This article contains unreleased, cut, or non-canon material.
Aircraft[]
G-10[]
The G-10 features 12,000 gun ammunition akin to the SP-34R. It has no landing gear and is therefore useless for takeoff and landing sequences.
This aircraft was supposed to unlock after Mission 6.
F/E-15[]
The F/E-15 features no missiles nor special weapons nor landing gear nor cockpit view and only features the F/C-15 Federation Air Force skin. Its engines are also blank. The aircraft was supposed to unlock after Mission 14.
RF-1[]
The RF-1 is blank, including its cockpit, it reuses the landing gears from the F/E-18 and it features weapons. It was supposed to be unlocked after Mission 9.
Sk.47[]
The Sk.47 is mostly unfinished, including its cockpit, though its landing gear has been completed. It was supposed to be unlocked after Mission 10.
Sk.57[]
The Sk.57 is mostly unfinished; doesn't feature a cockpit nor missiles nor special weapons nor a landing gear. Its gameplay model is also an unfinished F/C-16. The aircraft was supposed to unlock after Mission 17.
X/Z-16[]
The X/Z-16 resembles the F/C-16 with twin canted vertical stabilizers, and unlike other cut aircraft, it is nearly complete except for the cockpit's exterior, which shows a plain white craft. Its skins are shared with the aforementioned aircraft, minus the markings.
UF-22[]
The UF-22 is a fighter that only appears in the beta Conquest mode versions of Project Wingman. It seems that the UF-22 was later replaced by the VX-23 in the final game, and therefore cannot be accessed through conventional means.
X-10B/W-10B/FC.2M[]
The FC.2M, aka the W-10B, was a multirole that was originally going to appear in Project Wingman, but it was cut from the final game for unknown reasons despite it being shown in trailers and teasers and cannot be played through conventional means. Its cockpit is mostly complete except for its lack of lighting.
F/T-15[]
The F/T-15 is a trainer aircraft, mostly complete except for its markless ASG paint job and unfinished cockpit. It is similar in design to the F/S-15.
F/C-18[]
The F/C-18 was mentioned in the demo description of the F/E-18.
F/Z-18[]
The F/Z-18 only appears in the demos as an AI-controlled enemy aircraft. It featured a SAM attachment which enabled it to fire missiles backwards. In the game files, it was identified as the F-18ADV, perhaps alluding to the F/A-18I Hornet ADV from Ace Combat 3: Electrosphere.
Airships[]
Suriname-class air carrier[]
The Suriname-class air carrier would have been the resident airship carrier of the game. Like the aircraft carrier, it can deploy a pair of F/D-14s, replenishing them with every loss. It is visually similar to the Littoria-class air battlecruiser with a flight deck on its upper fuselage and features three cordium engines.
Condor[]
The Condor is a massive W-shaped wing airship with a ten-kilometer-long wingspan, vastly dwarfing all other airships combined to the point it would have been outright impossible to fly without the cordium engines. It features the largest arsenal of weapons ever seen as well, though is mostly unfinished, having no faction-specific paint jobs. It also has the most engines, totaling ten large ones. When a Condor is shot down, however, it does not crash into the ground, only float off in the air.
Weapons[]
Picture | Weapon | Full name | Role | Ammo | Reload (in seconds) | Description | Lock-on range (in feet) | Maximum salvo (projectiles)/lock-on stacking |
---|---|---|---|---|---|---|---|---|
STDM-2 | Standard Missile - Dual Volley | Multi-Purpose | 64 | 18 | Standard, universal missile. Fires at targets in pairs. | 2800 | 2(2)/2 | |
HMAA | Hyper-Maneuverable Anti-Air Missiles | Anti-Air | 8 | 12 | Highly maneuverable anti-air missile with advanced tracking. Ideal for dogfighting. | 3000 | 2(1)/1 | |
ADM | Anti-Defense Missile | Anti-Ground | 16 | 30 | Long-range anti-ground missile, meant to take out anti-air defenses chiefly. | 14000 | 1(1)/1 | |
BDU-16 | Bomb Dispenser Unit | Anti-Ground - Unguided | 12 | 30 | Freefall bomb dispenser. Useful for large ground target spreads. | - | 6(-)/- | |
GBS | Guided Bomb | Anti-Ground | 22 | 12 | Pinpoint lock-on bombs. | 5000 | 6(1)/1 | |
GBS-3 | Guided Bomb - Multi-Lock | Anti-Ground | 22 | 12 | Pinpoint multi-lock bombs. Fires at up to three targets simultaneously. | 4000 | 6(3)/3 | |
- | RGS | Railgun - Stealth | Multi-Purpose - Prototype | 30 | 30 | Electromagnetic/cordium-powered cannon. Can pierce ship defenses. | - | 1 (1)/- |
- | EUBM | Experimental Uranium Burst Missile | Multi-Purpose | 1 | - | Nuclear weapon. Lock on. Highly reccomend being outside of the blast radius upon detonation. | 15000 | 1(1)/1 |
SR-2 | Standoff Rocket - Dual Volley | Anti-Ground - Unguided | 40 | 25 | Single unguided rocket. Massive damage. Two projectiles per launch. | - | 2(1)/- | |
- | CBL | Cluster Bomb - Large | Anti-Ground - Unguided | 184 | 6 | Cluster bomb. Drops multiple bombs in a random pattern. | - | 2(1)/- |
Behind the scenes[]
Abi Rahmani has stated that the Suriname-class was scrapped as its design was aerodynamically unfeasible, and that he is considering redesigning it for a future update (at least for Conquest mode) or even a sequel. The Condor, however, was just him playing with scales and pushing the limits of airship design.[1]
Trivia[]
The CBL and the EUBM will have little to no damage or detailed model.
References[]
- ↑ the littoria carrier was scrapped because it didn't make sense may revisit it in the future with a newer design or something for conquest or a sequel but the condor was just me messing around with scale and see how we'd design something as big as that -Discord statement by Abi Rahmani, January 23, 2021, 3:50AM
Project Wingman cut content | |
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Vehicles and equipment | Cut vehicles and equipment |
Campaign mode and gameplay | |
Military units and characters |