roll left / right
  Q / E            rudder (also steers the nosewheel on the ground)
  Left Shift       throttle up
  Left Ctrl        throttle down
  Space            brake
  Hold Left Alt    mouse acts as a joystick (released, the mouse is free look)
  Hold MMB         acquire target, release on the lock tone
  1 / 2 / 3 / 4    rocket pods / gun / R-73 missiles / guided bombs
  Fire             standard vehicle fire control
  MFD              cockpit buttons only — no extra keybinds

GETTING AIRBORNE
Start the engine, throttle up with Left Shift, keep straight with Q / E, and ease back on S to rotate. Everything else is yours to find out.

ARMAMENT
- GSh-30-1 cannon, 1200 rounds/min, 2500-round belt.
- Unguided rocket pods, alternating fire between stations.
- R-73 air-to-air missile with an infrared seeker and a proximity fuze.
- Guided bomb against ground targets: lock a point on the ground, release, and the bomb steers its fall onto it.

Weapon groups are selected with keys 1-4. The HUD shows the seeker cone, lock status, range to target and a release cue for bombs.

REARMING AND REPAIR
- Loadout is changed in game at a support station: walk up to the fuselage, open "Loadout" and swap what hangs on each pair of stations. Damage, fuel and the other stations' ammunition survive a swap, and the HUD rebuilds itself.
- Every detachable surface has its own repair action, named after the part. A surface shot off can be re-installed, then tightened up with the wrench.
- Airframe, engines, fuel tanks and avionics are repaired separately, so you walk around the aircraft instead of pressing one button.

AVIONICS
- HUD: heading tape, horizon line with pitch ladder, world-anchored waterline, CCIP for the gun with a projected beaten zone, and a launch-authorisation cue computed from the missile's own envelope.
- Two MFDs: left is the seeker camera (zoom, brightness, target slaving), right is a systems page. All controls are cockpit buttons.

ENGINE EFFECTS
Nozzle glow, afterburner flame and an air trail, driven by engine RPM rather than throttle position.

DAMAGE
- Six detachable control surfaces (stabilators, fins, ailerons). Losing them degrades handling in distinct ways.
- Sustained hits set the aircraft on fire, and a burning aircraft knocks out its own systems at random — engines, battery, control surfaces. It degrades before it dies.
- Engines, fuel tanks, battery and control surfaces take damage on their own terms, and a round that passes through a wing does far less than a direct hit on the fuselage.

MULTIPLAYER
Movement, weapons and target lock replicate. Tested on a dedicated server.

ALSO INCLUDED
MAF-I "Skylark" — a 10-ton transonic attack jet on the same flight model, built earlier and kept in the package. Rocket pods and a gun, no guided missiles. Singleplayer only.

KNOWN ISSUES
- R-73 missiles do little damage unless they hit directly.
- Kill attribution can be missing for some weapons, so the kill log may not always show who made a lethal strike.
- Wreck model is inherited from the base vehicle and looks wrong.
- Pylons stay hanging in the air after the aircraft is destroyed.
- A target lock can drop when the target passes beyond the server's network view distance; a missile in flight then goes ballistic.
- ...and other minor issues that should not affect functionality.

CREDITS
"MiG 29" (https://sketchfab.com/3d-models/mig-29-f04c8e99765c4d7e875476998ec5c2f3) by Usman Zia is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Game Ready R-73" (https://skfb.ly/oxVxI) by SydneeFlop is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"GBU-39B Small Diameter Bomb Weapon System" (https://skfb.ly/pCCwn) by KillCaptureDestroy is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

These third-party assets remain under their own licenses, which permit commercial use. The MAF-I Skylark airframe, all code and all other assets are the author's own work, licensed under APL-SA (non-commercial).

License

Arma Public License Share Alike (APL-SA)

Rating
82%
Version
0.6.0
Game Version
1.8.0.13
Version size
26.01 MB
Downloads
5,871
Created
17.07.2026
Last Modified
08.09.2026
ID
69B10BA4465634CB