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- Wings of Aviora Enters Early Access
An adventurous aircraft builder takes to the skies! On June 25th, 2026, Wings of Aviora by Stormy XP Studios launched into early access. As an introductory offer, Wings of Aviora is available for $19.99 USD until July 1st, 2026. This is a temporary 20% discount from its current $24.99 USD price. As with any early access game, when it nears full release there is a chance its price may change. About Wings of Aviora The premise of this game is: Wings of Aviora takes place on the fictional planet of Aviora during an invasion of mechanical monsters rising from the depths of its oceans. The City Council of the New Vravice Archipelago gathered its best engineers to create multiple aircraft that could stand against this mechanical onslaught and protect the islands (many of them floating in the sky!). We last spoke about the demo for this steam punky action adventure during Steam Next Fest February 2026. The demo is no longer available as it served its purpose for the developer to gather feedback, continue development then prepare it for early access. According to the developer the game will be in early access for roughly one year. More locations, mission types, aircraft parts, enemy variety, bosses and more story are all planned. There is even a mention of co-op gameplay being developed within the early access period. Notable Points This indie flight shooter with an arcade flight model feel has a mix of open world inspired elements with one major simulator like feature which defines its identity. Legit Aircraft Builder: Wings of Aviora's aircraft building system is detailed with realistic lift, parts having unique weights, specific parts can be damaged. Various weapons from machine guns to bombs and missiles also have weight and drag. Aircraft structure, physics and combat capability are defined by your design decisions. Remember: this aircraft actually needs to fly! Combat Focused Design: When you think of aircraft builders Flyout, Juno, SimplePlanes and Aviassembly probably come to mind. The primary focus of most aircraft builders is building and testing with optional events like racing or combat happening voluntarily. Wings of Aviora has an aircraft builder core that prioritizes combat and encourages players to build more combat effective aircraft as time goes on. Exploration: While the general story setting is known, there are no set missions, briefings or even a map. Flying from their home aerodrome with their latest aircraft build, players can explore open world taking on any seen or unexpected challenges that may arise. Will you find a cargo ship to escort? A time attack to challenge yourself? A mechanical Leviathan so large it could probably eat you? Who can say? Wanderlust R&D: Returning back to base after a successful "test flight" that may or may not involve combat is one way to gather the materials needed to continue aircraft development. Another is finding blueprints for parts hidden around the map. They are found in random places at random times, so there is always a reason to keep your eyes searching. Wings of Aviora is an indie flight game that I plan on writing a full article about in due time. Until then, feel free to jump in now or keep up with its development on your own! Official Announcement Trailer. January 10th, 2026. Connect with Wings of Aviora Discord - Instagram - Steam - Website - YouTube About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- Ace Combat 8 HORI Flight Stick: Innovation and Regression?
Thoughts on a New Flight Stick in a Tradition of Ace Combat Branded Hardware with a Background of Many PC Based Options Keeping with "tradition" HORI, a manufacturer of licensed controllers for Nintendo, Microsoft and Sony, opened pre-orders for a branded Ace Combat 8: Wings of Theve flight stick. As someone that owns all but one of these Ace Combat branded limited run devices, I've got a few opinions. Especially on compatibility, price point and its twin-stick functionality. Overview: AC8 HORI Flight Stick As of the time this article has been written, HORI has sales pages up for their markets in Europe and Japan. It is safe to assume the store for USA will be offering pre-orders not too long from now. I suggest reading the European sales page to see the official explanation of the product for context. There are a few specific things that caught my attention. Ace Combat 8 branded HORI Flightstick. (HORI) Dedicated High-G Button The dedicated High G Button has been a standard part of flight controllers designed for Ace Combat since 2007. With the games released since then having varying forms High-G turning and Post Stall Maneuvers that rely on the player pressing a combination of two buttons at certain airspeed to perform these maneuvers. Having a single button for it on a flight stick is a the most realistic way to do it on a device like this. A button on the backside of the flight stick near the base of the stick is the High G Maneuver button. The button placement matches something similar to the Paddle Switch in Boeing Legacy Hornets and Super Hornets which allow for the G-Limiter to be overridden when needed in combat. Ambidextrous Design Immediately the first thing my eyes fell on was the pair of small throttles mounted on both sides of the joystick base. This seems to be a key part of its ambidextrous design. For Ace Combat branded flight sticks this is a first. Except for one instance in 2001, all branded flight sticks have been in the standard separate stick and throttle Hands On Throttle and Stick (HOTAS) set for right hand dominate use. While I do not have a lot of experience with joysticks that have the throttle installed directly to their base, there are many successful devices that have used this design in the past. It works, but how the device is mounted is a major factor. If not sitting on a desk or table, it would need to be sat on the lap or thigh of a player with their throttle hand also acting as an anchor to steady the device while their other hand controls the flight stick. However, I believe the ambidextrous design is more for tailored for what is perhaps the signature capability to the newest HORI flightstick. We'll get to that a bit later. 8 Reprogrammable Buttons, 25 Physical Buttons In total this flight stick has 25 physical buttons. Facing the player, there are two rows of four buttons. This block of eight buttons can be reprogrammed with up two to functions per button. That is 16 buttons with a modifier. These are detailed in a video from HORI Japan's social media. This is a curious amount of functionality for a "game console controller". From what we know of Ace Combat 8 so far, there are certainly not enough in game functions to fill out 16 buttons. This is not even factoring in the button on the flight stick itself and what seems to be another three buttons beneath throttle quadrant area. In total this flight stick has 25 physical buttons or 33 possible functions if you add in the modifier for the 8 reprogrammable buttons. This leads my thoughts into extended compatibility. Compatibility Licensed by Bandai Namco Entertainment with a Sony license application in progress, this single USB device flight stick is compatible with PlayStation 5 and Personal Computers using the windows operating system. Oddly enough the PlayStation 4 is also listed as compatible though Ace Combat 8 will not be available on that older game console. Still the greatest point here is its PC compatibility due to this being provided by Xinput and DirectInput. It ensures all axis and buttons on the device can be used for various PC games. As someone that plays multiple flight games and simulators these days, a device with as much compatibility as possible is an important part of justifying a price point for me. Gone are the days where a controller works on a single game console or a specific type of personal computer operating system. Price Point Consideration For the price of 129.99 EUR for the upcoming HORI Flightstick for Ace Combat 8, there is one thing I am critical of. I own all but one of the Ace Combat branded flight sticks and now own many other high fidelity flight simulation devices. To understand why I feel the way I do, first we need a bit of a history lesson. Branded Hardware Tradition HORI has been at the heart of branded Ace Combat controllers since the beginning. The first flight stick came with the release of Ace Combat 04 (2001) on the PlayStation 2. Its design was a bit unorthodox with the base of the controller being a rectangular shape, the left-handed throttle and right-handed stick also helped stabilize the controller as it sat on the player's lap or on a table with suction cups to hold it. HORI Ace Combat 04 Flight Stick (Suruga-ya). The flight stick for Ace Combat 5 (2004) was the HORI Flight Stick 2. In North America only 20,000 flight stick bundles were produced. These flight sticks followed a design pattern which closely matched the physical designs of the Saitek X36 and X45, which were en vogue in the early 2000s. These matched the design you would expect of combat aircraft when you imagine its cockpit. The HORI Flight Stick 2 was compatible with all Ace Combat games on the PlayStation 2. Ace Combat 5 HORI Flight Stick 2. (PlayAsia) The HORI Ace Edge flight stick for the Xbox 360 was available in a bundle for Ace Combat 6 (2007). It had a very similar physical design to the PlayStation 2 flight stick. This stick was notable for having the first dedicated button for High G Turns. Something the following flight sticks would incorporate in one way or another. It did have limited utility with other flight games on the Xbox 360. It also could be used on personal computers in a limited capacity if you used a middleware to do so. Ace Combat 6 HORI Ace-Edge flight stick (Gamespot). Ace Combat 7 (2019) is the title that had the most options for flight sticks. Thrustmaster had an Ace Combat 7 branded T.Flight series HOTAS for either the PlayStation 4/5 or Xbox One/Series X. Anyone that knows flight games and sims most likely knows the storied T.Flight series. It truly is one of the few budget priced flight controllers that "just works" most of the time. Even in 2026 some of the Skyward Flight Media staff still keep at least one version of the T.Flight series within their collections as it is compatible with just about any flight game you use with it. Ace Combat 7 branded T.Flight HOTAS. (Thrustmaster) The HORI entry seemed to be an upgraded version of the HORI Flight Stick 3 which was compatible with the PlayStation 3. The Ace Combat branded HORI Flight Stick 4 came in PlayStation 4 (also compatible with PlayStation 3) and Xbox One versions which were tailor made for Ace Combat 7 but did work on other flight games on those game consoles in varying degrees. PC compatibility was possible but questionable as it was recognized as a gamepad by computers with limited access to its flight focused capabilities. There were some buttons that simply did not work on PC for technical reasons. Ace Combat 7 branded HORI Flight Stick 4. (HORI) Twin Stick Turbulence While the compact design of the HORI flightstick for Ace Combat 8: Wings of Theve provides everything someone that is playing on a game console would need. As a standalone unit the stick is pretty decent. As a twinstick? Well... In order to get the HOTAS experience that Ace Combat fans have had access to over the past 25 years or so, you would need to purchase two HORI flightsticks. This configuration is standard for space flight simulators, but for flight sims within atmosphere it is unusual. Even more so for Ace Combat. Ace Combat 8 HORI flight sticks in twin stick configuration. (HORI) The two flightsticks can be linked directly to one another with a cable. One of these two units then connects to a game console or PC with a single USB. This is the only way to get one stick as a designated throttle and the other stick as the standard aircraft directional control flight stick. Before shipping and taxes, that is a total of 259.98 EUR (roughly 300.00 USD at the moment). From the point of view of a player on game consoles, this may be one of the more straightforward ways to get that dedicated throttle. It even opens the door for twin stick use in the few space games/sims on game consoles. For me, someone that could be considered a "power user", I have some pretty mixed feelings on this. Personal Computer Options Coming from the point of view of someone that will be playing Ace Combat 8 on personal computer, the price of gaining a dedicated throttle being a bit over 300.00 USD makes me wonder why someone would go this route instead of investing in a different, full HOTAS combo from other manufactures. A few examples come to mind. The Logitech X56 is still out there as a solid, what I would consider, standard medium entry HOTAS. At $250.00 USD it comes with 189 programmable buttons, twin independent throttles, it also is a single USB device as the throttle quadrant plugs into the flight stick base rather than directly into the PC. Logitech X56 (Logitech) Keeping with the between $300.00 USD to $400.00 USD price point, VKB Sim has STECS Modern Throttle Mini quadrants and Gladiator NXT flightsticks that combined land within that price range. Of particular note, the Gladiators can be upgraded at a later date with new grips. Your NXT EVO Space Combat Edition which is more like a general 4th generation military configuration could be quickly swapped out for a more aircraft specific handle like the F-14 Combat Edition. The same with the throttle quadrant handles. STECS Modern Throttle Mini and Gladiator NXT EVO Space Combat Edition Gladiator (VKB Sim) For about $250.00 USD you could get a Thrustmaster T Flight series bundle that comes with rudder pedals. This HOTAS has less buttons and modifiers compared to the upcoming HORI flightstick, but it does provide a dedicated throttle and has an expansion port to allow Thrustmaster rudder pedals to be plugged into the T Flight maintaining its single USB device compatibility which is vital for use in game consoles. The T Flight Series has also been used with Sony and Microsoft game consoles since the 2010s. Note how even the new HORI flight stick releasing later in 2026 is still PlayStation 4 compatible. Making sure you have the right T.Flight for the right console is important, but the price point is the same. T.Flight Full Kit (Thrustmaster) Similarly, the Thrustmaster T16000M bundle is about $280.00 USD. This also includes rudder pedals. Besides the buttons on the flight stick itself, this option gives 16 action buttons on the throttle, multiple HAT switches and rudder pedals. Though this would not be a single USB solution suitable for game console use, it is perfectly fine for PC flying. It can also be used with the Thrustmaster T.A.R.G.E.T software which can connect all Thrustmaster devices to appear as a single USB device digitally, increasing that hardware's compatibility even with games that are not designed to recognize multiple input devices. T16000M Bundle (Thrustmaster) I do not have a lot of strong criticism for a single Ace Combat 8 branded HORI Flightstick. It is a functional device with more customization than many of the previous branded flight sticks ever had. It having Hall effect sensors does extend its lifespan a bit as well, but the twinstick functionality really is a serious point of contention. Consider the frequency of which you play flight games, the platform you play on and your potential plans for playing future flight games before investing on the twinstick option. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- Review: DCS World F-100D Super Sabre by Grinnelli Designs
I will be honest, even with some of the developments and improvements that have happened in and around DCS World, there have barely been reasons for me to fully come back to the platform. That is, until a certain fish entered the scene. The DCS F-100D Super Sabre by Grinnelli Designs has been a module that I have been personally following ever since its development went public over 1400 days ago. Being one of my all-time favorite aircraft, the Hun was solidly locked on my radar. I had the privilege of being part of the pre-release press access group, so I got to fly it for quite a bit before it went public. This also gave me access to some members of the development team, such as Aero, JNelson and even Grinnelli himself! Let's take a look at this module from a very unique perspective, one that will go more in-depth into what made this module possible and the lengths the team went to deliver the best aircraft possible for us to enjoy. EXTERNAL AND INTERNAL 3D MODELS 3D modeling for DCS, and the standards that are expected by the users, have always been a rising hill for developers to meet and surpass. From the earlier years of DCS with Flaming Cliffs, the first third party module in the shape of Leatherneck's MiG-21Bis, and the release of Heatblur's Tomcat and Phantom; the standards of quality and realism have only increased. That being said, I only carry great news with me today. Grinnelli's team has not only met, but easily surpassed, all current standards of quality set by the industry. The cockpit is immaculately modeled, with a clear use of LIDAR scans as a base, but optimized for in-game use. The canopy railing, instrument bezels, gunsight components, seat and console panels have been brought to life with immaculate attention to detail. Hell, there are components in the cockpit that react to changes in acceleration, making everything feel alive. I thought the cockpit on Heatblur's F-4E Phantom was excellent, but Grinnelli Designs have surpassed what I thought was possible with the addition of properly optimized meshes and lower texture memory usage. Brilliant! The exterior model is nothing to scoff at, either. Based on 56-2995's airframe, a restored airframe for display at Georgia's Museum of Aviation, this F-100D has been revived and detailed with excruciating detail. From the supports of the slats to the engine feathers and the rigged refueling probe; this model has nothing to envy from other developers. Its texel density is excellent, and the quality of the normal maps and paneling is something that rivet counters will thoroughly enjoy. The liveries included are excellent, and the variety of them is exactly what I would expect from such as lively team such as Grinnelli Designs. What amazed me the most, for as dumb as it might sound, was the inclusion of what-if liveries and fictional designs like the Catfish livery. Those touches of humor make the module feel more personal, more human. FLIGHT MODEL That being said, I think this plane's character is quite the experience. It both feels alive, as if it wanted you dead, and silky smooth with the dampener on. It reacts to all my inputs in a raw, almost mechanical feel, but it is not afraid to let me know that I have f***** up when I pushed it past its limits. The engine simulation is also top-notch. Do not go in expecting this engine to be easy to operate, as it is extremely sensitive to sudden throttle changes and its propensity to flame-out and die on you is notorious. Watch your throttle, treat the engine with respect and be prepared to learn the air-start procedures like muscle memory, because you will need it. The flight model itself was modeled by Aero and JNelson, both incredibly talented developers. I have personally worked with JNelson in the past during the development of the A-4E Skyhawk' EFM, so I was pleasantly surprised to see his involvement with the Hun project. They both used and developed their own tools, especially ' TheTool™ '. This software allowed them to more accurately model and streamline testing of the FM, something that has always been a nightmare for DCS developers. We will go into a lot more detail about the development of the Super Sabre systems and flight model in an upcoming interview with both of these developers! For now, as a user, all you need to know is that this aircraft has been accurately modeled. SOUND, SYSTEMS AND EASE OF USE The sound design in this aircraft was made, in part, by a familiar face for me. Plusline, the same dev who aided in the sound design and art for the A-4E, had a hand in the project. Strain sounds, the rattle of the aircraft on the ground and the growl of the engine, as well as the scary sounds of an engine surge or flame-out. All of these sounds are excellently implemented, which only adds another aspect in which the Hun shines brightly. If you are familiar with aircraft of that era, then you will feel right at home with the Hun. Simple procedures, deceptively complex modeling and a non-standard cockpit layout. All aspects that make this generation of military aviation very unique. You won't see a radar screen, or even an advanced RHAW, because the Hun was made in an era where many of these technologies were still very new or even unprecedented. The RHAW is one such technology that was at the vanguard for its time. Designed around the SA-2 Guideline SAM system, and its radars, it is very limited when it comes down to accurately displaying much of the electromagnetic spectrum present in DCS. You will not get your usual launch tones, or emitter type displays; instead, you get the raw radar returns in a green phosphor display that will beep and boop at you in ways that you have never heard before. It is raw, it is hard to read, but you will be able to at least sort of tell when someone is looking at you just by listening to the change in tone coming from the RHAW. Be prepared to have your eyes out and scan the sky, that is all that you will be able to do to compensate. This is not a standoff aircraft, nor is it one that can move through the battlefield unnoticed. So, you Rd the only factor that will be the difference between being alive or being rubble. WEAPONRY GUNS SIDEWINDERS AGM-45 SHRIKE ROCKETS BOMBS CLUSTER DISPENSERS ZELL AND UNIQUE FEATURES The Hun was one of the only aircraft to ever be fitted with the Zero Length Launch System (ZELL). To put it simply, this was the West's answer to the possibility of having their airfields vaporized during an initial nuclear exchange with the Union of Soviet Socialist Republics. They strapped a big rocket motor to a F-100D, put it in a truck with a launcher and just launched them like surface to air missiles. In fact, that is one of the reasons this program existed, since it dates prior to the invention and proliferation of SAM sites and complex air defense systems. So, if you ever wanted to feel the same as a rocket does during launch (short of becoming an astronaut), then you need to try this out. This is not the only unique system that the Hun has, as it is the first module in DCS with a fully customizable instrument cluster! Just go to the website, select your layout and input the code it gives you into the aircraft's special options! You will now be able to enjoy an instrument cluster made to your specification! CONCLUSIONS If you are thinking about buying this module, then let's point out some aspects first. If what you want in a module is to: Experience the height of the golden age of aviation from inside the premier fighter of the mid 50s. A relatively flexible platform that is capable of giving you the chance of performing many mission profiles An immaculately made flight model, as well as incredible detail in the 3D models you will be using. A fully simulated electric, hydraulic and mechanical simulation system that does NOT eat your FPS. If what you don't want is: To have fun To deal with the inability of not being a true multirole Constant engine flame-out due to a skill issue A polished and optimized module with modern DCS standards of quality. Then, if you agree with these points, the F-100D Super Sabre by Grinnelli Designs is for you.
- FlightSimExpo 2026 Debrief
A few days have passed since the end of FlightSimExpo (FSExpo) 2026. After taking time to upload media, gather our thoughts and see how exhibitors described their time there, we present our extensive annual write up of the event. The goal of this write up is to provide two perspectives. As someone generally attending in person and in my capacity as a media partner for the event. The goal is to provide a well-rounded view of the expo and to better inform anyone considering going to one of these events. This year Skyward Flight Media was represented in person by co-founder Aaron "Ribbon-Blue" Mendoza. Online the team was made up of co-founder Santiago "Cubeboy" Cuberos and 'Psyren' who managed our social media coverage on Bluesky and X.com throughout the weekend. Our write up of FSExpo 2026 is written by Aaron. Table of Contents Wings of Solidarity Travel, Exploring FSExpo Friday Exhibition Hall Preview The Expo Spirit Booth Experiences The Future Wings of Solidarity FlightSimExpo 2026 continued the yearly trend of constantly building on its past successes. With an ever-increasing attendance, more diverse exhibitors choosing to participate, a steady international audience and ever-increasing event logistics, the Flight Simulation Association continues to do a fantastic work making everything click together just right. It is not an easy feat and yet they have been doing it since 2018. The result of their annual effort is that this event has become the leading flight simulation industry event in North America. A lot happened within a year after Saint Paul, Minnesota was announced as the next location at FSExpo 2025. A high-profile incident occurred in nearby Minneapolis which covered news headlines in January 2026. A regional war caused fuel shortages and global economic woes. According to rumors and some insider comments I heard, there was a very real discussion about moving FlightSimExpo 2026 to a new location. That is a pretty serious decision. If not managed correctly or without much conversation and warning to exhibitors, it could compromise the integrity of an international event like this. A sudden relocation of this event could have drastic implications for the optics of FSExpo and thousands of hotels cancellations, time off requests being revoked and flight plan changes. The organizers of the expo made the decision to continue forward with Saint Paul as the location. The focus on flight simulation enthusiasts, exhibitors and the industry itself above all else was priority. There was also clear, strong support from the city of Saint Paul throughout all of this. And once again aviation and the love for it connected humans from around the world to gather in a single spot without incident and with great fanfare. It is always amazing to see. FSExpo 2026 event opening video. Travel, Exploring At this point I have accepted that I am an unusual creature that prefers Red Eye flights at all times. Not that you can blame me though! Even at 4:00 AM on a Thursday the security lines of Denver International Airport (DEN) are not easy to breeze through. To help the time pass, I made it a point to wander terminals I do not normally go to. My temporary airport terminal buddies were the rising sun on an outdoor airport patio and Bombardier Learjet 35A tail code N10BD; the first private aircraft land at DEN and the still standing world speed record holder for business jets. They were fine friends to have breakfast with. Denver International Airport during the morning of June 11th. For me the flight to Minneapolis-Saint Paul International Airport (MSP) was rather uneventful on Thursday, June 11th. A significant storm was in the area a day or two before my flight. Besides diagrams on the news and flying over a rather low overcast, I did not see much of the storm on the way in. There were occasional short rain showers throughout the weekend, but nothing like torrential rain that caused flooding. Example of weather over MSP during landing on June 11th. This is quite different from what I heard from a few international exhibitors that flew in on Tuesday and Wednesday. One of the anecdotes I heard was from the Pimax team that flew in. According to one of their employees the weather and turbulence landing at MSP was so bad he even checked his life insurance policy (jokingly? Who can say). An Uber, a hotel check-in and a record setting outfit swap later I decided to check out the city of Saint Paul. I found myself wandering the city whenever I had free time. With FSExpo always moving to different locations, I feel as though it is important to make some time to see your surroundings. Nothing solidifies the feeling of travel more than exploring and taking in the sights. Give into the urge to explore a bit and who knows what you will find out there? The city of Saint Paul, Minnesota. FSExpo Friday June 12th, 2026. Saying that FSExpo has the "biggest stage in flight sim" is not an exaggeration these days. During every expo it is Friday that is the most impactful for both in person attendees and anyone watching the livestream. For roughly five hours, various companies get on stage and promote themselves, their products and their newest still in development products. This is where the big announcements are made. Pictures of the presentation hall as it gradually fills with attendees before announcements begin. Between the on-stage announcements and the video trailers that played between certain portions, this year's presentations felt more varied than ever. During this part of the expo Skyward Flight Media does not provide livestream coverage as the Flight Simulation Association livestreams it on YouTube with professional quality anyway. So that is the most recommended way to watch it. As always, for a slide-by-slide analysis of FSExpo Friday, we suggest the write up from our buddy Sharmrock over at the Stormbirds Blog. Exhibition Hall Preview Every expo I have attended in person up to now usually has a general social gathering after the FSExpo Friday on-stage presentations. Past attendee badges had coupons or tickets in the back of them for free alcoholic or non-alcoholic drinks with food available. Attendees and exhibitors were encouraged to mingle and chat for a few hours before everyone went back to their hotel rooms and prepared for the exhibition hall to open on Saturday. FSExpo 2026 did not do this. This year the exhibition hall was open shortly after presentations were over. From 4:30 PM CDT to 7:00 PM CDT on June 12th, Friday, attendees could enter the hall and see the completed booths of exhibitors that chose to finish their setup early rather than wait for Saturday. While I do enjoy a good stiff drink and conversation, hands on with new flight simulation gear and good conversation is just as engaging to me! Pictures of attendees going to and being in the exhibition hall on June 12th. Even during the Friday evening preview the exhibition hall was an impressive sight to see. I would say about 85% of all the booths were assembled by this time. The pictures I took of it match the same constant level of people circulating the floor throughout the weekend. They represent the overall level of capacity the expo had fairly accurately. Of course, the concentration of people ebbed and flowed throughout the weekend, but it was never emptier than the pictures seen above. While there was no "party" on Friday, the hall did have a concession stand open all weekend. The food and drink was rather decent, so that was a big bonus! Watching flight simmers be taught short takeoff and landing techniques while eating a sizeable cheeseburger and a local cold beer was one of many fine meals I had. The Expo Spirit When you look at flight simulation from a purely consumer level point of view, it is difficult to find opportunities to try out hardware or software without having to purchase it and hope it all works out. Even in a few big box stores that sell this type of equipment this type of stuff is not normally just out on display like keyboards and televisions. You also cannot ask the staff there to open up the box of a new product without a guarantee it will be purchased. As such, FSExpo really is the best place to go hands on with every device you see. It is a real "try before you buy" opportunity in that regard. This is a related to what I always say is the key to experiencing the expo correctly. Being sociable with other attendees, being willing to ask questions to exhibitors, fly virtual aircraft you may or may not be skilled at and just becoming a part of the event. There is really no way to be "wrong" at this event. The crowd is so varied between absolute newcomers that know nothing about flight simulation to industry leaders that have been pushing the genre forward for decades. I feel like anything less would be a waste of such a special event. Whenever I attend, I jump in wholeheartedly and have never been disappointed. I truly hope anyone that attends an FSExpo in person will approach it in the same way. Booth Experiences That being said, I went to so many booths, I should have participated in the free "passport program". It was something where people would get stamps from certain booths as attendees visited them. The result being some type of special prize or merchandise. Here is a copy of the FSExpo 2026 floor plan for reference if you are interested: . I was so wrapped up in back-to-back, meaningful conversations and experiences I forgot to speed run the floor! Here are a few personal booth highlights from me: Octavi For me a key part of flight simulation is modularity and storage. Devices that can be deployed into a flight simulation setup then be stored easily on bookshelves. This is partially because of how many devices I use in relation to Skyward Flight Media coverage. Octavi claims to produce "the world's smallest cockpit" and I must say that I fully believed it from first sight. Their IFR-1 is an unbelievably small device that gives access to 12 devices in its standard configuration, though it can expand upon if someone adds modifier buttons. Radios, navigation, flight management systems, auto pilot and other functions are readily available and clearly labeled. I've tried many "button boxes" in the past, but this isn't a repurposed stream deck or a series of general buttons that can be remapped and labelled as needed. This is a genuine, purpose-built, single USB flight simulation device. It felt good to use. I was unable to meet the creator of the device, but I was sold on this device from within 10 minutes of using it. It is highly likely I will have one of these for my personal setup this year. Wingflex In all these years I still have not seriously delved into the airliner side of flight simulation. Some passing interests, but nothing consistent. I admit that gathering the right amount of hardware and the size of that hardware is a major part of it. Airliner flight sim gear is rather large when you get into the airliner specific hardware too. I did not spend much time at this booth, but Wingflex caught my eye with their desktop sized airliner simulation hardware made of the same strong materials and switches you would expect from the full-sized devices. I spent roughly 10 minutes trying out their hardware, specifically to check the build quality. It was solid with metal switches and rotaries. The ability to hang an Airbust A320 Overhead Panel above a desktop monitor was a big draw for me. If I ever decide to do learn widebody airliner flight simulation, Wingflex seems to best fit my current flight simulation style. I'll check in with them from time to time. Combat Pilot While this western developed World War II flight simulator has appeared at past expos and has had demos available to try in Steam Next Fest events, FlightSimExpo 2026 was immensely important for Combat Pilot. Earlier in the year industry veteran Jason Williams left the team and the industry as a whole. For people that followed Combat Pilot because of his expertise, Combat Pilot now more than ever needs to define itself. And so they did. Combat Pilot came out swinging with an on stage presentation at FSExpo 2026 detailing their future plans, details about the flight model and an update on when this simulator would be released. A decision to build multiplayer related systems and add more detail to other systems that were previously less of a priority before release has moved the release date back into 2027. When I attended the booth I entered into a deep conversation with the new Community Manager, Frits Mosselman. We discussed why Combat Pilot was important for the industry as a western developed World War 2 flight simulator that is taking on the Pacific Theater of War. New technologies being developed for the first time in years related to World War 2 flight simulation. Also, finer details about how the decision to build certain systems now will speed up development later, though that was not in the original plan. I mentioned that the flight model felt realistic enough that while in a sim pit that I felt the urge to sway my body with the inertia of aircraft as they perform high energy maneuvers. I have performed the same set of maneuvers every time I try a demo for this simulator, and it feels more and more refined each time. I said this to then be shown pictures of himself and others flying in propeller driven aircraft as a part of civilian air combat experiences. So not only is data considered but also minor details you would most likely only encounter if you knew how these types of maneuvers actually effect the human body. I am feeling better about where Combat Pilot is going now. I plan on following the project much close in the coming months as they follow up on their new timeline and development path. GeoFS In my opinion, the very lightweight but highly capable booth that GeoFS usually has at FlightSimExpo is actually rather representative of the simulator. This simulator is advertised as the "accessible flight simulator" which is free to play, can be accessed through a web browser, has more than 30 aircraft available and has physics-based flight dynamics - even ridge lift is modeled, making it possible to practice soaring in gliders. The booth is frequently manned by Xavier, the solo developer behind GeoFS. He frequently flies to the USA for FlightSimExpo with lightweight screens that can be rolled up like cloth and a myriad of devices to show how accessible and advanced GeoFS is. This year the booth showed a laptop version with a single joystick, a mini-PC with a Honeycomb Aeronautical Echo aviation controller and a free to download custom built A350 cardboard cockpit with an Airbus stick and throttle quadrant. It was great seeing Xavier again. We have some plans to talk more in the coming days, so expect something new on our website! PXN I was standing at the PXN booth for a few minutes trying to figure out how I knew this company. The name was vaguely familiar but not quite coming to me. After a quick conversation with Kitty, their overseas channel manager who was talking to everyone at the booth, I realized PXN creates racing simulation hardware that my middle brother has used. FSExpo 2026 was the global debut of their new NAVOS Flight Series which includes civilian and military aviation options. During my time with the NAVOS line I really enjoyed how much detail they included into the civilian yokes and throttle especially. There were many recessed buttons on the yoke that are hard to show but they are there and expand functionality. All of them were modular; able to quickly connect to one another to create a wider stable base or attach optional modules like a communications and navigation module that included a screen. The most forward thinking feature I liked in the commercial throttle base was a massive USB hub attached to it. Flight simmers are used to large, powered USB hubs sort of free floating in their setups. Having one attached to a throttle is convenient and greatly increased cable management. As PXN is "new" to me, I have been spending more time learning about the company and their products. I look forward to seeing more. SKALARKI Electronics For FSExpo 2026, SKALARKI Electronics made their most significant showing yet. This company specializes in full scale Airbus A320 and A330 simulator equipment and cockpits known for training-grade realism. They are commonly a high-profile example of professional flight simulation at this event that draws the attention of even the newest attendees that only vaguely understand flight simulation. It was quite a "flex" from SKALARKI this year. Grinnelli Designs Perhaps one of the most significant stories at FlightSimExpo 2026 is the climax of a generational run for Grinnelli Designs; a developer officially licensed to create commercial modules for Digital Combat Simulator World. To summarize their story which we have been discussing in detail, the founder of the company, Joe Grinnelli, started work with DCS as a platform by creating modded aircraft like the F-22A Raptor. Years of modding work and other factors eventually led to him creating a company and pursuing official module development in 2022. This highly detailed process even included making custom flight model tools, and working with teams that support a still flying F-100 Super Sabre. At FlightSimExpo 2025 Grinnelli Designs became the first developer for DCS World to have a standalone booth to show a preview version of their still in development F-100D Super Sabre with a highly unique military themed booth. At FSExpo 2026, Grinnelli Designs returned even bigger and better. That weekend marked the official release of their first licensed module during FSExpo and them being the host of the Combat Arena. Located directly in the middle of the expo floor, the Combat Arena provided attendees with four simulators, an expanded military themed booth, live airshow performances from members of their development team, trophies to give away and combat scenarios for attendees to try. During big moments like aircraft being shot down, pilots ejecting from aircraft or fun moments during their airshows, smoke would billow out from above the simulators To cap it all off, not only did Grinnelli Designs take the stage during FSExpo Friday to become the first DCS module developer to release a product during this large event, but they received the vote as having the best exhibitor booth in 2026. This was a full circle moment as they did not have a solid chance to receive the reward back in 2025 due to a miscommunication related to the voting process back then. As Joe Grinnelli walked by me in 2026 with the FSE trophy in hand my last words to him during that weekend were "the comeback!" This was a big weekend for Grinnelli Designs. In another sense it was also a massive push for Digital Combat Simulator as a whole as more modules and staff from this simulation platform appear at FSExpo. WINCTRL WINCTRL is hands down one of the most dominant flight simulation hardware manufacturing companies these days. In no other places is that more evident than at FlightSimExpo. This year I found myself hyperfocused on their flight simulation rigs as they all had varying degrees of force feedback within the rudder pedals, yokes, flight sticks and even the entire rigs themselves. It is amazing how much good force feedback technology can change the flight experience. While their new airliner focused products were getting a lot of attention in the hardware display area, my attention was almost completely taken by another collaboration with Eagle Dynamics and Digital Combat Simulator. As FSExpo 2025 Eagle Dynamics sent staff members and worked with YouTube content creators to manage a portion of the booth. There they showed a pre-release preview of the MiG-29A Fulcrum. In 2026, NineLine from Eagle Dynamics and Grayson "Graywo1f" Frohberg from Heatblur Simulations worked the Digital Combat Simulator section of the WINCTRL booth. Of note was a preview version of the F-14B(U) Tomcat that was available throughout the weekend. With support from Grayson, better known as 'jester', the computer back seater in Heatblur aircraft, players that tried the preview did receive merchandise and prizes. Like flight jacket patches for each Heatblur aircraft people say they own and a Heatblur hat for defeating the enemy aircraft players were pitted again. This area was also circling with various experienced Digital Combat Simulator enthusiast and content creators including the Grim Reapers and the High Alpha Hooligans. AviaSim On the subject of full cockpit airliners, only recently have I heard of AviaSim. We have known of flight simulation centers for professional pilots for over a decade now, but AviaSim also offers recreational flight sim experiences. Think of something similar to those F1 Racing simulation centers you can book time in. Aviasim offers time in their simulators to anyone via reservation. There are various both recreational and professional simulation experiences available. They have multiple simulation centers in Canada, Europe and the USA. They even have a location in Colorado, USA where two Skyward FM staff members live. We will definitely need to stop by and give it a try. MOZA x National STOL For the past couple of years MOZA has been making an impact with their flight simulation hardware. Each year I see them at FSExpo I feel like the focus is on showing as much of their catalog as possible on tables within their booth. Now, this is a great chance for attendees to just freely pick up the controllers and accessories, look at them from all angles and assess them purely as hardware. This year MOZA certainly had a bit of that, but their approach was more impactful than what I think similar manufacturers had going on. In 2026 they partnered with the National STOL organization to both teach attendees STOL techniques that professionals use while flying in sim rigs created with MOZA hardware. I am especially familiar with their virtual component, the eSTOL circuit. A friend of Skyward Flight Media named Jon Coughlin competed for a few seasons with an aircraft that had Skyward FM branding. While watching some people try their hand at the Heatblur Simulations F-14B(U) at the WINCTRL booth, I randomly met Thomas, the eSTOL Project Manager. We discussed a few things with about DCS, how gliding experience applies to STOL competitions and some other things. That eventually led me back to the MOZA x National STOL booth with that hamburger and beer I mentioned earlier to watch people learn the craft. I love STOL and adventure flying, so I was quite happy to see this partnership between this organization and manufacturer. Meridian GMT Meridian GMT arrived at FlightSimExpo 2026 with an onstage presentation on Friday, a list of industry partners to ensure compatibility of future products and working prototypes in the building. Their booth was right at the bottom of the stairs to enter the expo! I was thrilled to go hands on with early versions of the Horizon Plus flight yoke and Latitude Plus throttle quadrant. Watching how effortlessly entire sections of these controllers simply popped out by applying pressure to release a spring-loaded mechanism was rather impressive. No hand tools or experience with opening electronics is needed. During a conversation I had with some of the Meridian GMT staff they disassembled half of a Horizon plus within about 60 seconds of a conversation. The yoke base is available in general aviation form and a hybrid Airbus and Boeing airliner form. But these are not models that are independent from one another. Each lever, panel and throttle head can be swapped and reconfigured. There are even plans for the yoke to be reconfigured for rotary wing operations. Within the short term my interest lies in the X-Ray Handheld Flight Deck. Something I mentioned in an article about similar controllers in November 2025. I believe that controllers like the X-Ray are a very real, new way for people to enter flight simulation. I was surprised to learn that Meridian had partnered with gaming peripheral company PowerA to bring the X-Ray concept fully to life. With its flight simulation focused controls built directly into it with swappable parts to support fixed wing and rotary wing operations, I genuinely look forward to trying out the X-Ray someday soon. When Nicki Repenning, former founder of Honeycomb Aeronautical, announced the creation of Merdian GMT I felt a real sense of relief. This has been a person I've watched with interest for a few years now. I was genuinely worried that after certain events occurred back in 2023 he may leave the industry as a whole. To me, Nicki Repenning is a deeply passionate person who cares about flight simulation and education. He is also someone that seems to frequently be pushing to find new initiatives for the industry to pursue and new manufacturing methods. Even in a past difficult situation where finances on a large scale were in question, he prioritized employees rather than finding ways to recoup financials by skimping out on hardware promises, large price increases or similar actions. I was happy to be able to express this to him directly as Merdian GMT enters the final few months before its first product reaches the market. Pimax My interaction with Pimax was rather interesting this year. My visit was a mixture of an industry focused contact and general user experience you can only get at FSExpo. The employees that Pimax sent over this year included their regional directors Dragon and Liang. Throughout the weekend they led the Pimax booth in giving people experiences with the Pimax Crystal Series VR headset and the new Dream Air Headset in both 'Microsoft Flight Simulator 2024' and a preview build of 'Korea. IL-2'. For me this was an interesting chance. The collaboration with Pimax and Skyward Flight Media started in May 2026. This would be the first time we meet representatives of Pimax in person and get a feel for them. While Skyward FM is reviewing a different model of Pimax VR headset, I have been wanting to purchase the Pimax Dream Air for myself for at least two months now. With my chance to try the Dream Air at FSExpo and the Pimax Mid-Year Sale going on until July 10th, 2026, I thought this could be my chance to finally make the commitment and get in on some sales discounts. Meeting the Pimax team was great. I had a few non-standard questions answered and a lot of casual conversation. Doing a flight with the 'Korea. IL-2' preview was a fun experience which I had to seriously hold myself back. I could have been in that seat for hours with how clear the cockpit and scenery were in the VR headset. But that's when it happened! I moved over to the second setup with the Dream Air VR and that is when it happened! I cannot wear my glasses with the newest headset from Pimax. The headset's form factor simply does not allow for it. While I am not completely blind without my glasses, this is the type of hands on try before you buy experience that the expo was made for. This experience let me know that a different Pimax VR headset with wider facial dimensions would be best in my case. Something that was notable is that while the Pimax booth seemed small in scale compared to other well-known manufacturers. Only two headsets it seemed. However, anyone that was paying attention closely saw that their VR headsets were in many booths throughout the expo. According to a Pimax post the Dream Air headset alone was featured in 6 other booths throughout the expo. These included Thrustmaster, PXN and WINCTRL. It was definitely a case of having a smaller table with an outsized impact on the expo as a whole. Turtle Beach I recall very well when Turtle Beach initially announced the VelocityOne Flight Universal Control System about five years ago. For "the headset company" to suddenly pivot into flight simulation certainly seemed to come out of nowhere at the time. I purchased this rather feature heavy flight system back then and have taken Turtle Beach seriously when it comes to flight sim gear. I've certainly been keeping up with the big announcements at least. At FlightSimExpo 2026 Turtle Beach announced a brand new flight control system with a video trailer during FSExpo Friday: the VelocityOne Flightstick II and the Dual Throttle. These devices were available at the Turtle Beach booth at FSExpo, the same weekend they were announced. Shortly before FlightSimExpo Skyward Flight Media was invited by Turtle Beach to see and try the new prototypes. After an extensive guided tour of the new devices - including a universal device mount which is unbelievably useful in itself - I had extensive hands on time with the new gear. I was guided to a computer that was running the recently released Grinnelli Designs F-100D Super Sabre for Digital Combat Simulator. With one of the more well done flight models currently in the simulator being used to test the new Turtle Beach flight sim gear, I certainly put it through its paces. By the end of it I was pretty satisfied with its core functionality, weight of the device and build quality. I felt like this device could exist in the mid-range level of the flight simulation hardware market. Though I did have some more questions. I had a great discussion with the Turtle Beach staff about some questions I had related to their new hardware design, the functionality of the Flight Management Display built into the top of the flight stick and some other points. Even during my conversation, I did notice that they were keeping up with all of the other attendees with as much care and detail. I thought that was great. These devices are available for pre-order but not shipping quite yet. Thrustmaster Perhaps one of the most high profile company within flight simulation, Thrustmaster was once again at the expo in full force. This year they arrived with roughly 9 flight simulators in different configurations, had the opening FSExpo Friday presentation in which they announced their new TCA Sky Yoke and brought the entire Aerovector Jet Team with them. It seems like the more I think about civilian flight simulation the more companies announce new yokes to draw my eyes to them. Not true, of course, but it feels that way! The TCA Sky Yoke is the first general aviation yoke from Thrustmaster that is compatible with personal computer, PlayStation 5 and the Xbox Series X|S. With wide compatibility, hall-effect based push and pull and the ability to link two of them together to simulate multi-crew connection, it is a big move for Thrustmaster. I went to the Thrustmaster booth to check out this yoke up close to get a good sense of it as it was available for testing at the expo. To my surprise I saw the yoke not only on a freestanding display and in full sim rigs, but also with a PC tablet installed on top of one! What better example of compatibility than that? As I toured the area I met up with Logic and Kirby from the Thurstmaster sponsored Aerovector Jet Team; one of the few virtual air demonstration teams that does virtual airshows at such a high level. To my surprise it turns out the entire Aerovector Jet Team was there! Their team had two dedicated simulators featuring their proprietary T-7 Red Hawk advanced jet trainer. One of the simulators had a full airshow routine from Aerovector as a track file in Digital Combat Simulator. Attendees could put on a Pimax Dream Air VR headset and enjoy the view from the center of the formation to see just how close the aircraft get to one another and how well coordinated the team is. I feel a bit guilty for hogging up so much of the entire team's time, but we were soon discussing past airshows, upcoming airshows and ideas for interviews. It was great to see the entire Aerovector Jet Team and have some conversations with Thrustmaster representatives about the technical side of how these yokes actually connect to one another. The Future Here almost a week later I find myself following up on contacts, preparing Skyward Flight Media staff meetings and looking ahead to FlightSimExpo 2027 to be held June 11-13, 2027 in Las Vegas, Nevada at the Westgate Hotel. It sounds like next time around it may not just be me attending, but many members and friends of the Skyward Flight Media team. I cannot wait! Aaron "Ribbon-Blue" Mendoza at FSExpo 2026. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- Fly Now! Steam Next Fest June 2026 Flight Game Demos
New demos for flight gaming! June 15th through June 22nd, 2026 It is that time again! Steam Next Fest June 2026 has started. Once again, we are suggesting flight games demo for you to try! While these are not all the games available in the Flight Genre (see them for yourself here) these are the ones that we found interesting as a first impression. Go flying this week! Outrange Strike Developer / Publisher: NAV Games Outrange Strike is a realistic physics-based aerial shooter. Pilot a fighter jet, engage in aerial combat, and support your allies! Control your fighter's energy and AOA, determine missile range, and use decoys to evade missiles. Web Links Steam The Few Developer / Publisher: Indub A WW2 combined arms simulator where you fly, drive, and sail authentic vehicles across multiple theaters of the war. No grind, no paywalls — just one fair price and depth-first combat across air, land, and sea. Web Links Steam - Instagram - Patreon - TikTok - X.com - YouTube Tally4: Operation MARY Developer / Publisher: WildRealm Inc. A military aviation thriller set in 1996. Rogue forces have seized Hawaii, protected by orbital weapons and an impenetrable air defense network. Fly FA-18s and SU-33s across both sides of the conflict. Not every enemy starts as one — and survival is never guaranteed. Web Links Steam Duo Heli Combat Developer / Publisher: SyrBor Games Helicopter action with local co-op and strategy elements! Fly, shoot, build, rescue, capture - solo or together with a friend in the split screen mode. Fun for everyone! Web Links Steam - Facebook - Telegram - X.com - VK - YouTube Airport Control 27 Developer / Publisher: CCC Games Airport Control is a next-generation 3D ATC simulation. Take the positions at airports worldwide—marshalling taxis, sequencing departures, and spacing arrivals. Remember: Safe, orderly, expeditious. Web Links Steam - Bilibili - Discord - QQ Pocket Pilot Developer / Publisher: VS Virtual Style Pocket Pilot is a love letter to those 90s arcade flight games. Pilot planes, helicopters, and drones to complete cleaning and exploration missions across a wonderful island. Master three unique flight styles and discover secrets at your own pace in this relaxing aerial adventure. Web Links Steam - YouTube Stardust Aces Developer / Publisher: Insane Fox Stardust aces is a six-axis space dog-fighting game with arcadey weapons and a semi-realistic flight model. Web Links Steam - Discord - YouTube Drone Sector Developer: Icosphere Publisher: MicroProse Software Drone Sector is a futuristic gunship game. Provide close air support by firing variety of weapons at the enemies and guide your allied troops via commands. Keep your troops alive, complete objectives, collect resources and recruit engineers. Research better weaponry for the gunship and the troops. Web Links Steam - X.com - YouTube H.A.R.V.E.S.T.E.R Developer / Publisher: Bottleneck Studios H.A.R.V.E.S.T.E.R is a dystopian asteroid mining simulator where you follow the plot of a "H.A.R.V.E.S.T.E.R" pilot in a seemingly insane society. Everything that could have gone wrong has already gone wrong many centuries ago. It's now your job to survive this mess. Web Links Steam - YouTube Last Drone War Developer / Publisher: Andrii Volkov You lose the war! Pilot FPV drones, helicopters, and fighter jets to unleash devastating firepower - and become a true ACE of modern warfare. Web Links Steam - YouTube Flyra: FPV Drone Simulator Developer / Publisher: Playbyte Studios Flyra is a high-speed FPV drone simulator with Racing, Freestyle, and Survival challenges. Test your reflexes, explore unique environments, and fly a range of drones with realistic physics. Discover the thrill of flying free. Web Links Steam
- Ace Combat 8: June 2026 Report
Deep Analysis in a Deluge of Content It has been roughly six months since the Ace Combat 8: Wings of Theve (AC8) announcement Trailer at The Game Awards 2025. It was a bit of a dam breaking moment for much of our staff who grew up playing this series. Our first extensive article about AC8 is most likely the longest release on our website to date. At least until now. With the confirmed release date of Ace Combat 8 to be October 2nd, 2026, I took a few days to digest the deluge of new content spawned by the concerted media push that started at Sony State of Play 2026 and is continuing at a steady pace. I manually reviewed a ton of social media posts, articles, interviews and videos to piece together the big picture. It is likely this article could be updated if more large news comes out, but for now, let us get started. Strap in once again as we provide a deep analysis with decades of Ace Combat series experience and knowledge of real-world inspirations as context. Table of Contents About Spoilers Ace Combat Online Cross-Platform Longevity Ace Combat Zero Port Return of Ace Squadrons Series “Cherry Picking” Aircraft Technology Tree Aviation Geek Aesthetics Story Related Aircraft Restrictions Loyal Wingmen Wingman Commands Expanded Electronic Warfare Collateral Damage Land Battleship Present Day Drone Threat Ghosts High Level Promotional Campaign 8 Minutes of Clean Gameplay TL;DR Closing About Spoilers This article is being typed in a way that does not prioritize revealing new plot points of the story that have been shown in June 2026 gameplay videos. At most some new names of locations, vehicles and organizations will be mentioned for context. Ace Combat Online Multiple versions of the game were offered for pre-order. Details about different editions of the game and their digital and physical merchandise offerings to entice people to buy early were published. The Deluxe Edition Trailer provided multiple important revelations about the online multiplayer for AC8. Referred to as “Ace Combat Online”, the Steam sales page refers to it as “the most expansive multiplayer experience in franchise history”. The trailer describes this as a game mode where players will be “cooperating with and competing against players from around the world.” It sounds like it is not the basic player vs. player (PVP) offerings that center themselves on two or three game modes. Co-operative play game modes have been referred to a few times as well. Players are able to create customizable character avatars with design options you would expect to see in something like Monster Hunter. Besides clothing, the bodies of the avatar can be edited. There are at least nine options that include body type, hair color, skin color, facial hair, scars and moles, etc. Ace Combat Online avatar creation. Screenshots show groups of these avatars posing in various positions in different settings. Sales pages also mention exploring an air base with these avatars. With up to eight avatars shown, this matches up with previous information about AC8’s multiplayer supporting up to 8 players per lobby. A lobby of player avatars. Pre-order items and Battle Pass downloadable content related to Ace Combat Online include being able to “skip ahead 30 levels”, cosmetics for aircraft and cosmetics for player avatars. The FAQ section on the official Bandai Namco webpage for the game answers questions related to downloadable content, chance based purchases and loot box mechanics and gameplay enhancing items. We recommend reading them yourself, but in short: there are no paid loot boxes or randomized paid rewards. Players can view all available content and rewards before making a purchase. There are no plans to include consumable items in the game. All of that is good news for Ace Combat Online so far. Let’s hope they keep it up. The minds of many people will rush back to the multiplayer of Ace Combat Infinity (2014). To date that game still has the largest online multiplayer experience. Even its free-to-play model which required players to purchase consumable items to play for long periods of time has not stopped a large swath of fans continue to pine for it after the game’s closure in 2018. Some fans were so driven a recent unofficial revival project was able to regain access to single player and multiplayer online game modes through the use of open source tools. Ace Combat 8 has “big shoes to fill” in this aspect. I am eager to see how Ace Combat Online lands in all of this. Cross-Platform Longevity Part of Ace Combat 8’s longevity relies not only on the game being for sale on as many platforms as possible, but on its cross-platform functionality; the ability for players on all platforms to play together. Ace Combat 7 (2019) struggled with multiplayer activity about a year and a half after launch. As time goes on and games age, player populations can naturally decline, but in this case the player population being separated between PC, PlayStation 4 and the Xbox One and the limited offerings of its multiplayer game modes were the main culprit. AC8 being cross platform capable greatly increases the longevity of its multiplayer no matter what Ace Combat Online ultimately becomes. This is a smart move. F-14D Super Tomcat preparing for takeoff from an aircraft carrier. Ace Combat Zero Port A bonus for pre-ordering Ace Combat 8 is a digital copy of Ace Combat Zero (2006). This fan favorite game is frequently referred to as a part of the “Holy Trinity” of Ace Combat games released on the Sony PlayStation 2, which formed the backbone of what the Ace Combat series is today. Ace Combat 7 did something similar with a preorder bonus being a digital copy of Ace Combat 5. To be clear, these are not full-fledged remakes like how Final Fantasy VII has had in recent years. These are slightly updated versions of the original games from the 2000s. Being able to play native versions of these PlayStation 2 games is a solid hit of nostalgia and a way for an all new audience to experience retro Ace Combat titles. For people that do most of their gaming on game consoles this is the most accessible way to play these older games without needing personal computer based emulators. Return of Ace Squadrons Speaking of Ace Combat Zero, an aesthetic that the fan base loved first started in this Sony PlayStation 2 game. These were battles with notable squadrons of enemy aircraft appearing to challenge the player. Something akin to a mid-level boss fight. Higher skilled enemies with custom made aircraft liveries that have unique personalities, special dialogue, identifiable squadron numbers and their flight patches are displayed. They are introduced with brief cutscenes. Usually each ace squadron has some sort of specific fighting style as well, making the battles higher stakes than fighting the usual faceless enemies. One of many enemy Ace squadrons in the game. This is a deeply Ace Combat coded tradition that feels good to see back in action. The aesthetic of the introduction cutscenes is not vital to gameplay in the grand scheme of things, but it feels familiar and meant to be here. Series “Cherry Picking” I noticed that a myriad of features from past Ace Combat games have found themselves back into Ace Combat 8 in one form of another. While searching to see what else was being reintroduced, a PC Gamer article from a writer that attended a preview event has a few quotes from Kazutoki Kono, Ace Combat Brand Director. These helped shed light on the mindset of the Project Aces development team. While reading a comment from Kono about the reintroduction of an Ace Combat 6 game mechanic where players recapture airfields to land and resupply their aircraft mid-mission, my eyes came upon a much more important comment. Quoting Kono below: “Ace Combat 8 marking the 30th anniversary, we took this opportunity to look back and cherry pick the good elements that stood out and adapt them into this version." Ace Combat 8 feels both new and deeply familiar in many aspects. Some things we here on Skyward Flight Media have voiced concerns about, others we have praised for returning to form. The development team making it a point to go back and reincorporate as many of the “good elements” - most likely meaning the most requested and still talked about parts of past games - helps clarify their decision-making process. This seemingly passing comment from the Ace Combat Brand Director shows that they have been paying attention to what their fan base has been saying over all these years. Aircraft Technology Tree At this time I do not have a lot to say about the aircraft technology tree beyond what is already known. Thus far the aircraft roster has a decent amount of overlap with the selection from Ace Combat 7. With the A-6E Intruder and EA-6B Prowler confirmed, it does seem like there may be a few unusual aircraft added. We had hoped for the development team to have been successful in its efforts to get the licensing for Chinese and Korean manufacturers of combat aircraft, but this was unsuccessful for various reasons. EA-6B Prowler. Aviation Geek Aesthetics Some minor details about flying aircraft in Ace Combat 8 are the types of things that only aircraft enthusiasts would appreciate. First, as aircraft are frequently used they visibly get dirty. Dark spots and streaks gather across all surfaces of the aircraft. While players deliberate their aircraft and weapon selections they can also choose to have the aircraft cleaned and returned to its most near-factory mint condition. Second, there are a high volume of aircraft liveries available in the game. Many of them are customizable with vibrant colors and interesting camouflage as a base. Assuming this level of aircraft customization at least follows the the same offerings the last game had, players should also be able to add custom tail codes, logos and other designators. This is something that would go over particularly well in how players express themselves in Ace Combat Online. Finally, there are optional external fuel tanks / drop tanks. Normally these extend the flight ranges of real world aircraft by providing more fuel to burn while in flight. In a series like Ace Combat they do not mean much. With there being no real threat of aircraft running out of fuel, these drop tanks can be equipped purely for visual flair. They can also be jettisoned in combat by long pressing the special weapon select button. Ace Combat 7 (2019) officially introduced this functionality with its TOP GUN: Maverick Aircraft Set downloadable content set. Players who modded their PC versions of the game are able to expand which aircraft can carry these fuel tanks and jettison those as well. Story Related Aircraft Restrictions Now this could be controversial. It is too early to call it for certain, but let’s discuss what we know. Something we have seen few others bring up has been discussed in a first impression video (timestamped) from Chloe, a game focused variety content creator. During their preview of the game, they saw two options in Free Mission - a game mode where players can play any mission at any time with any aircraft they’ve unlocked. The description of the Story Based mission option is telling: “Start a story-based mission from the aircraft carrier hangar. As in the story, only carrier aircraft can be used.” The description of the second option, With Obtained Aircraft, gives more information: “Starts a mission from a ground hangar. You can use any of the aircraft you have obtained. Some cinematic scenes have been omitted from this gameplay.” This feels kind of risky. There is a reason I feel like that. If aircraft are restricted during the single player campaign it would ensure consistency of setting, storytelling and all cinematics. Allegedly, Project Aces has created a 25-hour long story this time around with players operating from an old aircraft carrier pressed into service by the crumbling Federation of Central Usea military in the face of an overwhelming invading enemy from the Republic of Sotoa. In this case the restriction would limiting users to only using aircraft carrier based fixed-wing fighters. This would protect the story’s presentation and keep all aircraft relevant to the story. In some official videos and content creator previews there are story related scenes showing the characters at land bases with aircraft in shelters. So, it is possible that players may still have the chance to fly land-based aircraft from time to time. But other screenshots from Bandai Namco could also be purely from Free Flight or Free Mission mode. Examples of aircraft launching from land bases. This makes me think back to a few Ace Combat games have dictated the player’s aircraft selection for story related reasons for varying periods of time. In Ace Combat 04 (2001), there was a chance for a minor cutscene to be missed if players were not flying an F-4E Phantom II with unguided bombs during mission 1. That is pretty minor, but that is a cutscene that can be omitted because of player aircraft selection. The first four missions of the Ace Combat 5 (2004) campaign restricted players to the starter aircraft to emulate the scenario of non-stop combat within the first days of a war breaking out. After that first set of missions players could fly any aircraft they unlocked for the rest of the story. Ace Combat: Assault Horizon (2011) tied groups of pre-selected aircraft to specific story related missions to allow for its storytelling to land correctly. In these situations, players could not use the entire aircraft roster or aircraft they unlocked. Historically this caused lasting mixed reactions. More information about the aircraft selection options of AC8’s single player campaign is needed before passing judgement, but this is noteworthy. I hope that if they do this again, they will emulate the approach of Ace Combat 5. During the early missions of the story where players are onboard the carrier aircraft are locked for that phase, but as the war progresses and land is retaken, new land air bases will open up the entire aircraft roster for the majority of the story. I am fingers-crossed about this one. Loyal Wingmen This isn’t just Tasha posting, hear me out (IYKYK). From the initial tranche of media, it is clear that the first-person point of view story driven narrative will bring players closer to their virtual wingmen than any of the past games have. An entire campaign of first-person point of view human level interactions like walking into briefing rooms, having lunch together, optional discussions between missions and so on is the type of stuff that really builds lasting attachments to characters. Sure, Ace Combat: Assault Horizon (2011) did something similar for a handful of cutscenes, but the nature of those cutscenes seems different from what Ace Combat 8 is doing. Radio chatter during combat is one thing, a few minutes of cutscenes showing the characters interacting with each other is another. Though even in some of the missions that have been previewed, members of the player’s flight have personal connections to enemy units that were recently allies. Another member of the flight shows calm hesitation in being pressed into a war and sometimes speaks out loud the process of preparing an aircraft for combat as a way to get themselves into the mindset for battle. Project Aces has mentioned that AC8 may have the most voice acting within it compared to past titles. Perhaps more interpersonal details can be found there. Allied characters from Ace Combat 8. The single player campaign of Ace Combat 8: Wings of Theve allegedly being 25 hours long makes me think of games like the Metal Gear Solid series. Plenty of gameplay and long storytelling sequences. Equal parts playing a game and watching a movie. Series sweetheart Ace Combat 5 (2004) is remembered for this fondly as its campaign did feel like more of a linear movie with heavy focus on story telling. We are interested in seeing how a flight shooter can have such a long story without falling into a cycle where the mission variety compared to frequency of cutscenes needs to be in a fine balance to avoid feeling like the experience is dragging a bit. Wingman Commands “Somehow, the Unsung War Returned”. Speaking of Ace Combat 5, gameplay footage has confirmed that the wingmen management system within Ace Combat 8 is one of the most detailed attempts at it within the series history. It arguably has even more utility than its direct progenitor, Ace Combat 5. Returning players would be quick to recognize the signs of the wingman aircraft purchase system signified by the little number (4) next to each aircraft: Calling back to and expanding the system introduced in Ace Combat 5, AC8 allows players to select the aircraft and weaponry their three wingmen fly per mission. Coupled with the ability for some aircraft to equip two special weapons (secondary weapons) alongside the default aircraft gun and Standard Missiles, the flight of four aircraft can carry diverse capabilities. To support the player’s own efforts, other aircraft in the flight could be configured in many ways. Depending on mission objectives, some wingmen can be configured to prioritize a specific weapon type while others carry a mixture. It is a great chance to make allied aircraft more combat effective than they have been in past games. With wingman commands now formally confirmed, we know that players can order aircraft in their flight to attack targets near them, defend the player, disperse to find their own targets and toggle whether or not they can use their special weapons. Wingman commands highlighted with yellow arrows. This flexibility comes with the requirement that the player purchases every aircraft and weapon first. If you are looking to steamroll missions with a flight of 5th generation fighters, you better have the credits for it! In the meantime, the flight will be using what has been purchased by the player. Expanded Electronic Warfare With the aircraft tech tree including somewhere between 30 to 40 aircraft split into roles like attacker, fighter and multirole, it is the dedicated Electronic Warfare category that gathers most of my interest. This is mainly because of how Ace Combat has portrayed electronic warfare throughout its history. A few videos have shown that the wingmen can equip both electronic counter measure pods to disrupt hostile guided weapons and electronic support measure pods to enhance allied guided weapon capabilities. EA-18G Growler EW aircraft (foreground, left) with jammer pods supporting an allied aircraft (background, right). Similar to the multiplayer lobbies of Ace Combat Infinity (2014) and Ace Combat 7 (2019), players having this type of area of effect electronic warfare on demand throughout an entire single player campaign sounds wonderful. Though, there is at least one funny anecdote from the preview event. The capabilities on a single aircraft with ESM and/or ECM were immensely powerful. Some players at a preview event equipped all of their computer wingmen with multiple ESM and ECM pods which had a significant impact on gameplay. This was something that allegedly not even the Project Aces developers had not expected. It sounds like there is a chance these systems may go through some adjustments before the game’s release later this year. Collateral Damage In AC8 the types of collateral damage that are possible has greatly increased. Chain reaction destruction is seen in a preview mission where unmarked fuel facilities in a military harbor can be destroyed by players. The subsequent fireballs destroyed anything within their range. Entire warships could be lost without dropping a bomb on them. The biggest form of collateral damage can be seen in battles against the Podarge; massive flying boat style transport aircraft seen in the game trailers. As players damage these aircraft pieces of their wings and fuselage break off. These tumbling pieces have a chance to strike other aircraft and knock them out of the sky. The wing of a Podarge (top left) striking a second Podarge (center, right). Other collateral damage can be seen when attacking ground targets. In a particular mission entire buildings collapse and affect how the mission proceeds. The undisputed king of buildings and aircraft being ripped apart continues to be Ace Combat: Assault Horizon (2011). This game made visceral destruction a core part of its identity. There were many set piece dogfight sequences that thrusted players between buildings at supersonic speeds ripping aircraft to shreds with guns and missiles while oil covered the player’s point of view. The slogan “Make Metal Bleed” still encapsulates the concept. Ace Combat 7 (2019) modestly brought some of this destruction back, but it seems like Ace Combat 8 will move the bar a bit higher in a more meaningful way. Land Battleship Every Ace Combat game has unbelievable, memorable super weapons. The types of vehicles and structures that define science fiction thrillers and as the fan base will tell you, Japanese animated series. From the end game flying fortress of Air Combat (1995) to the 350 meter long Scinfaxi-class ballistic missile submarines of Ace Combat 5 (2004) to the ultimate showdown of superweapons between an Arsenal Bird unmanned airborne aircraft carrier and the last railgun of spaceguard turret network Stonehenge in Ace Combat 7 (2019). These titan-like opponents are defining features of the series. In the previews for Ace Combat 8, the super weapon is not the Podarge transports that look similar to the massive airborne command cruisers and flying aircraft carriers dotted throughout the Ace Combat series. Players are instead being opposed by the Tarpan-class Land Battleship. Another first for this series. A Tarpan-class Land Battleship. In Ace Combat 8, these massive “warships” share a shape similar to the dreadnaughts from World War I and II. While on land the Land Battleships drive on massive continuous track treads, larger than many semi-trucks and buses, to push the attack further inland. According to specification data seen in a mission briefing, these Land Battleships are equipped with pump jets. A marine propulsion system widely used on naval vessels. This would mean that they can sail the oceans to reach land then deploy sets of tracks to go ashore. While on land the Land Battleships drive on massive continuous track treads, larger than many semi-trucks and buses, to push the attack further inland. The tops of these Land Battleships prominently feature triple barrel railgun turrets for massive barrages, smaller double barrel railguns for air defense, flak guns, surface-to-air missile launchers and close-in weapon systems. It is the type of unit that is perfectly suited for a series of “boss fight” style missions. If that isn't enough there are other amphibious warships like the Land AEGIS which act as escorts. Turrets of a Land Battleship turning to target incoming aircraft. Franchises are somewhat hard pressed to make such a lavish concept work without a little eyebrow raising. There have been older intellectual properties that have explored the land battleship concept. Video games like Sky Target (1995), Sidewinder F (2002) and Airforce Delta Strike (2004). The most recent high-profile example is Project Wingman (2019). The Land Battleship concept is outrageous enough to fit into an Ace Combat game, but only just so. Perhaps the decades of equally elaborate boss-style enemies has made this more palatable. I do not have any deep dislike for the Tarpan Class Land Battleships, they were just… completely unexpected! What a choice. Maybe what I am feeling is something like shock? Present Day Drone Threat As always the Project Aces team gives a mixture of sci-fi wonder weapons with strangely prescient present-day technology. While liberal deployment of railguns and directed energy weapons is something that is still nowhere near the level of the Ace Combat series, AC8 is introducing the latest real world airborne vehicles that have shaken up both civilian and military aviation. Anyone that has kept up with the state of aviation in armed conflicts knows that “drones” - unmanned aerial vehicles (UAVs) - have reshaped the concept of warfare. In the real world, since the first large-scale deployment of drones during the Nagorno-Karabakh War in 2020 and through conflicts still raging in 2026, UAVs have evolved and been embedded in every part of an armed conflict you can think of. From the size of traditional reconnaissance aircraft to palm-sized first-person view drones that can find a single soldier on the battlefield have reshaped decades of conventional warfare tactics. In Ace Combat, drones have mainly been represented by fixed-wing aircraft sized vehicles playing on the concept of unmanned aircraft eventually replacing human pilots. Something we have spoken about at length. Swarm Drones in action. According to in-game dialogue from AC8, Mission 09, each Land Battleship has 3D printing facilities built into them. They use raw materials to rapidly produce quadcopters, interceptor UAVs, and Swarm drones; insect-like clouds of small drones flying together as though they are swarms of insects. In game the Swarm drones can block incoming weapons to defend the Land Battleships and can damage player aircraft if they make physical contact with them. Quadcopter UAVs launch to attack land forces that attempt to get in close to the amphibious warships as well. In the real world, fighter-sized unmanned aircraft are only recently reaching technological capabilities to attempt the familiar dogfighting against drones we expect from Ace Combat. So, it's somewhat ironic that with the newest game coming to the Ace Combat series has only now adopted the most common form of drone warfare. Overall, this is good to see. Ghosts I’m sorry, what? Using surface level story information, it is well known that the player will be flying as a stand-in for the deceased Ace pilot named Jan “Rex” Cope. Also known as the Wings of Theve. As the player flies anonymously under the persona of the late ”Rex”, there are moments within gameplay where the ghostly voice of the deceased Jan Cope is commenting on the player's actions or and giving their thoughts on events as they happen. As though his ghost is sentient and will accompany the player throughout the war. Is this... haunted? Is this all just the protagonist character hallucinating? Could his ghost be bound to the helmet the protagonist wears? Two of the other Skyward FM staff members have made a few quips about “The Force” and Johnny Silverhand from Cyberpunk 2077. At this time there is not much of an explanation for this. Accepting the presence of Land Battleships is one thing, but ghosts? I'm not really sure what to make of this one but it feels odd. Very odd. Not too much of a fan of this concept at the moment. High Level Promotional Campaign The sudden cloud burst of media within the past few days is the result of Bandai-Namco fully executing a wide-reaching promotional campaign on the level of name brand first-person shooters and hero shooters. There are multiple parts of the strategy that came together to produce this outcome. Here are a few examples. This flurry of activity started with the Release Date Trailer at the Sony State of Play and the Deluxe Edition Trailer on June 2nd, 2026. On June 3rd a longer Walkthrough Trailer showed ample amounts of gameplay, game mechanics, character interactions and more. On June 4th, multiple content embargoes were lifted across a large amount of game news media outlets and content creators resulting in dozens upon dozens of videos of first impressions with video recorded from multiple First Look events in different countries. Picture from an AC8 preview event in France (Push Square) In France, Push Square wrote a journal about attending one of these events with many pictures and a video interview to provide visuals. As of the time this article has been posted, this is the most well documented trip to one of these preview events. In North America we know of at least two First Look events that had two different preview versions of the game. One was a press focused event and the other was an event in which a large group of select individuals were flown to Bandai Namco America headquarters in Los Angeles, California for an extended preview event. More details have been found sifting through publicly available video and social media posts. Variations between each preview build included different missions, some of them still protected by NDAs as of June 7th, 2026. There are also scattered reports of other quality of life features like complete controller remapping, options for third person chase camera point of view changes and similar settings. Details gathered from personal stories of people that attended mention exclusive merchandise, flight jackets, free airline flights and hotel stays in some cases. It is from these preview events that the current first impression videos with newly recorded gameplay footage came from. First Look Event 1. Los Angeles, California, USA. (Vinny - Vinesauce) While Bandai-Namco followed the common industry practice of providing news media outlets with early access to preview builds of the game, it is the new angle (for this series) of working with content creators on such a large-scale that is driving the buzz farther than company produced media is. The current social media and video streaming platform buzz can be traced back to programs that were announced in May 2026. These include efforts like the Ace Combat Flight Academy / Flight Club. This program leverages not only Bandai Namco Creator Collective resources but also Gamesight Inc., a performance marketing platform that leverages massive amounts of data to provide multiple solutions for their clients. These include CRM tooling to help their clients discover, target and activate the right influencers for titles. This company has worked with Bungie, Sega, Ubisoft, Capcom, Square Enix and many other familiar names within the video game industry. The creators involved come from around the world from various backgrounds using different media styles. From well-established variety streamers to devout multi-decade Ace Combat fanatics to short form content creators to virtual YouTubers. Examples of creators that joined the Flight Academy / Flight Club. Click their images to see their social media. Bandai Namco also used its other channels like their UNPAC Podcast which provided first look reactions from well-established variety content creators like Bricky, iijeriichoii and YongYea. They provide a fresh point of view not specifically tied to their long-term, consistent experience with Ace Combat while also, again, introducing the series to new audiences. UNPAC Podcast AC8 First Look ft. Bricky, iijeriichoii and YongYea. The breadth of exposure to new demographics for the Ace Combat series is staggering and highly effective. Every Ace Combat game has had the usual press run of news outlets providing online coverage and attending international game industry events. It is the direct interaction with the community of fans and content creators to further enhance promotion that is something that has not been consistent for the series until now. First Look Event 2, Los Angeles, California, USA. (Tucker) As I think back, the first notable engagement between Bandai Namco and the Ace Combat fan base would come with the run up to Ace Combat: Assault Horizon (2011). Two Bandai Namco representatives worked with Ben “Sinner101GR” Strauss at E3 2011 to preview the game, conduct interviews and give the perspective of a day one Ace Combat fan towards the upcoming game. He was a notable figure within AceCombatSkies.com, a substantial Ace Combat focused English language internet forum at the time that had been a core of online activity for over 10 years. The reception of that game years after its release stunted future official company-to-community promotional interactions, though that was not a fault of the promotional events themselves. Ace Combat 7: Skies Unknown (2019), the game credited with fully reviving the Ace Combat Series, had a higher degree of social media promotion and interaction with the international fan community in 2018 and 2019. Engagement with online social media groups and notable individual content creators that were already well versed in the Ace Combat series was their primary strategy. My perspective as a part of one of these experiences is well documented during PAX South 2019 for the premiere of Ace Combat 7 during its launch weekend which included live dogfighting tournaments. However, none of that compares to the now masterclass promotion that Ace Combat 8: Wings of Theve is currently putting on display. 8 Minutes of Clean Gameplay We mentioned not going too hard into spoiler territory and we mean it. If you want to check out some clean gameplay by an experienced player with no commentary, no mission briefings, from a mission early in the campaign that does not reveal too much, I believe this video by VGC - Video Games Chronicles is one of the best examples. TL;DR If you are here for something like fast facts and or a concise overview, we have suggestions for you. First, skip the recent cinematic trailers and just go straight into the Walkthrough Trailer for a solid overview of how Ace Combat 8 will work and the Deluxe Trailer for information on pre-orders and multiplayer. For other detailed information about Ace Combat 8: Wings of Theve as always we recommend keeping an eye on the Ace Combat Wiki at wiki.gg (not wikia) as information is verified and documented. Closing Thoughts: Awaiting Further June Updates It is going to be a long month for fans of the Ace Combat series. Even as this article has been published, new announcements for giveaways to attend events are happening. Who knows what new details will be revealed by the ongoing coordinated promotional media campaign as well? The chances this article could receive minor updates throughout this month is very possible. I and the rest of the Skyward Flight Media team are eagerly awaiting the release of Ace Combat 8: Wings of Theve on October 2nd, 2026. Some of us already have our pre-orders locked in and ready. No matter the positive, negative, questionable or triumphant decisions made in relation to this game, we will continue to provide our opinions grounded in our experience with this series as we eagerly await to see what the next step in such a long-standing series is. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- FSExpo 2026: New Combat Arena Details
New details about the largest display of military aviation in Flight Sim Expo's history Still considering tickets to FlightSimExpo 2026? Use our affiliate link! I feel like people are sleeping on what is about to happen at FlightSimExpo (FSExpo) this year. It seems like it is going completely unnoticed. As someone that has covered the expo for six years and has kept up with similar industry events, I feel driven to put more spotlight on the upcoming Combat Arena at FlightSimExpo 2026. Even more so after getting some exclusive information about the layout of this new event following a voice and video call with the CEO of Grinnelli Designs just a few days ago. General Aviation Focus In North America, FSExpo is the flight simulation event for the industry. With its first event in the year 2018, the expo has continued onward while growing exponentially every year. In less than a decade, this event has become one of the largest flight simulation focused events in the industry. I have been fortunate enough to cover the expo since 2021 as a Media Partner with Skyward Flight Media for both online only coverage and in person coverage. Seeing the event change and grow from though computer screens and from the convention floor has been an experience. Something that is obvious even for first time viewers is that FlightSimExpo is an event that is centered on General Aviation. A majority of the companies there specialize in hardware, software and information related to General Aviation. This is understandable as it is the most widely used form of aviation everyone is familiar with. Civilian or government controlled, non-combat aircraft that connect people around the world, take on thrilling sightseeing adventures, provide lifesaving services, support the global economy, maintain national infrastructure, mitigate natural disasters and so forth. FSExpo is a great place to try full size 1:1 flight deck simulators for widebody airliners, go hands on with highly specialized hardware like Tiller systems and try out highly detailed simulators built around virtual reality headsets. Military Aviation Representation Military aviation has primarily been represented by hardware manufactures producing hands on throttle and stick control systems, up front controllers, multifunction displays and similar hardware needed to enhance the experience of flying simulated combat aircraft. Developers of virtual combat aircraft team up with these manufactures to provide their simulators combined with simpits mainly using that manufacture's hardware to give expo attendees a chance to try out high level simulation of a high-fidelity military aircraft. In recent memory, at FSExpo 2025 manufacturer WINCTRL (formerly in WinWing) and Eagle Dynamics partnered together to preview the Eagle Dynamics MiG-29A Fulcrum for Digital Combat Simulator using a simulator in the WINCTRL booth. Similarly, the Aerovector Jet Team was present at the Thrustmaster booth even letting a few convention goers fly their exclusive Boeing–Saab T-7 Red Hawk advanced jet trainer. Aerovector Jet Team T-7 Red Hawk at the Thrustmaster booth (FSExpo 2025). WinWing simpits with Eagle Dynamics demonstrating the F-16CM and MiG-29A preview. (FSExpo 2025). There are also cases of vendors being standalone companies that are presenting their own combat simulators to the public, like Combat Pilot by Entropy.Aero and Scramble: Battle of Britain by Slitherine Games did last year. Combat Pilot booth with two simpits (FSExpo 2025). The Grinnelli Designs booth at FSExpo 2025 was extremely notable as it was a booth steeped in a military aviation theme with real world artifacts with a virtual reality capable flight sim rig showing a preview version of their upcoming F-100D Super Sabre. Attendees could hop into the simulator and fly a few short scenarios. This was one of the first large scale booths focused on combat aircraft not under a partnership with a hardware manufacturer. The Combat Arena The impact of the Grinnelli Designs booth must have been more impactful than many expected as a new effort to create a unique space for military aviation at FlightSimExpo 2026 has been well under way. The Combat Arena was first announced in a FSExpo press release on February 26th, 2026. Joe Grinnelli, CEO of Grinnelli Designs (GD), gave a statement in that press release: “In partnership with industry leaders who share our passion for aviation and immersive simulation, we’re planning a dynamic lineup of events designed to engage and excite attendees throughout the weekend." [...] “Highlights include a head-to-head air combat competition, team operations, airshow-style performances, and more—with great prizes available to be won.” This immediately piqued my interest. As I waited for more information about this event to be made public, an opportunity to ask questions about it directly was presented while Skyward Flight Media gained access to a preview build of the F-100D Super Sabre for Digital Combat Simulator by Grinnelli Designs. While in a voice call with the GD development team on May 29th, 2026, Joe Grinnelli was kind enough to show the initial build of what the combat arena will look like. Both in some simple 3D images and by showing us live video from the GD Workshop. While I cannot show any screenshots or video from that preview, I can describe what I saw, what was discussed and my thoughts on it all. FSExpo 2026 floor plan. Click to see webpage. Using the floorplan for FSExpo 2026, it is not an exaggeration to say that the Combat Arena is central to the expo. It is quite literally in the middle of the expo floor. If I had to describe the overall look of the Combat Arena, I would say it is the GD 2025 booth scaled up quite a bit. Camouflage netting, military themed furnishings, half scale models of AIM-9 Sidewinders hanging from the camouflage canopy, museum style artifacts related to the Super Sabre, new merchandise and similar items. Of the newer additions mentioned a physical barrage balloon filled with helium is also going to be tethered to the booth for an extra bit of flavor. Grinnelli Designs FlightSimExpo 2025 booth. Not completely representative of the Combat Arena at FSExpo 2026. The core of the Combat Arena is four simpits split into pairs by a central dividing wall. There are two simpits on each side of the wall. The dividing wall itself holds computers designed by DarkFusion Systems for the simpits, has mounted screens and smoke machines. As players eject or are shot down while flying in the simulators, the smoke machines will activate firing bursts of smoke to coincide with the action. The GD team put together some custom code to make all of that happen. I was unable to take stock of what exactly was going to be seen in the museum style pieces that are being brought to the expo this year, but it did look like there were new artifacts to fill out the booth and increase the atmosphere of the location. Alongside sessions for people to fly single ship to just try out aircraft, there are scenarios planned for player vs. player matches and cooperative gameplay scenarios. When I hear "team operations" my mind immediately thinks of player vs environment style missions. Like up to four players working together to survive in a dogfight against many NPC aircraft or a Wild Weasel style mission where multiple F-100Ds work together to find, fix and suppress a surface-to-air missile site. I do not have any information on which aircraft may or may not be available or what the combat scenarios are, but it is only natural to assume the Super Sabre will be there during such an important weekend. F-100D attacking a SA-3 Goa SAM site. The Grinnelli Designs team has prepared trophies to be used for different achievements. While not stated specifically during our call, most likely a scenario like someone who won a dogfighting tournament receives a trophy to take home. The size of the trophies varied with the larger one being about the same height as the average cordless drill. When I asked about the airshow-style performances I immediately assumed that the Aero Vector Jet Team would be involved due to the proximity of the Thrustmaster booth and some other minor details I know of. I was surprised to hear that the GD team themselves has a plan to fly air demonstrations. Even in the online virtual airshow circuit that has existed for quite some time, it is unusual to have the developers themselves fly airshow routines. That is definitely something to look forward to. Who exactly the mentioned "industry leaders" partnering together the make the Combat Arena possible has not been confirmed in publicly accessible information yet, but with big names like Moza, Thrustmaster and WINCTRL there you can bet the hardware quality is going to be good. Joe Grinnelli will personally be driving a box truck full of all equipment needed for the Combat Arena from the company's workshop to FlightSimExpo. It doesn't get more personal than that! The Combat Arena at FlightSimExpo 2026 is going to be quite the sight to see. There is a great chance that this arena could inspire some sort of reoccurring section of FSExpo going forward which would provide an even higher level of military aviation being a permanent fixture at the event. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- Pimax: Two Sides of VRChat
Our introduction to Pimax comes in a place where every setting is possible. What better place to start? See the bottom of this article for information about our Pimax Collaboration. Early User Adjustment Period As Skyward Flight Media starts our collaboration with Pimax utilizing the Pimax Crystal Super Ultrawide (PCS Ultrawide) we immediately slide into the classic adjustment period that comes with any new piece of hardware. Whether it is calibrating a new head tracking software or mapping controls on a brand new throttle quadrant, there are always those initial teething issues. No matter the quality of the device, it is just a natural human part of getting a new product you know? You have to learn it a bit. Skyward staff member “KOSMOS” is the user of the headset throughout this collab. He has owned a Valve Index with Base Stations since January 2022 and is very much used to everything about it. Adjusting to a different VR headset after so many years has been a notable part of the experience. It is not that the PCS Ultrawide is too complicated to set up to start playing. Between the instructions provided within the packaging and the all-important Pimax Play software designed to support Pimax virtual reality headsets, installation is about as straightforward as it can get if you follow the prompts. Pimax Play software screenshots. For a standard user, they can probably get started playing VR games within 30 minutes of getting the headset plugged in and the installer wizard completing installation. There is little extra adjustment that needs to be done to experience the staggering high-quality display of a Pimax Crystal series headset that cannot be done within the Pimax Play software. The Challenge of Recording in Ultra Wide In terms of content creation, there has been one consistent hurdle throughout this process: recording in ultra wide in a way that shows visual clarity and wide field of view (FOV). The Pimax Crystal Super Ultrawide has a 140° horizontal field of view with eye tracking based dynamic foveated rendering. KOSMOS has said multiple times that the headset’s clarity is so good he can read the small text on walls up to twice the distance away from where he normally would. While the human eye can take all this in and appraise the experience, we were not expecting the process of trying to portray the experience with video recording to be such a hurdle. Even in the most frequently viewed tutorials for recording in wide screen there are mentions of using a multitude of software cobbled together with OBS extensions and what not. That or accepting compromises where a video recording is only done from a single eye for the sake of prioritizing visual fidelity while sacrificing the wide FOV that defines the PCS Ultrawide. In the year 2026, where wide aspect ratio monitors have existed since the late 2000s, there does not seem to be an easy to use “out of the box” solution for recording in these immersive FOVs. This isn’t even a Pimax specific thing - it seems to be more of a general state of technology around wide screens sort of thing. Both flatscreen and in virtual reality. Be that as it may, we still wanted to try to capture the FOV first and foremost. We recalled the old ‘Oculus Mirror method’ and set out to reproduce that method. Using the Display VR View function in Steam, we were able to output a standalone window to show as much of the FOV the user sees as possible from both eyes at once. This recording method requires that one eye be the dominant eye for recording. The media we captured does show a partially unblended area close to the left side of the screen - or near the left eye. Even in this configuration the full 140-degree FOV is not completely captured, but enough of the FOV is made available to more accurately demonstrate just how much the user sees. Why VRChat? We immediately loaded up as many games as possible to find the right settings for playing and recording with the PCS Ultrawide. Admittedly, we started to get a bit lost in trying to make some type of elaborate list of ideal settings. Instead of that, we decided to settle on one title to start with. To familiarize ourselves with the process of making performance related adjustments and figuring out what our minimums and maximums are while learning how to utilize the Pimax Play software. VRChat players listening to a briefing before a flight world playtest. (Non-VR desktop screenshot) The most notable part of VRChat as a platform is the overwhelming variety of experiences you can have. While we are known for coverage of VRChat Aviation, we are not always just flying high and fast every time we log on. We spend a decent amount of time on the ground or at sea or in space or in liminal spaces… well you get the idea. We just do not normally talk about them here. This time around we have decided to choose a mixture of visually stunning “static” worlds with no vehicles and a few flight worlds to introduce ourselves to the new wide FOV while in flight. There are very few places outside of VRChat that you can do this without having to load up a few different games. Side 1: Fine Tuning in Lavish Landscapes VRChat is primarily known for its social hub experiences and game worlds. Evenings of chatting up random people from around the planet in The Great Pug or just committing to the latest platform wide viral hit game like FISH! was recently (over 20,000 fish, gotta catch’em all). Then there are places that, let us call them the “Power Users” of VRChat, go to express themselves. People who invest time and money to create their own custom avatars and or personas to represent themselves as one-of-a-kind individuals. These are often referred to as “Photography Worlds”. Unlike the light weight file size Worlds designed to provide a decent experience that can be accessible on standalone devices like a Meta Quest 3 without PC connection, these worlds prioritize graphics over accessibility and file size. Expect to download hundreds of megabytes just to look good in bespoke scenery! Between recording in such a wide FOV and the heavy computing load of these worlds at higher graphical settings, there were some that had noticeable hitching even while walking. This gave us a chance to further fine tune things specifically for VRChat. What is not shown in the media above is KOSMOS’ executable of VRChat crashing due to Skyward staff requests to crank up various in-game settings to maximum just to see what would happen. As we said earlier, just trying to find out what our maximum performance settings are. After a restart into VRChat desktop mode to adjust settings to our now established parameters, it was time to get into world hopping to see what the Pimax Crystal Super Ultrawide could really do. Taking time to walk through Photography worlds with a standard VR headset is one thing, but doing so with the wide FOV changes the experience. Something akin to going from observing a single painting on an easel to viewing an entire section of an art gallery at once with enough clarity to notice all their fine details. Seeing more of the landscape all at once further pulls the experience together. Side 2: A New View of VRCAviation From casually buzzing around the newly uploaded and recently updated flight worlds to helping organize flight community wide events like the recent Flight Hop, we do a lot of flying in VRChat. Instead of flying straight into a full instance of player vs. player fire breathers in one of the more popular worlds, we chose to gather the Skyward team together for a few private sessions in other places. ‘KOSMOS’ is one of Skyward’s most consistent airshow pilots since February 2022. He and some of our other staff members have flown airshow routines, timed performances to music and learned how to maximum perform aircraft in as little as one week as a part of the Black Aces demonstration team. Admittedly, it has been a while since we have done some precision flying like that. It was good to get back to the basics. Now with a much wider FOV. From World War II warbirds to flight sim lite modeled F-14A Tomcats. From spending some quality time with our original design aircraft and worlds to deep space mining operations in an asteroid field. At the end of our first Pimax focused sessions we asked KOSMOS how he was feeling about his first flights with the ultrawide field of view: “In VRChat, the wide FOV in turn causes more to be rendered at all times. It can be resource intensive and cause noticeable overall lower FPS while in photography heavy worlds. VRChat is known for being rather resource intensive in general with worlds and loading player avatars. Following the standard practices to manage graphics quality within VRChat per user experience should be followed as always. During the initial testing we intentionally increased graphics settings in VRChat to levels I do not normally use. Adjusting VRChat’s graphics down to my usual setting range recovered some frames." "Generally the FPS I had flying around VRChat flight worlds were between 30 to 50 frames. There was not enough hitching in most of the places we were flying in to make the experience unusable or enjoyable. During flight the wide FOV was great for monitoring flight instruments and general situational awareness improvements. It got me back into formation flying a bit faster, but I’m still adjusting to the design of the controllers that come with the Pimax headset." "I’m interested in seeing how the wider FOV will perform in a standard flight simulator that manages graphics resources differently while I am using my physical flight simulation gear with the PCS Ultrawide.“ Next Article: Pure Flight Simulation The next article in our Pimax collaboration series will focus on a well-known flight simulator focusing on more traditional flight simulation situations where pilotage and situational awareness and key to success. See you in June 2026! Collaboration and Review Information Affiliate Links During the agreed upon review period Pimax has provided Skyward Flight Media with referral links and coupon code. For the Pimax Website For the Pimax Crystal Light For the Pimax Crystal Super For the Pimax Crystal Super Sony Micro OLED For the Pimax Dream Air Discount Code: SKY25 For Dream Air ($25 USD OFF) Discount Code: SKY For All Headsets (2% OFF) with free $150 Accessories Voucher. Offer ends June 10th, 2026 Pimax Collaboration Pimax provided Skyward Flight Media with one Pimax Crystal Super Ultrawide virtual reality headset with the intention to create content and review this product. A key part of this agreement is that any content created should be a fair and unbiased representation of the product. See our webpage dedicated to this collaboration for full details, all content and affiliate links. Reviewer Background "KOSMOS" is a Skyward FM staff member that has owned or used multiple virtual reality headsets since 2017. These include the Oculus CV1, Oculus Rift S, Meta Quest 2, Bigscreen Beyond 2 and Valve Index. His key PC specs include: Intel i9-14900KF CPU, NVIDIA GeForce RTX 4090 and 64 GB of RAM. Microsoft Windows 11. Article Format Skyward FM will write about one game/simulator per Pimax collaboration article. Besides the main focus of the article we will also discuss one or two Pimax hardware or software related points as a part of our long-term use case series.
- VTOL VR F-5 Tiger Mod: What a Treat!
If there is something that has been very clear about VTOL VR, and that it's the fact that there has been an increase of high-quality modded aircraft, with the F-16, A-10 and F-22 being released not that long ago to extremely good reception. Now, the most expected mod for VTOL VR has launched and it has changed my perspective of what I think is possible within the game: The F-5 Tiger by REDFOR Studios. This mod marks a before and after for VTOL VR modding, so, let's talk about it! 3D ART AND SYSTEMS What sets this mod apart the most is its art and presentation. The main model has been immaculately made, with most of its cockpit layout and internal model being mostly based on the real F-5E layout, with some liberties taken to allow the installation of MFDs and basic VTOL VR system functionality. The textures are excellent, and the mesh fits right in within the game's art style, but with a bit more polish than usual. All the animations are done excellently, with some extra things added in not only for their coolness factor. One such example are the air deflectors that are, on themselves, a part of the very cool and iconic M39 cannon two-stage trigger system that the developers have added. It's clear that the devs poured their heart and soul into the model and its animations, not to mention the exceedingly awesome liveries made available by the developers. FLIGHT DYNAMICS AND CONTROLS The Tiger feels pretty nice to fly, and, according to the manual provided with the mod, its flight characteristics are pretty damn good. I did notice that when the airbrakes are active you get a slight nose-up attitude, which is not accurate to the real F-5E which gets an induced nose-down attitude when the boards are active. Small nitpicking aside, the flight model is excellent and some of the best work I have seen in VTOL VR. Now, when it comes to controls it uses a center-stick set up that requires full hand movements instead of a wrist-centered movement. This means that for easily obscured inside-out setups such as those present on headsets such as the Quests or even the Pimax Crystal, this leads to erratic control inputs when the controllers no longer track properly. The workaround is to enable the back-up side stick, but this is a bit on the clunky side. ARMAMENT I will just say that this plane was made into a much more capable version of the F-5. It has the ability to launch Sparrows, Mavericks, and it can even carry the Penguin missile. There is a plethora of missions you can do, but do mind your limited fuel capacity and the fact that the Mavericks are laser-guided only, and that you are unable to do many solo missions. You will have to rely on squadron tactics with your friends to get it done JUST GO FLY IT! Everything I said, the plethora of good things and the small amount of bad things, all of those are FREE for you to experience for yourself. Go download the mod, fly it and support the developers giving us aircraft like this. God only knows we need more of them. About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord: Cubeboy
- Pimax-Skyward Collaboration 2026
The formal beginning of a long-term collaboration Starting in May 2026, Pimax and Skyward Flight Media have entered a content creation focused collaboration. Following a conversation about how Skyward could approach a potential product review, Pimax offered an opportunity to review one of their high-resolution virtual reality headsets. The Headset Skyward selected the Pimax Crystal Super Ultrawide virtual reality headset for review. Our reasoning for this was primarily driven by aviation related interests. With Pimax headsets known to have high pixel density and resolution per eye, we selected the ultra-wide variant using the logic of increased field of view is more beneficial for situational awareness in aviation. The wider the field of view at higher clarity the better the ability to read aircraft instruments, visually scan from the cockpit for other aircraft or pop up threats and enjoy the finest of details from as small as scratches in a front dash to the types of breathtaking views that often can only be seen from the air. Our Method Rather than immediately jump into a high intensity rapid testing period to produce a specification heavy review in less than a month, Skyward proposed something that would push this beyond a short-term venture. We created a long-term content creation plan based on a few factors specific to our organization: Long-Term Use Case: We know that virtual reality headsets are a serious financial commitment. The best way to review a product like this is to use it for an extended period of time to get the true ownership experience. Quick benchmark focused reviews focused on specifications are useful, but they also do not represent the realities of day-by-day ownership. We hope to show that in our series. Content Variety: A staple of our identity is that we have a wide variety of titles we fly in. We plan to use the Pimax VR headset as a part of our standard content creation and flight experiences throughout the collaboration period. This falls in line with Long-Term Use Case model. There is not better way to test a product than take it everywhere we can with us. The Demographic: A member of the Skyward staff, known by the screen name “KOSMOS”, has owned various virtual reality headsets and advocated for others to purchase them. In January 2022, he purchased a Valve Index and grew to greatly appreciate its high quality. In 2026, he began to search for his next VR headset. The offer to review a Pimax unit this year came as pure coincidence. This gives the content that we make with the headset the point of view of someone that is an experienced VR user who has had multiple headsets and is in the market to purchase a new high-end device. Going forward we plan to produce an article per flight simulator from a list of titles Skyward put together itself using the Pimax provided headset. Each article will contain information about setting up the headset for that title, media recorded with the headset and feedback from ‘KOSMOS’ while Skyward continues its usual content creation process. Ultimately this will lead to a formal review of the headset from the point of view of a user that has used it for an extended period of time across a variety of flight games and simulators. Collaboration Disclosure A key part of this agreement between Pimax and Skyward Flight Media is that any content created should be a fair and unbiased representation of the Pimax product. Pimax fully respects the opinion and recommendations regarding the tested product from Skyward Flight Media. Content created using the provided virtual reality headset will be seen on official Skyward Flight Media social media accounts and website. This content can also be used by Pimax on their social media channels and website. Banners on our website link to a webpage where all articles, disclosures and links related to this collaboration are gathered for easy access. Each article produced will also make note that it is a part of this collaboration series. Affiliate Links and Codes Skyward Flight Media has also been provided with various affiliate links and coupon codes. Some of them are time sensitive. For the Pimax Website For the Pimax Crystal Light For the Pimax Crystal Super For the Pimax Crystal Super Sony Micro OLED For the Pimax Dream Air Discount Code: SKY25 For Dream Air ($25 USD OFF) Discount Code: SKY For All Headsets (2% OFF) with free $150 Accessories Voucher. Offer ends June 10th, 2026. Example of cart with SKY discount code with accessory bundle. While on the public side of things this announcement is brand new, we have been in discussions with Pimax for weeks now leading up to this point. Throughout the process Pimax has been supportive of our creative method and is interested in seeing how Skyward Flight Media will approach this with no requirements on how content should be produced upon us. Our first article in the series is coming up in a few days. Keep an eye out for it! Aaron “Ribbon-Blue” Mendoza Skyward Flight Media LLC Co-Founder
- Grinnelli Designs: Living F-100D
The most accurately modeled aircraft in DCS? The F-100D Super Sabre in development by Grinnelli Designs (GD) is shaping up to be the most accurate representation of "The Hun" on any simulation platform. Though, it may also be one of the most accurate representations of an aircraft in Digital Combat Simulator thanks to a unique angle other developers have not had access to, and new development tools created by the team itself. In our first article about this aircraft and its developer, we spoke at length about things seen in its pre-order trailer, how this aircraft was promoted over the last two years and a few points about the internal systems of the F-100D modified to Project High Wire standard. We continue the series by discussing some of the newer information released since then and more thoughts on where the Super Sabre would most likely thrive within Digital Combat Simulator's online community. Soundtrack Release The last leg of the promotional push for the F-100D Super Sabre certainly has been active. So active that right before this article was posted, Grinnelli Designs released the official soundtrack accompanying the F-100D Super Sabre module on YouTube. On social media the album is being released track by track, hour by hour on May 23rd, 2026. The developer's YouTube Channel also has the full album available for listening. The soundtrack is titled "Death or Glory". All 10 tracks on the album were composed and performed by Dark Twin Productions in cooperation with Grinnelli Designs. The album is described as capturing the "raw energy and danger of the Super Sabre, a fighter born from an era where speed was survival and war was hell." Without a doubt this is a true Heavy Metal album; an appropriate music genre for what they are trying to portray. We're big fans of the track "YGBSM". Rock out as the article continues: Track 5 from the "Death or Glory" album. Active Aircraft Access The general standard for aircraft in Digital Combat Simulator is that they aspire to be some of the most accurate virtual representations of combat aircraft possible. There is a certain level of declassified documentation, technical data and licensing agreements that need to be cleared. Subject matter experts (SME) for both maintaining and operating the aircraft are needed to fine tune the details only those that have handled aircraft in military service would know. Thousands of photos showing the fine details of aircraft and 3D scans of museum aircraft to ensure the 3D model of the DCS World representation of the aircraft are also a must have. The Grinnelli Designs' F-100D Super Sabre certainly checks off all of these boxes, but their ability to access civilian owned aircraft is a massive boon. In 2024, the GD team traveled across the United States of America to meet various organizations to gather data on the F-100D. From Georgia to Indiana, Ohio and Texas. Working with the Collings Foundation, the Museum of Aviation and a still flying Super Sabre under the custodianship of Dean "Cutter" Cutshall in Indiana; though it has now been transferred to a new operator. Episode 4 of 12. An experience with the F-100 Super Sabre in Fort Wayne, Indiana became an especially productive event. The aircraft experienced a fuel valve failure while the GD team was onsite gathering data. This resulted in the development team being able to experience aircraft maintenance firsthand. They were able to gather audio and video from the maintenance process and while the aircraft was in flight after its repair. An entire 12-part video series was created around this experience. Episode 9 of 12. Access to a still flying aircraft is something that many licensed DCS developers do not have. It somewhat comes with the territory of simulating combat aircraft. Whether that is because there are no flying examples, few museum examples, incomplete museum examples, lack of accessible extensive documentation or the aircraft is still in active military service and cannot be accessed by civilians. The Grinnelli Designs team has found themselves in a highly unique position and are capitalizing on it in a way few others could. The Top Extremely Accurate Flight Model? On May 1st, 2026, a video was published providing the first in depth look into the F-100D Super Sabre for DCS World. The video shows amazing new visuals of the module with Joseph Grinnelli himself narrating the finer points of the flight model. He discusses the specific parts of the aircraft design and their effects on the aircraft's flight performance while the simulated F-100D provides visuals. In the video it is mentioned that the flight model was constructed using hundreds of thousands of data points that were then matched to real-world full-scale coefficients and dynamics. Let me tell you that is no exaggeration. In fact we can prove that. On August 15th, 2025, Grinnelli Designs discussed the second revision of their Flight Model Methodology Report in a Discord post on their server. This detailed document was created as a part of the flight model review process required by Eagle Dynamics as a part of clearing the F-100D for use in Digital Combat Simulator. Sample of DCS F-100D Super Sabre: Flight Model and Methodology revision 2. It is safe to assume that the flight model has been improved upon since this document was published nine months ago. Releasing a document like this is a gesture to show just how dedicated GD is to pursue 1:1 simulation of their aircraft. For anyone that flies in DCS or has a passing interest, this document provides a hardly seen aspect of module development for Digital Combat Simulator before aircraft are made available for purchase. Grinnelli Designs created their own in house flight model simulation tool which runs independently from Digital Combat Simulator. Referred to as the Non-Linear Simulation Tool in the aforementioned document, it is a software is programmed using Python to make use of various other scientific tools like root finding, integrated plotting and curve fitting for example. Rather than a program that simply crunches any number typed into it, this tool is so advanced it contains a physics engine. It can quickly and repeatedly run multiple tests in seconds in different dynamic and steady state conditions which are paired with data from real world tests document stick input and resulting output. This same tool is used to create both the player-controlled F-100D and the DCS AI controlled flight model. All of this is rounded off by verifications of the flight model the "old fashioned way" by confirming flight characteristics with SMEs including actual F-100 pilots. I cannot help but think that a standalone tool for building flight models would be useful for any aircraft you could gather enough data for. Who knows which aircraft Grinnelli Designs will use this tool for next. A New Level of Customization This aircraft is going to have a level of user driven customization that other modules in Digital Combat Simulator do not match. A video posted on May 16th, 2026, demonstrates things, but let's go deeper. As mentioned in our last article, nine of the cockpit's instrument panel can be reconfigured to the user's preferences. Rather than let users wait for the aircraft's release, players can reconfigure their Super Sabre's front dash on the developer's website in the F-100D Dash Creator. Creating a custom dash in the F-100 Dash Creator. As instruments are dragged and dropped into their desired positioned players are given a Custom Dash ID number. This string of numbers can be used in the special options of the Super Sabre when it is available in DCS World to have their cockpit layout appear in the simulator every time they load the aircraft. In game screenshot of front dash matching the dash in the customization screenshot above. Anyone that has created, commissioned or downloaded custom aircraft liveries will know that even the smallest detail like kill markings or a pilot's name involves someone putting them in just the right spot at the right size. These texture files are sometimes overly complex and take time to study to make sure the relevant part of the files is being edited. Not to mention considerations on the livery file if DCS allows for dynamic tail numbers. The upcoming F-100D takes some of that workload out of the hands of a texture file guru and puts it directly into the hands of the player with the dynamic victory marks tally system. At launch, this system will pull data from the player's single player activities to show destroyed surface targets as bomb silhouettes and air targets as aircraft silhouettes. The table below visually explains it: These tallies can be removed in the Special Options menu for this module with a single mouse click. The GD team is in contact with Eagle Dynamics to try and expand this to include multiplayer victories, but that will not be available at launch. When compared to the everyday efforts of livery creators having to make every marking on an aircraft fuselage or customization within a cockpit by hand, this level of customization made available through an options menu is truly new territory for DCS. Thoughts on The Hun in the Virtual Skies of DCS World While the F-100D is not available to fly yet, I find myself thinking about how an aircraft like the Super Sabre would fit into Digital Combat Simulator. New information about its weapon and systems, my memories of flying extensively at FlightSimExpo 2025 and the recent videos about it have me wracking my brain over how this aircraft will be received and remembered long term. Specifically into its online multiplayer community which arguably is where a majority of the focus of DCS is from both its player base and those that experience DCS passively through videos. F-100D deploying cluster munitions. Digital Combat Simulator has an abundance of what would be considered Cold War (1947-1991) era aircraft. While the F/A-18 Hornet and F-16 'Viper' were designed and produced during the Cold War, when talking about DCS World, the simulator has more aircraft from would be considered the "peak" decades of the conflict. Aircraft like the MiG-21 Fishbed, F-4E Phantom II, Mirage F1, F-5E Tiger II and AJS-37 Viggen. These are the types of fixed-wing combat aircraft that, in the mind's eye of aviation enthusiasts, were some of the last "true fighters". The aircraft primarily engaged in within visual range combat, traditional dogfighting based on pilot skill rather than technology, rolling nose down into anti-aircraft fire to put bombs on target; you get the picture, right? There are entire Digital Combat Simulator communities and servers built around this style of warfare. This equates to a period between the 1950s through the mid 1970s. The Hun certainly fits the bill as it was introduced and built during that transition between second generation and third generation fixed-wing combat aircraft. Inevitable Cold War match up: F-100D vs. MiG-19P. The flight performance and combat capability of the F-100D matches a level of technology that a significant portion of the aircraft catalog in DCS shares. Mission editors that take time to restrict certain weapons on aircraft slightly more advanced than the Super Sabre could still have them within the same scenarios as The Hun as well. But through balancing would be a must have. Similar to how the Aerges Engineering Mirage F1 became a prevalent REDFOR aircraft in Cold War era player vs player servers, it is very possible that the F-100D becomes a staple frontline BLUFOR aircraft for the same scenarios. A prevalent air-to-ground workhouse capable of carrying substantial amounts of ordinance to fly alongside aircraft like the F-4E Phantom II without having to press a light fighter like the F-5E Tiger II into a bomb laden configuration all the time. I truly look forward to seeing the Super Sabre proliferate across the well-established Cold War communities that are forefront in this DCS. A Decisive June There is still no solid release date for the F-100D Super Sabre, but we are well within what could be considered an ideal timeframe for its release. FlightSimExpo 2026 (FSExpo) starts in roughly three weeks. Running from June 12th through 14th, 2026, it is one of the most important annual flight simulation industry events. For any company, releasing a product during the expo would be a big final promotional boost as the world looks for the latest announcements from within the industry. Our next article about Grinnelli Designs will discuss the impact of this developer's presence at FSExpo with the context of the past five years based on Skyward Flight Media covering the event over the years. With the way the GD team has been moving in the past few weeks, it is likely that we will have more concrete information on their upcoming aircraft and the in-person Combat Arena to be seen at FSExpo 2026. Connect with Grinnelli Designs Website Discord Facebook Instagram X.com YouTube About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- Renaissance of Ace Combat Abandonware
Fan projects reviving defunct games As Ace Combat 8: Wings of Theve continues to tease fans with developer video series, consistent social media engagement and begins show appearances at game expos around the world, a few dedicated individuals of the Ace Combat fan base have been hard at work to celebrate this 30-year-old series in their own way: the revival of inaccessible Ace Combat releases. Ace Combat Infinity in the Big 26 Ace Combat Infinity (ACI) is the most sought-after inaccessible game in the entire Ace Combat series. While the argument that Ace Combat 3: Electrosphere (1999) was "inaccessible" due to region locking and translation, ACI is truly inaccessible as it is not on a disc that can easily be emulated or just inserted into a game console. Ace Combat Infinity is a digital download only free-to-play live service model game for the Sony PlayStation 3. It remains the only game from the Ace Combat series to adopt this model. After the turbulent reception of Ace Combat: Assault Horizon (2010), the future of the series was on the line both reputationally and in business. Kazutoki Kono, Brand Director of the Ace Combat Series, mentioned during a March 4th, 2014 interview with Famitsu that the success of Ace Combat Infinity was a major part of the decision to develop the next generation of game consoles at that time. ACI was truly a make-or-break game for the series. Thank You Trailer (March 31st, 2018) Active from 2014 to 2018, ACI had over 3 million downloads with consistent activity in the playerbase. Though it has a very small single player campaign, its online multiplayer offerings were the core of its experience. Players flew with or against each other across levels that blended both the iconic original setting of the Ace Combat series with real world locations. Point based competitions, online co-op, PVP game modes, the series' largest aircraft selection, the most in depth aircraft customization system and other features were defining parts of this game. It is not an exaggeration to say that ACI is a major part of the continuation of the Ace Combat series to this day. Though ACI would be closed on March 31st, 2018, players would continue to yearn for it even years after the release of Ace Combat 7: Skies Unknown (2019). Unexpectedly, an effort to make Ace Combat Infinity playable again has found initial success on May 2nd, 2026, with a user named Optimus1200 releasing Ace Combat Infinity Local Server on GitHub. It is not as easy as playing a .ISO file in an emulator though. There are specific requirements that do include a legitimate copy of Ace Combat: Infinity v2.11, RPCS3 emulation software, ASP.NET Core Runtime 8.0 and other items. As of the time of this writing, the Ace Combat Infinity Local Server method lets users play the eight single player missions. You can be certain that users will be trying their hardest to find a way to access multiplayer content, but whether they will be completely successful or not is to be seen. Video of Ace Combat Infinity (May 14th, 2026). Ace Combat Xi Emulated for Android and PC Another inaccessible Ace Combat game was recently revived and made available by the efforts of fans once again. Ace Combat Xi: Skies of Incursion (2009) was an Apple iOS exclusive game playable on iPad, iPhone and iPod Touch. As the years went by support for the game waned until March 30, 2015 where it was removed from the app store with official websites for the game taken down. Ace Combat Xi game trailer (November 10th, 2009) This game was set as a prequel to Ace Combat X: Skies of Deception (2006) on the PlayStation Portable. This short game was mainly played with touch controls and was built off of game mechanics seen in Ace Combat X. While not a consequential game for Ace Combat as a whole, it was one of many side games the series produced. The May 2026 emulation of Ace Combat Xi is now well documented and much easier to access than Ace Combat Infinity. With tutorial videos and easy to access files, players can now freely play ACXi on Android devices and personal computers after it has been inaccessible for over a decade. 2026 gameplay example (May 4th, 2026). Thinking on other Efforts When I hear about fans of this series doing elaborate things like this, I recall other big fan driven projects from the past. Even from my first weeks on Ace Combat focused internet forums back in 2004, there have been people doing their utmost to make as much region locked or platform locked material from this series accessible to the international fan base. Off of the top of my head, a few of them are: Scanning and translation of Japanese language only physical media from as early as 1995 to upload for archival purposes and translation into other languages. Identifying and unlocking removed content from released Ace Combat games. PlayStation 2 era game modding allowing for injection of new files, porting aircraft between games, etc. Use of emulation software to not only play older games but also continue to make multiplayer gaming on PlayStation Portable titles possible. Multiple efforts to translate the Japan only release of Ace Combat 3: Electrosphere culminating in the most high-profile fan project for the series which translated the game in full into many languages. Ace Combat 6: Fires of Liberation has a great Xenia Canary build which lets players enjoy the game with little to no bugs with a recent effort to recompile the game to run natively on PC now producing builds. The Ace Combat series continues to have an unyielding amount of support from its tenacious fan base. A flight arcade shooter having an amount of material on par with a Japanese role playing game to upload, translate, archive and emulate is rather unusual, but everyone seems to be benefitting from the fan efforts to make them all as accessible as possible. Impressive! About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- Harvest Skies: Playtest 1.0 Opinion
Flying in many games only involves, that, flying. You don't get to do a lot more than just sitting in the cockpit and flying around, and engaging in combat on simulators that have that focus. But one has to remember that aircraft were built for many, many reasons: from transporting passengers, cargo, taking pictures, evacuating civilians from emergencies, etc. Harvest Skies remembers that aircraft have one critical use that we all benefit from in our everyday life: agriculture. Without crop dusters and irrigation, we would not have the modern day agricultural wonder industry that we have. It puts you in the shoes of a lone crop duster pilot that is starting this business from the ground-up. The game had been in development for quite a while, but for the first time they have decided to do a public playtest that a large amount of people have been able to access. I tested this "demo" version and, while my excitement for the game stays untouched, it is clear that hosting a playtest session was the best idea the team could have had. THE GAMEPLAY You start outside the hangar where your aircraft is sitting, with the simple task of opening the hangar doors as your single initial objective. It will soon become clear that the fuse on the electrical box is blown, so you will have to go around the place to find a replacement so you can finally get to see your crop duster. This teaches the players the basics of object manipulation within the game and how to engage with the basic systems put in place. I do like this approach, and it is one I have seen used on some other similar games that have object manipulation systems like this one. After you open the hangar, you will find your birthday present inside: A crop-dusting biplane. It is covered from head to toe in balloons and decor, all of which you will have to put away to start operating the aircraft. The game teaches you basics such as cleaning garbage, and fueling your aircraft right before you set off on your initial flight. Everything about gameplay on the ground is pretty intuitively explained, but I did get a bit confused from time to time with the controls to manipulate valves and certain objects that involve the mixture creating process. FLYING Flying the aircraft is pretty normal, it feels exactly how you think it would with one very noticeable exception: drag and speed increases during diving maneuvers. Since you will be doing constant orbits and several passes over fields, you will find yourself on climbs and descents quite often, and you will immediately notice just how insanely fast you gain speed during a dive. It is something that took me out of the experience of flying quite a bit, since I assumed the aircraft would not gain speed that dramatically due to its nature as a biplane. This led to every crash I had while playing, and I mean that. This behavior resulted in every crash, as I did not have any issues during any other part of the envelope. When this is resolved, I am sure that the game will feel exceptionally great to fly, especially since it already feels quite alright. DUSTING This is the best part of the game, by far. You will have to create your mixes on the ground as per required by the contract you will be fulfilling. This mini game is nice, but as I stated earlier, the controls for the valves can be confusing at the beginning, but this is something that can be easily solved with better instructions and indications. Once in the air, the field you will be working on gets highlighted. As you make your approach, there is a new UI that makes itself known. You have a god-eye camera, an altitude meter with colors that mark your efficiency at different altitudes and the optimal approach, and the covered area during your dusting that gets highlighted in a similar way as City's Skylines district drawing tool. This is by far the most well-thought out aspect of the game. It makes dusting an exciting and engaging act, while making clear which areas you have covered and how much you have left to cover. Kudos to the developers, I love this part of the game to hell and back. Now, to something a bit less pleasant. HITCHES AND AREAS OF IMPROVEMENT Several users, including me, have experienced constant hitches during ground gameplay in the vicinity of the hangar. While I do not know exactly what is happening, I think it has something to do with the physic objects (trash) being spawned in and out as you move closer or further away from the hangar. My rig is the following: CPU: Ryzen 5600X3D GPU: Nvidia 5070 Ti RAM: 32GB DDR4 @3200MT/s Storage: NVME SSD X2, SATA SSD X1 I should not be experiencing hitches like these with my current set up, so I hope the developers can find the source of this issue. Aside from this, the only other area that needs work is the pause menu. It is bare bones and lacks polish. The volume slider looks quite janky and there are only basic graphical adjustments, with a clear lack of an FOV slider. The FOV should most likely be divided between Ground FOV and Flying FOV. The default setting for the on-foot gameplay feels very restrictive and claustrophobic, while the third person flying FOV feels just right. That being said, I think these are all manageable tasks for a team that has such a clear vision and a great commitment to making this game the best it can be. Harvest Skies is a game I will be looking forward to, and I am sure that I am not alone in that. Thanks to the developers for allowing us, the players, to test the game. I hope you find our feedback helpful, at least somewhat. We are rooting for all of you. About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord: Cubeboy
- VRChat: DERUTA Air Force 5th Air Festival
One of the most intricate airshows on the VRChat platform This article will receive an update after this event has concluded and more media becomes available. Virtual aircraft and the humans behind them have now been active in VRChat for over six years. Considering that VRChat itself is over 12 years old, that really puts things in perspective. VRChat aviation has reached a point where there have been official platform sponsored events and some of its flight worlds appear in the official trailer for the game. In a virtual reality platform where almost any experience can be found, the DERUTA Air Force (DAF) brings realistic airshows to this virtual space. Their next event is the 5th Air Festival on May 17th, 2026 at 21:30 JST at their newly unveiled air base. About the DAF Across the international flight community, there are aviation focused organizations for just about anything you can think of. Organizations like Dogfight Central teaching the art of Basic Fighter Maneuvers weekly and hold air combat events across international timezones. The Chinese based VRC Aerospace University designs and tests aircraft out of their Liatang Aerodrome. People have been thrilled by airshows from The Black Aces which demonstrate aircraft in their unrestricted state, like at the VRC Summer Festival Jam airshow. Founded on December 1st, 2024, the Japanese based Deruta Air Force specializes in realistic flight operations including airshows. They describe themselves as an Air Force role playing group. In short, a traditional role playing group emulates the roles of various fictional or non-fictional professions and/or reenacts events. When it comes to flight simulation, you could argue that the core idea of RP as an emulation does overlap with the concept of flight simulation to a degree, but let's not stray off topic too much. In their private instances, the members of the DAF run aircraft training sessions with air traffic controller support and perform simulated multi-platform combat missions with ground forces. For the general public, the pinnacle of DAF operations is their airshows. Promotional video for the 4th Air Festival (December 14th, 2025). On social media platforms, videos of their aircrews flying in tight formations with many airframe types floods VRChat aviation related hashtags whenever one of their performances at Dazzle Air Base happens. With multiple demonstration teams in the air, static displays on the ground and the event happening over the course of three hours, it does feel like a real airshow. This video from the 4th Air Festival at Dazzle Air Base on December 14th, 2025, provides a good summary of the experience: 4th Air Festival highlight video (December 14th, 2025). New Location Promotional material for the upcoming 5th Air Festival is being rolled out on the DAF X.com account as a lead up to the show. This airshow will be at a new location for the DAF instead of the tried-and-true Dazzle Air Base that has been seen frequently. Known as Rakoa Air Force Base, even this new fictional facility is designed with purpose and accuracy. Inspired by a U.S. Air Force base, it is designed to be a forward base for homeland defense supporting long-range bombers, fighter squadrons and aerial refueling tankers. Runway 5L/23R is 3,500 meters long, designed for large aircraft operations with a dedicated apron for those aircraft. Similarly, fighter operations use runway 05R/23L with their own separate facilities. The DERUTA Air Force describes the runway as: "The runway markings were designed with reference to FAA and Japan MLIT standards, pursuing both accuracy and a natural appearance. By separating the markings and pavement into different meshes while sharing UVs and unifying normals, we recreated seamless bumps and surface texture.” Pictures and diagram by the DERUTA Air Force. Promotion of Performances In their past air festivals we have seen performances by solo displays, two-ship flights and six ship formations using fixed wing fighters, strategic lift aircraft, airborne warning and control aircraft and rotary wing assets. Of the early performers announced for this year, the newest addition to their roster is "Seattle"; an Akagu Heavy Industries 'Spring 707' (Boeing 707 equivalent). In a previous show a C-130 Hercules was put on aerobatic display, so it will be interesting to see what they will do with an airliner. DAF B707 promotional video (May 3rd, 2026). Videos of personnel training in F/A-18 Super Hornets and MT-4 Dolphins (Kawasaki T-4 equivalent) have also been shared. The presence of the MT-4 raises hopes that one of the staples of DAF air festivals will appear. The DAF 1st Air Wing, 3rd Squadron "Black Comet" is a six-ship flight that flies the MT-4 as a part of their faithful recreation of the Japan Air Self Defense Force's Blue Impulse demonstration team routine. Anyone familiar with the real-world demo team will recognize maneuvers from Black Comet for sure. Formation picture by なつみかん0p0_JPN. How to Attend For public events the DAF prefers that users join their publicly accessible group (Group ID: DAFPUB.9595). Doing so will give all users notifications of when group instances open and direct invites to them. Other scheduling information is also provided. As with any flight event in VRChat, the instances often fill up with users fast. It is frequently first come first served. Though if users cannot gain access, they can instead attend the DAF Bar where the airshow will be livestreamed. Example of DAF Bar promotional picture. The Airshow (to be updated) This article has been published a week before the airshow started as a way to talk about VRChat aviation groups like DERUTA Air Force and promote the upcoming May 17th, 2026 at 21:30 JST airshow, as it is one of the largest VRChat aviation events to happen in some time. When the airshow is over this section of the article will be updated at a later date. Connect with DERUTA Air Force DAF Event Group X.com #DERUTA_Air_Force YouTube About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- Lakehopper: Bush Delivery Experience
A rugged near future setting that provides a decades old experience With wrench in hand, my final task was to make sure that all parts of the liquid hydrogen tanks were secure inside of my aircraft driven by magnoprop engines. It is interesting how Lakehopper by Photon Games seems to be set in a world that is advanced enough to have engines powered by semi-fictional forms of renewable energy but also has a level of barebones remoteness you would expect from austere communities in the 1960s. The last time I wrote about this seaplane centric game it was during some of its last playtests. We wrote about the difference of flying an aircraft in the short term and operating an aircraft in the long-term was our primary focus. Now, weeks after its Early Access launch on March 30th, 2026, I contemplate the juxtaposition of technology available in its world setting, the experience of flying its default aircraft and how it all blends together. Scanning the horizon for notable landmarks. World Setting As mentioned in the previous article, the game has a 360,000 square km (140,000 square mi) map using realistic terrain based on real world landscapes. With oceans that seem to have risen so high they reached mountain ranges and engines using electricity, magnetism and hydrogen fuel cells, this future setting implies that some type of serious environmental damage has occurred. The developer specifically mentions "flooded, rugged landscapes". Early access in-game map. In a world that has access to such technology you would think something like an old propeller driven aircraft would have been replaced with a vertically landing four engine hover transport or something. But no! The trusty seaplanes of yore are in vogue now more than ever. Even with this implied near future setting, there are remote communities of people that are in need of deliveries over long distances. These areas are so detached from major population centers or traditional airports and seaports, it reminds me of the origin of the original backcountry or "Bush" pilots from as far back as the late 1910s. I'm talking about air courier services that are not widebody airliner size transport aircraft carrying tons of cargo to airports, but smaller General Aviation aircraft landing right in the middle of the communities they service to hand deliver parcels. Benefits of Using Real Flight Sim Gear Something I was not expecting was how challenging flying the aircraft was. After assembly, loading cargo and fueling the default flying boat (which is rather intricate process all on its own, but more on that another time), my first impression was that it was somewhat unruly to get control of. From lifting off of the water to trying to configure the aircraft for cruise, it felt like the controls were muddy and cumbersome. It seemed to need constant inputs to even maintain level flight. This was puzzling to me. Once at a safe altitude, I set the aircraft to altitude hold via autopilot to open the control settings and see what the key binds were. Perhaps I had reversed axises or double mapped buttons. The developer did quite a bit of work in mid-April on devices supported in Lakehopper and other input related work. I thought perhaps some of my old key bindings are clashing with the new update in some way. Seeing the sheer number of new control options available and some of my flight peripherals being recognized by the game, it hit me: I would have a much better experience just using actual flight simulation equipment rather than trying to figure out which gamepads can be pressed into service with keyboard and mouse. I pulled out my WINCTRL Orion HOTAS and trusty Thrustmaster T.Flight Rudder Pedals and got right to work. And what do you know? It was a night and day experience. Example of control setup screen. Note the devices connected. Mapping independent engine axises, various trim controls, prop pitch, prop reversers, flap lever positions and more, it was surprising at how quickly I used each of these controls before I even left the water surface. After cold starting the flying boat and pushing back from the dock with reverse prop thrust, I had to use differential thrust to turn the aircraft towards the open sea. As speed increased during takeoff the aircraft begins its expected "hops" on the water surface as lift is generated. Something you will find in even the most accessible seaplane games. However, inputting minor roll corrections to keep the flying boat's wing mounted pontoons from teeter tottering and inducing yaw as they make contact with the water's surface was a point of realism I did not expect from this title. Getting into the air the pilots workload while changing heading and altitude includes thorough manipulation of throttle output and frequent trimming of roll, pitch and rudder. As much as you would expect from an older flight control system that is not a fly by wire system with all sorts of control assists running without human input to keep the aircraft as easy to fly as possible. The developer is not doing much compromising for the flight model in this game. Do not let the look of this game deceive you. Maybe because I did not have a detail dripping cockpit in front of me, I approached it with a different mindset. Approach Lakehopper as a proper flight simulator that needs your full attention, and you will not be disappointed. Old School Navigation While airborne with a fuselage full of parcels you would expect to establish long-range radio contact with some sort of air traffic controller or bring up the known waypoints on your legally distinct L3Harris navigation system. Not here! Again, some genuine pilotage is needed. The most advanced from of navigation in the current version of Lakehopper is very high frequency omnidirectional range stations (VOR). These beacons saw widespread use in the 1950s and throughout the cold war. Even today in the 2020s, VORs are still in use but have been reduced in the amount still active worldwide. Navigation section of the Pilot's Binder. In Lakehopper each known location has a set VOR frequency which can be referenced in the in-game manual under NAV (Navigation). The VOR instrument in the aircraft does have a course deviation indicator, making it an omni bearing indicator which does display needles to assist with aircraft course corrections to the location of the selected VOR frequency. Adjusting the instrument using the omni bearing selector (OBS) knob on the lower left of the aircraft VOR will eventually show the direction of the desired VOR frequency along with whether or not the instrument is navigating to that location or away from that location. Being familiar with instrument flying is a must. While helpful, VORs do not give pilots range data. While in flight, players are able to be use these navigation beacons to get near these communities but they're not substitute of GPS systems. Players will ultimately need to get eyes out the cockpit, remain out of weather and search through terrain to visually find their final destinations. Destination is spotted after descending through clouds near VOR over flight point. Forming an Opinion Thus far the combination of distance traveled, the cruising speeds of the propeller driven flying boat and no setting to fast forward game play creates a realistic short-haul experience. While doing six back-to-back delivery flights would probably take a few hours, I do prefer that the developer has chosen to do this for the game. After a particularly long-lasting flight through some overcast and wandering a bit to find the Manypeaks community, my feelings on the developer's decisions began to solidify. After a few minutes bringing the flying boat into the docks and using mooring ropes to secure it and begin deliveries, I realized that I have not quite had this type of experience with many flight games or simulators specifically about bush flying or seaplane games. Sequence of approaching a town, docking, delivering and beginning aircraft maintenance. Running a dolly full of packages to the delivery area and checking wear and tear on the aircraft before the next time I login to fly is not something I am doing as a staple in other simulators. There is something highly unique happening with this game. The next time I write about this game, it will most likely be after a much longer time of flying the same aircraft for dozens of flights to see how the aircraft persistence system holds up, but for now Lakehopper by Photon Games has my respect for its current presentation of flight operations. Connect with Lakehopper by Photon Games Bluesky Discord Steam Twitch About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- Trail of Wings: A Game Representing Project ICKX Interests
A look into the types of projects and distribution this long time developer Posted: 02-02-2021 / Minor Update: 05-05-2026 Trail of Wings (ToW) has roots starting from developing content expansion packs for a different flight game to creating an original intellectual property. The development, final product, and distribution are highly representative of the type of material Project ICKX - a developer, producer and publisher of Japanese indie flight games - has been involved with. Doujin Foundation What's important to remember is that the "circles" mentioned are teams of hobbyist and semi-pro developers that work together and share resources to self-publish products (Japanese term being: doujin software or doujin games) because of their mutual passion for a specific subject. Doujin culture often creates very tight knit communities of creators. Back on March 26th, 2008, a circle was formed with the goal of "making flight shooting more interesting." Known as Project Wings, under the direction of Nrtwd, they specialized in creating expansion packs for RaidersSphere 3rd, a flight action game created by circle Rectangle. These expansions added aircraft, maps, and online game modes for players to compete against each other. The expansion packs introduced real-world aircraft designs alongside the original, fictional designs from RaidersSphere. The game engine used for this was the Sphere Engine. RaiderSphere 3 7th Expansion Pack Trailer The 7th expansion pack had a prolonged development process that went over a year. Though a video trailer (above) and trial demo for the 7th ToW expansion pack was released for Akihabara Doujin Trial Festa 2010, a change in plans occurred after Sphere Engine Conference 2011. This meeting of different circles that utilize the Sphere Engine focused on sharing information, ideas, and presentations about the game engine. Following this event, circle Project Wings embarked on a new development path that would lead to support from Project ICKX to create and distribute their new game. Trail of Wings On June 6th, 2011, the new vision for Trail of Wings was introduced. Concept art for its characters and world setting was gradually posted onto the official blog, with certain assets of the 7th expansion pack reworked for the new story. On May 5th, 2012, Trail of Wings Prologue Book was released to the public. The player flies as the second position in Silver Wolf Squadron as a member of the Republic of Ernest 7th Air Force, Combined Task Force 207 stationed at Palacebridge Island. The island's position is of strategic importance because it is one of the few landmasses between its neighbor, the Zellbell Union. Trail of Wings Prologue Book Promotional Video The Zellbell Union is has a history of revolutions, political defections, and economic strife that started in the 1970s of their timeline. A civil war broke out in 2020 caused by the government forces prioritizing military power rather than rebuilding the nation for decades on end. The New Government Forces overthrew the so-called "Legitimate Zellbell Union Force" (old government forces) and reached out to the Republic of Ernest for assistance. Combined Task Force 207 was created to assist the New Government Forces in their battle to do away with the old regime. The wheels of intrigue began to spin shortly before the events of the game. There is the implication that one side of the conflict is being driven forward by a certain person or person(s) and whispers of secret weapons development projects arise. Silver Wolf and other forces at Palacebridge find themselves on the new frontline of the conflict. Hostile Zellbell combat aircraft are sent in waves to attack Palacebridge. During these attacks, one of the new conflict's primary instigators is identified, and a connection between allies and enemies is discovered. The gameplay is true to its arcade flight shooter inspirations. The experience is very much in line with the other titles from the PlayStation and Xbox games from the 2000s and 2010s. The focus is on high-speed, high-energy combat with a limited amount of systems to manage. Aircraft are based on real-world designs with slight name changes for obvious copyright's sake. A majority of aircraft from the ToW expansions between 2007 to 2009 are not included, but two rather unique aircraft are seen in a highly unusual formation: the SF-4 Super Phantom and SV-XX. These aircraft are part of the enemy ace squadron that appears to oppose Silver Wolf Squadron. The SV-XX (front) and SF-4 Super Phantom (back).and As cool as these two aircraft are, players can only fly the AF-15C with two weapon slots available for the alpha, though it does carry dozens of missiles and near unlimited gun ammo. There is no other aircraft that can be unlocked through gameplay, but a second aircraft can be added through other means. Extra Content The expansion disc, Sudden Dark Condor, was released by another doujin circle associated with Project ICKX. Installing both Trail of Wings Prologue Book and Sudden Dark Condor unlocks the MF-16C and six additional campaign missions. The missions follow a different cast of characters with some comedic dialogue and action as they fight the unbelievable weapons from Dark Condor - an international private military company that is backing a conflict unrelated to the events of ToW. Speaking of discs, the CD for the game not only contains the installation files but also doubles as the soundtrack when played with a CD player or media player software. The most interesting product that comes with the ToW Prologue Book is a physical booklet that explains a world timeline, map of the continents, information about the nations, biographies for the player's wingmen, aircraft specifications, and more. Included is artwork and collages of screenshots that show aircraft and locations that would have appeared later in the game's story. Example scans from the prologue book. Distribution While some Project ICKX games can be purchased from online vendors and publisher PLAYISM has multiple flight games listed as coming soon to Steam as of May 5th, 2026, the Trail of Wings Prologue Book remains available only as physical merchandise. Even in the 2020s, instead of video game retail stores, it can be found in doujin focused shops but primarily from conventions and expos attended by Project ICKX staff. The public alpha disc, 18-page supplemental book, and expansion disc are still printed and sold at these events. Physically going to a convention to purchase the game, meet the developers and producers, meet fellow fans and try out other products is a major part of the Japanese doujin style. Though Trail of Wings hasn't gone beyond the prologue's events, a product created by a circle with assistance from a second circle with an expansion disc created by a third circle is something distinctive to the type of products Project ICKX supports. It is highly representative of what true Doujin Culture in Japan is. Note: This article was written in a way that respects Project ICKX guidelines, which asks anyone who discusses their products to avoid major spoilers. This same practice was done with scanned materials that are shown in this article. Because this product is still actively sold by Project ICKX, there will not be a file upload of the entire book either. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- SimplePlanes 2: Open World Collecting
An Encouragement for Free Form Fun I think I get it now. Almost one decade ago, when the first SimplePlanes game came out in 2014, I never spent enough time on it to fully get "the vibe". My mindset towards flight games and simulators was certainly different. A game that has constructing vehicles from scratch being a large part of its identity did not interest me deeply back then. Not the prospect of designing an original aircraft either. These days my time with SimplePlanes 2 by Jundroo has illuminated me to its entire concept. It's all vibes, casual fun times, freely flying and driving and apparently even collectables. Though we're not talking trading cards or game achievement trophies. We're collecting aircraft. Official release trailer. Something I say frequently about flight games is that even in all of that freedom there has to be "something to do" after a few flights of wandering around aimlessly. For me, that task in SimplePlanes 2 is trying to find hidden vehicles. Specifically aircraft in my case, but this game has land and sea vehicles as well. I cannot say that I have ever delved extremely deep into aircraft builders like SimplePlanes 1, Juno: New Origins or Flyout. Or at least not deeply enough for me to truly say that I understand them in such detail I could design an efficient original aircraft design. I can slap something together, sure, but it is not going to be correct, you know? There is a difference. So, I rely on either the selection of base game aircraft or the workshop full of aircraft created by people across the world. Fortunately for me the developer made one of the most impactful decisions for SimplePlanes 2 by maintaining compatibility with the 1 million+ user made vehicle catalog from SimplePlanes 1. There is no guarantee that all of them will work correctly in the current game, but it's an amazing gesture towards preserving a decade's worth of player designs. And yet there are apparently still more hidden base game vehicles to be found... Sightseeing flight leading into an unexpected adventure. The undeniable strength of an open world sandbox is that you can pretty much do whatever you want with any of the vehicles and terrain you see. Thus far SimplePlanes 2 gives us 787 square kilometers of terrain and 330 kilometers of roads to wander freely. Sure, SimplePlanes 1 has more terrain, but SimplePlanes 2 is still in early access, and its roadmap mentions adding more terrain in the future, but I digress. In both offline singleplayer and online multiplayer, there are 44 hidden vehicles that can be unlocked by finding their blueprints. This is something that is mentioned on the game's store page but not explained in detail. These blueprints are scattered around all over the place in rather sneaky locations. For example, I started a flight with a simple, light General Aviation aircraft to fly slow and really take in the scenery. I stumbled into my first one near a set of Precision Approach Path Indicator lights at a regional airport. A highly unusual sound I heard while passing by its general area piqued my interest. I returned to the area as this odd noise changed tone the closer I got to its source. I clicked a stack of blueprints laying on the ground and the next thing I knew I had a new aircraft that looks similar to a Cessna 421B Golden Eagle in my vehicle inventory. Finding and flying the "Grand Camel" This led to me flying to the next airport to wander its facilities and find three more aircraft blueprints. All of them in places you would not expect them. Next to a wall beneath an air traffic control tower, near an office inside of a hangar and beneath the support beam of an aircraft terminal. An unplanned rapid descent to landing in a ship dock later (I stalled an aircraft while performing aerobatics and crashed into a container crane), I found a blueprint for a forklift. Examples of blueprints. There is a lot of terrain to explore. Assuming these blueprints are truly spread all over the place, not just in populated areas, it will take some time to find them all. That is flying to new airports, driving through towns, wandering foothills, landing on mountains. Not something you will be able to do in a single casual session. I have officially been "bitten by the bug" and know that the next SimplePlanes 2 session I organize with friends will partially be focused on flying to as many locations as possible, searching for even more unlockable aircraft. Now, I could just share the aircraft designs directly with them using the game's easy to use feature that lets player copy each other's vehicles, but where is the fun in that? Instead, I will brush up on my rotary wing skills so I can search more effectively from the air too. Connect with SimplePlanes 2 Steam Website X.com About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- The Simmer Ritual: Mapping Controls on Simulators
As I have explored the world of flight simulation over the past 20 years, I have seen a lot of aspects of the hobby. I have met a lot of people and gotten so many pieces of hardware, as well as tried almost every single simulator that I could get my hands on, whether it'd be a military or a civilian one. Out of all of these experiences, there always seems to be a single constant. A sort of ritual everyone that plays any simulator game will know: control mapping. The mapping menus, good and bad, will always be there to welcome you before you have even put in a single second in the air. I have always been one to be diligent with my mappings, but it is very clear that everyone has certain feelings about this ritualistic rite that we all have to go through. I have seen people be afraid of these menus and of having to map their controls, as well as people that have wanted to dwell in the rite and make sure that every possible button they would ever need is mapped to a position they will subconsciously remember. I lie in the middle, as someone that will make sure everything critical is mapped before I set to the skies, but I will leave any extra mappings to either their default spots on the keyboard or just map them as I learn the module or simulator. I have seen extremely bad control menus, where keybinds are confusing, terribly labeled and controllers get lost with the clutter. Axis commands that invert themselves, and the worst of all, unclear signs as to if closing the menu will save your new controller bindings that you spent the last 30 minutes working on. There are so many little aspects to this aspect of simulation and flight simulation games that it is kind of impressive that I do not see much more discussion other than some people complaining when they have to assign some buttons again because an update has removed their bindings, or when a game just straight up lacks the ability to bind certain controls. Then there is also the case of older games that have limited controller support, at least with modern sticks and throttles that have way too many buttons. Such is the case of Falcon BMS, which has to subdivide your controller inputs into different clusters so that the amount of inputs per device does not exceed the simulation engine limitations. IS THERE A PROPER WAY TO SET YOUR CONTROLS WITHOUT THE HEADACHE? Short answer, no. Long answer, yes. If what you intend is for yoru suffering while assigning buttons to decrease exponentially, then what you most certainly shouldn't do is assign your buttons while on an active multiplayer environment inside a combat or civilian flight simulator. One of my dearest friends, you know who you are, always ends up getting frustrated every time that he has to go map new controls for a module or a game, he does it on live multiplayer environments. This leads to frustration, crashes, and sometimes a little bit of teasing from our side. Don't be like my friend, do not even try to map your controls from scratch on extremely complicated modules while you are also trying to keep up with a highly volatile and dynamic environment. Give yourself time to set the basics controls up and then, only then, try to join multiplayer environments. If you need to map anything you didn't on your first time around, then you will be capable to do it on the fly since all the basics are already set in stone. There are some games, like War Thunder, that have a proper set-up wizard. It might have its blindspots, but it beats trying to figure out what you need to even have the basics down. Which means that your level of suffering will depend on just how your game of choice decided to implement their controller bindings. Just make sure you have your axis bound before you start rolling down the runway, or you will end up like my friend did two days ago while flying in DCS. As a ball of fire burning at the end of the runway overrun. About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord: Cubeboy
- Soaring Free: Freeware Gliders for MSFS 2020
When Sim Update 11 launched for MSFS 2020, it brought one feature to the table which made it unique compared to previous Microsoft Flight Simulator installments: Soaring. True, there was nothing stopping you from flying a glider in FSX, but MSFS 2020 now had all of the building blocks to really support them: tow planes, winch launches, and the modelling of thermals all created an ecosystem in which sailplanes could truly shine. It will come as no surprise to long-time readers that we are big fans of unpowered airplanes with really long wings, and that we’re definitely biased when we say soaring in MSFS is an incredibly fun experience you should try out if you haven’t already, but there’s a problem with it: The selection of sailplanes in the base game is rather limited, with only two models to choose from. Both options are also very modern, high-performance sailplanes - which isn’t a bad thing, but if you want something more old school, it leaves that itch unscratched. One day, while looking for new aircraft to try out in MSFS, I came across a really good-looking model of an old Polish sailplane on flightsim.to - and it was free. To my surprise, I discovered an entire section of freeware gliders on that website! We’ve decided to try a number of these freeware gliders out and share our thoughts on them - and hopefully get you to try some of them out yourself! Check out our video showcasing the gliders discussed here! SZD-30 Pirat By Yanosik This Polish single-seat glider from the 1960’s features a unique mixed construction, being built mostly out of wood but with a fiberglass nose section. It’s not exactly high performance by today’s standards but still boasts a rather respectable glide ratio of 33, plenty enough to have some fun cross-country flights in MSFS. The first thing which caught my eye on this was the external model - I wasn’t expecting a freeware mod to look this good. Everything from the quality of the 3D model to the details and specular maps on the texture just looks right. The only thing that’s lacking in the external model is a pilot, which makes the aircraft look like a “ghost ship” from certain angles in external view; but this is, of course, a minor nitpick which by no means detracts from the incredible work which has been put in this model. Take a look at how the wing looks under reflection: The cockpit is likewise very nicely modelled, down to the reliefs in the internal walls - I’d risk saying it has the best modelling and textures out of all cockpits on this list. True, the textures are a bit flat in some places, but for something you’re getting for free it’s downright amazing. The attention to detail shown here is commendable. As you get acquainted with the SZD-30’s exquisitely modelled office, you’ll notice a very simple, easy-to-read instrument cluster: airspeed, altitude, slip indicator, magnetic compass, and two variometers, one “standard”, vertical velocity indicator vario, and one Total Energy Compensation vario. Commenting on the accuracy of the flight model is beyond the scope of this article, as I have (sadly) no experience flying an SZD-30; but what I can say is that this mod is definitely fun to fly in MSFS, and apart from a strange tendency to pitch up right after takeoff, the flight model generally behaves as you’d expect from a glider. This is the aircraft which first brought our attention to the existence of freeware gliders for MSFS, and it did not disappoint. The fact we ended up writing this article should tell you all you need to know! Schleicher K7 Rhönadler By GlideSimmer67 Devised by legendary sailplane designer Rudolf Kaiser, this old-school, two-seat training glider is a classic of the post-war gliding scene. Being from the 1950’s, an era before fiberglass fuselages were commonplace, the K7 is built in the old-fashioned way: steel tubes, wood, and fabric. Widely successful and exported worldwide, at the time of its introduction this was arguably one of the best performing two-seat sailplanes in the world. The 3D model very nicely represents the aircraft’s tubular steel frame structure, and while it’s a bit low-poly and the textures are flat in some places, in my opinion it still looks really good. The wooden instrument panel, typical of German gliders of the era, adds a touch of charm. The instrument cluster is simple, but it’s got everything you need - airspeed, altitude, a magnetic compass, turn and bank indicator, and two variometers, with one being a total energy compensation vario. Externally, just like with the SZD-30, the lack of a pilot model can make it look a bit uncanny from certain angles - but that is, again, a very minor nitpick. This add-on has been consistently updated since its release, with the mod’s author tweaking flight model values to make it as accurate as possible. The combination of the unique, vintage look of the aircraft’s steel frame structure from the cockpit, beautifully replicated in this model; the docile, trainer-like handling; and the aircraft’s performance, more challenging than modern gliders but still plenty enough for basic aerobatics, make this freeware mod an absolute joy to fly, and probably the one I’ve had the most fun with on this list. Slingsby T.31 Tandem Tutor By Klem Designed just after WWII, the T.31 (or Cadet Mk. III) was designed as an affordable training glider to teach the young cadets of Britain’s Air Training Corps the basics of flight. However, the “affordability” part might have been taken a bit too far by Slingsby engineers: with an abysmal glide ratio of 18.5 (less than the side-by-side T.21B!), it's no wonder the Cadet Mk. III was referred to as the “Brick” by the cadets who flew it.But let’s be honest here - we’re plane nerds, and this is the stuff we’re here for. This MSFS representation beautifully reflects these less endearing attributes of the Tandem Tutor: it soars like a brick alright, and should you elect to use a tow plane for takeoff, make sure it’s in an airfield with low elevation and in a cold day; The game’s default tow plane (Cessna 172) struggles to pull the draggy Slingsby along, and under some conditions it might not be able to take off at all (a behavior which is likely a bit exaggerated). In terms of looks, while the external model looks decent, the internal cockpit model and textures leave something to be desired - but remember, you’re getting this for free! Besides, this made me fly the aircraft in external view more often, which is a great way to appreciate this unique aircraft. It is the only sailplane on this list with an open cockpit, and it’s a nice change of pace to fly such an old-school “ab-initio” glider in MSFS. The Slingsby Type 31 isn’t the sexiest glider out there, and it’s definitely not the best performing, but it’s a classic which was the very first contact with aviation for many - former cadets across the UK fondly remember the “Brick” as the aircraft they first soloed in. If you’re interested in this “seat-of-your-pants” era of aviation, definitely check this one out! Rolladen-Schneider LS4 By MADoloSimulations The favorite of many a soaring club and one of the most produced gliders of all time, with over a thousand built, the LS4 owes its longevity to a remarkable combination of high performance and docile, beginner-friendly handling. This sleek single-seat, glass-reinforced plastic design was one of the aircraft which set the standard for sailplane design and performance in the 1980’s. How well does this freeware mod represent such a legendary aircraft? Well, as this happens to be the first of three entries by MADoloSimulations on this list, let’s take a moment to address a common trait between all of their gliders: The quality of their work is downright incredible for a freeware product. Nearly everything, from the attention to detail in the external 3D models to the cockpit functionality, leaves nothing to be desired in comparison to payware modules. The only area where they noticeably fall behind are the internal models and textures for the cockpit - but that's in comparison to paid alternatives, and even then, they’re more than good enough. There’s custom animations for dumping ballast, a custom navigation computer display which integrates rather nicely with the route manager in MSFS 2020; and since these traits are all shared among all three MADoloSimulations mods we’ll be covering in this article, from now on we’ll be focusing on the additional or unique features which set them apart. As for the LS4 specifically, this model comes with a very interesting instrument cluster: apart from the small navigation display in the center, all instruments are analog, but with digital readouts for airspeed, altitude and the vario. I’ve found it to be an intuitive combination which adds to the experience of flying this beautifully crafted mod. My only complaint about this add-on is the fact that the pilot model stays on in cockpit view, which sometimes causes weird visual effects as you can get “inside” the pilot model when using head tracking. Apart from this very minor drawback, this bird is an absolute pleasure to fly, and one we certainly recommend checking out. Jonkers JS-3 Rapture By MADolo Simulations Jonker Sailplanes is a curious case: they’re one of the very few manufacturers of high-performance sailplanes outside of Europe - and arguably the only one in the southern hemisphere as of the time of writing: as much as I’d like to talk about the KW-1b Quero-Quero or the EMB 400 Urupema, they’re not exactly high-performance by today’s standards, and being positively jurassic, have long been out of production. Built in Potchefstroom, South Africa, Jonker’s sailplanes have been flown to victory in several international competitions: the JS-3 in particular has the 2022 World Gliding Championship and three Women’s World Gliding Championships - 2020, 2022 and 2023 - under its belt, all in the 18-meter class. Speaking of which, this mod comes in two flavors - one with 15-meter wings (Standard class), and the other in the 18-meter configuration (18-meter class). Just like with the previous MADolo Simulations entry, the overall quality of this add-on is very impressive for something you get for free. The big novelty in comparison to the previous MADolo entry is the flight computer - with a massive display taking up most of the instrument panel's real estate, this feature will be familiar to those used to MSFS 2020's base game DG-1001E Neo. Far from being a mere replica of the base game's features though, this add-on's implementation is far more powerful and complete - it can even keep track of the glider's total energy variation over time and plot it on a display so you can visualize the thermals you've found along the way! It was very surprising to see such a system implemented from scratch in a freeware module. Apart from the center display, this aircraft features a complete set of flight instruments - including a digital ADI and HSI, the latter doubling as a trim indicator. If you enjoy gliding in MSFS but don't want to give up your digital displays, and you're looking for a high-performance sailplane with state-of-the-art flight instruments - then this add-on is the one for you! Schleicher AS 33 Me By MADolo Simulations As of the time of writing, the Schleicher AS 33 is one of the most modern and high-performance sailplanes in the world; with a glide ratio of 56 when in 18-meter wingspan configuration, its performance is rivalled only by the very best 18-meter class gliders, and clearly exceeded only by those in the Open class. The AS 33 Me is a self-launching variant, boasting a 35 kW electric motor mounted in a retractable frame. As is typical with high-performance powered sailplanes, the motor and propeller fully retract into the fuselage when not in use. Its MSFS representation by MADolo simulations is just as complete as their previous entries; it's got the same digital flight computer as their JS-3, with the same features as described previously. The other flight instruments are also the same, with one notable exception: the airspeed indicator. MADolo modelled a digital airspeed indicator for the AS 33 Me, and while it takes getting some used to (especially if you're a steam gauge appreciator), it must be said that it's a rather convenient piece of kit: the colored V-speed arcs automatically adjust based on conditions such as altitude and air temperature, and it even features an overspeed warning should you end up being over-enthusiastic on a dive. There's also a gear position indicator, as well as a flap position indicator - a very helpful addition since you have a grand total of 8 different flap settings. My only complaint about this module is that the engine control/display unit at the bottom of the instrument panel seems rather flat looking, and not up to the same standard of quality present in every other part of the cockpit. However, the only thing this will have any impact on is the eye candy factor of your screenshots; the display gives you all the information you need, and the controls are intuitive and clearly labelled. This is by far the most feature-rich out of all freeware gliders add-ons we've tried out. It's got it all: self-launch capability with a deployable motor, a digital flight computer, fully functioning ballast system. One might even say it detracts from the fun of soaring by making it too easy; but what's beyond doubt is that to have such an uncompromising collection of features in a freeware product is truly remarkable. So, just how good are they? One of the questions which will inevitably come up when looking at freeware models is how well do they compare to their paid counterparts. While one could argue such a comparison is fundamentally flawed - you are, after all, getting one of them for free - it’s still an interesting exercise, if only for curiosity's sake. It just so happens that Got Friends, an add-on developer specializing in aircraft for MSFS, has a payware AS 33 Me, the exact same model of the last entry in the freeware add-on list above. Faced with such an opportunity - and such a perfect excuse to try this add-on out - we decided to buy this add-on so we could compare both versions. Right off the bat, an area where Got Friends’ model immediately stands out is the visuals. The 3D model and the textures are absolutely immaculate - and while you could say the freeware’s external model comes close, once you look at the cockpit the difference is staggering. The textures, and particularly details such as the engine’s display in the lower part of the instrument panel, look much better. Another area which Got-Friends has modelled with painstaking attention to detail is the AS 33 Me's electric motor. You could argue they went too far with the internals, but in this case you’re paying for it, so the extra quality is definitely appreciated. But looks alone do not a good module make; so let’s take a look at the functionalities. One of the main perks of the Got-Friends AS 33 is that it includes new launch options, including a bespoke tow plane - the PZL-104 Wilga 35A, which you can then use for any other gliders you own as well. A neat feature is that you can adjust the placement of the instrument gauges to your heart's content. Surprisingly, they're more analog than the ones in the freeware version; for instance, the airspeed indicator, which is digital in the MADolo Simulations model, is instead an analog gauge in the Got-Friends model. This isn’t a good or a bad thing; just an interesting difference to keep in mind. As for the piece of hardware taking up most of your instrument panel, the massive LX9070 flight computer display in the center offers the same features as the one in the freeware version, with a few minor differences. And last but not least, the Got-Friends AS 33 comes with a fully functioning FLARM! While it doesn’t really add much to the gameplay experience outside of multiplayer, it’s a nice novelty to have and shows how much effort the developers put into paying attention to every detail. A necessary disclaimer is that I’ve never flown an AS 33, nor any of the other sailplanes showcased here (a shortcoming I’m happily willing to remedy, in case the reader has access to such machines), and therefore I cannot comment on the accuracy of the flight model; but qualitatively, the Got-Friends version does feel nicer in subtle ways, with a smoother response to control inputs. This does not detract from the freeware model, which still feels great to fly. As far as the external model goes, the quality of the freeware model (left) is remarkably similar to that of the payware one (right) The most striking difference is the modelling of the moment arm of the engine’s thrust in relation to CG in the Got-Friends version; if you carelessly push the throttle forward too fast upon deploying the engine, you will be greeted by an expeditious pitch down as Newton reminds you that your propeller is sitting at the end of a really long arm, way above the fuselage. Overall, while the payware add-on is clearly better as expected, the difference isn’t massive - the only truly noticeable difference is in the visual arena, especially the internal cockpit model. In terms of functionality, both are extremely close, with the freeware option offering the same features as the paid one. What this paid option really gets you, apart from the improved visuals, is an extra layer of refinement: it has the same features, but with a higher level of quality in their implementation. The differences are mostly apparent in details, such as the water ballast effects: MADolo on the left, Got-Friends on the right This is great news for the player, as you can try out MADolo Simulations’ freeware AS 33 and see if you enjoy flying it around - and if you do, and decide you want to take it to the next level, then you can confidently go for Got-Friends’ expertly crafted payware model knowing you won’t regret your purchase. So, to answer the question posed earlier: Yes, the freeware options are really, really good! In this case we've looked at, both models - freeware and payware - are very impressive. Naturally, Got-Friend's version will give you a higher level of fidelity; but most remarkably, in terms of functionalities MADolo's free module is just as complete as any paid option. Conclusions My initial expectation when first stumbling into the world of freeware gliders for MSFS was that they'd be at most a fun change of pace. What I found instead was a series of surprisingly high-quality models which have nothing to be ashamed of in comparison to Asobo's base game assets - and in certain areas, even surpass them. As anyone who's ever worked with implementing an aircraft into a game will tell you, this takes a lot of time and effort. 3D modelling, texturing, coding, finding sources for flight parameters - none of these are things we should take for granted. The fact we're able to enjoy these aircraft for no cost is the result of a true labor of love by their developers, born out of a desire to share their passion for flight simulation - and their favorite gliders - with as many people as possible. This unsung, selfless effort is truly commendable, and well deserving of your attention. If you have Microsoft Flight Simulator 2020 and enjoy gliding, we strongly encourage you to check these add-ons out - it’s the best soaring you can have for free! About the Writer Caio D. "Hueman" Barreto An incurable aviation fanatic since childhood, fascinated by the design and history of practically anything that flies. A long-time fan of flight games, he holds a bachelor's degree in aeronautical engineering and pursues his hobbies of drawing, writing and flight simulation on his spare time. See Staff Profile.
- Thoughts About FlightSimExpo 2026
Things are about to be busier than ever here at Skyward Flight Media. It is to the point that we need a whole new spreadsheet and calendar to keep track of the various ideas, events, initiatives and procedures we have in motion. There are updates to our website and social media coming as well. Of the many things we have going on, it is interesting how many of them seem to involve the upcoming FlightSimExpo (FSExpo) or are running adjacent to it. Now with the reveal of the first wave of exhibitors and partners on April 25th, I can feel a serious sense of anticipation for the expo running between June 12th through 14th, 2026. The Business Side This year Skyward Flight Media is once again a media partner for the expo. 2026 is now our fifth year supporting the event both online and in-person. From the point of view of a media entity, this event is an ideal sanctum of simulation. FlightSimExpo is one of the world's largest flight simulation conventions. Since 2018 over 10,000 attendees from all around the world have gone to the event. Within less than a decade FSExpo has gained the support of significant sponsorships and exhibitors. They include flight focused software companies, hardware manufacturers, developers of virtual aircraft, virtual air traffic control networks, game developers, media outlets, content creators, real world aviation training programs, new companies breaking into flight simulation and everything in-between. Just check out the drop menus below to see first wave of exhibitors and sponsors announced for this year's expo that were announced a few days ago: Hardware Exhibitors ALTIMETER MOTIVES, CockpitCrafters, DarkFusion Systems, Desktop Pilot, DOF Reality Motion Simulators, FlightsimWebshop, Honeycomb Aeronautical, OCTAVI, Pimax, PXN, ROWSFIRE, Sim Workshop, SIMiONIC, SKALARKI electronics Ltd, Thrustmaster, VA Hardware, Virtual Fly, WINCTRL, and Wingflex Simulator. Software Exhibitiors Aerosoft, BERNOULLI, Combat Pilot, efbX, Flight Code-X, FlightLinq, FlyByWire Simulations, FSS, GeoFS, Grinnelli Designs, HomeSim, MK Studios, Navigraph, PlaneEnglish, SayIntentions.AI, SimFly, SoFly, Tailstrike, VA Systems, WirelessBilly, and Miltech Simulations. Real-World Aviation & Training Exhibitors AviaSim, DGPilot, FliteSim.com, Gleim Aviation, Hobbs Flyer, LLC, Professional Pilots of Tomorrow, and Virtual Aviation of Minnesota. Community Exhibitors Fly Delta Virtual, FSElite, MidCon Airlines, The Pilot Club, VATSIM, and Virtual USA Flying Club. Attending Sponsors FSReborn, iniBuilds, TFDi Design, Closed Traffic Podcast, Contrail Shop, Tobii Gaming, Sporty’s Pilot Shop, and X-Plane. Media Partner Lounge Closed Traffic Podcast, Factual Gull, Fly With Alyson, Mr Squirrel Lee, and The BFM Crew. Combining all the years together, the FSExpo has had hundreds of companies involved in one way or another. I was surprised to see it become so influential even Asobo Studios brought the Microsoft Flight Simulator team to attend FlightSimExpo 2023. The expo is also one of very few places that flight simulation hardware can freely be hands on tested. At times even in their optimal settings on a full sim rig with their manufacturers available for as many questions you can give to them. From gingerly feeling my way through a full-sized flight deck airliner simulator I'll probably never own to grabbing, twisting and pulling every flight controller in the building. Specialized electronics stores rarely match even 1/4 of this type of hardware interface. My most recent fondest memory related to this was an interaction I had with Alex Li, founder of WINCTRL (formerly WinWing). One of the driving factors for me acquiring a force feedback hands on throttle and stick from his company last year was him personally taking apart some of the flight sticks to demonstrate the quality of their internal build and the ability to repair them. And he did not just do that for me, but even for everyday attendees that simply wanted to know how this type of equipment worked. Every city the event has gone to has also welcomed it with official support from city governments as well. The expo arriving is a major part of what is happening during the weekend in the city it is hosted in. It's a significant positive economic impact. From a professional point of view FSExpo is one of the most ideal places to make lasting connections with well-known industry leaders, burgeoning newcomer entities and many solo creators and small teams that are just as passionate about flight simulation. It is well worth the financial and time investment for the three-day weekend the event encompasses. The Personal Experience On an individual, more personal level, the expo is a lot more than just the show floor. It is both a bit of an adventure and a rather illuminating experience from the perspective of a flight simmer. Whether you travel a lot or not, going to something like a flight simulation industry event is just such a difference from the standard family visit or dry "business trip". While I know that when I go to FlightSimExpo it is mainly a Skyward Flight Media business trip, I cannot help but feel personal joy as I roll out of bed for the earliest flight out (I'm the type of person that prefers Red Eye Flights for most trips, it is not a requirement!). From jumping out of the ride share to getting into the security line when it is at its shortest, my mind is flooded with nothing but real world and simulated aviation. My camera roll fills with pictures of aircraft at gates, historical aviation displays in terminals and videos of the wing of the aircraft in flight as we travel along. There isn't a lot of time to run around between connecting flights, but there is enough time to crawl the airport looking for local aviation facts and aircraft displays. For people around the world not in attendance #FSExpoFriday is where most of their interest manifests. That is when companies announce their newest products and long-term plans. For anyone not attending in person that is where the expo begins and ends for them. But being in person sitting in the room where the announcements are made and receiving the energy of dozens of simmers cheering and clapping is an experience that is hard to replicate. That energy and dare I say camaraderie continues through the entire weekend. From Friday to Sunday the sense of community I feel extends through every exhibitor booth, every presentation and even out into the city itself. For an entire weekend it feels as though I can walk up to anyone I see wearing something vaguely aviation related and engage in one of the better conversations I've had about this subject all year. From life-long simmers that probably have an FAA approved BATD in their spare rooms to people that have no idea what the expo is, but they were interested enough to stop in and take a look around. Even the professionals presenting their products are still enthusiasts at heart. They will often engage in conversations about all things flight related. I have made a few friends and acquaintances at FlightSimExpo. Made some interesting industry contacts as well. Even meeting some people I have only known through internet interactions in person for the first time. For me the expo has become this sort of ultimate flight simulation experience that I sincerely hope I am able to attend in person every single year. I feel like after every time I attend my perspective of flight simulation shifts and my horizons broaden just a bit more. That being said, if you are attending in person or online, feel free to use our official link to acquire tickets: About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- Grinnelli Designs: F-100D Developer Blitz
Grinnelli Designs has been approaching the development of their upcoming F-100D Super Sabre for Digital Combat Simulator World (DCS) and promotion of their company in a noteworthy way in the past two years. For this third party developer, it seems like that trend is going to continue with the recent release of the pre-purchase trailer for the Super Sabre and a significant industry event happening in the coming weeks. There is so much to discuss, the only way to touch on every point is to create a mini-series. Which is exactly what we are doing! There is a lot to talk about in the first article of this mini-series, so strap in and fly with us for a bit. The Trailer and Notable Details The Grinnelli Designs DCS: F-100D Super Sabre has been teased a bit in some official Eagle Dynamics videos, but nothing on the level of the official pre-order trailer. The beautiful 3D model and close ups of the internals of "The Hun" truly speak for themselves. I'd recommend watching the trailer about three times to really take it all in. Pre-order trailer. April 24th, 2026 Between the trailer and the module sales page on the official Digital Combat Simulator website, there is a lot of info. For lists of weapons available and maximum airspeeds, the sales page and their website is more than sufficient. Instead, there are a few details that highlight the depth of complexity being simulated and a deep understanding of the F-100 as an aircraft that Grinnelli Designs is presenting: The electrical system of the aircraft is simulated to provide accurate electrical currents, voltages and power consumption. That alone sounds impressive but take into account the implications of the aircraft being struck by weapons with the electrical system being compromised. Expert pilots of the F-100D would also need to learn which of their systems consumes more power than others to keep an aircraft operable while in flight. A fascinating layer of detail. The module is coming with two options for afterburners. The newer J-57-P-23 and the older J-57-P-21, which has longer times to light the afterburner, more frequent failures to activate the afterburner and a higher frequency of compressor stalls. Its great to see the limitations of technology of the time simulated as it was. The thermodynamic engine modelling should be noted. The engine in this module includes compressor stalls, compressor surges, oil system management, ignition systems and the physics of an active afterburner also effect the engine itself. The F-100D module will come with three air-to-air refueling probe options: straight probe, bent probe or probe removed. This seems minor, but it is a design specific quirk unique to the Super Sabre. One of the least known but highly recognizable aircraft launch systems from the Cold War is the Zero Length Launch system (ZELL / ZEL). Designed with the idea that all major air bases would be targeted during the starting days of a theoretical World War 3, the ZELL system would mount specific types of combat aircraft to a rail mounted rocket pod driven launch system. Theoretically, an aircraft can launch from anywhere this launch system could fit. Parking lots, fields, forests, from the back of specially designed transport vehicles. Limited numbers of ZELL systems and aircraft compatible with these systems were produced, but videos of combat aircraft launching from "a pole with a rocket booster" is memorable. This F-100D module will be the first virtual aircraft in Digital Combat Simulator to simulate the ZELL system. F-100D on ZELL system. The mention of a customizable dashboard has been clarified by JNelson from the Grinnelli Designs development team in the developer's Discord server. Quoting them here: "There are 7 gauges on the dash that can occupy any other position of those 7. Then the ADI and lock can be swapped. So here the red gauges can be swapped around in any order, and the blue gauges can be swapped with each other. There is a randomize mode too which will choose from (I think) 12 historical variations every time you get in the jet." Cockpit instrument cluster highlighted for explanation. (Picture: JNelson). JNelson later confirmed in a separate Discord conversation that the module already has Force Feed Back implementation for compatible flight simulation peripherals. Force Feed Back has been a feature tested frequently throughout the module's development. Truly being able to feel the aircraft in flight is a significant enhancement to the flight experience. We do not see this used in Digital Combat Simulator frequently, but there is a gun camera and strike camera function within the simulator that can export their footage as independent video files with their corresponding video aspect ratios. For online groups that simulate real combat aviation operations, this is a valuable tool. For content creators this can also be used for some unique, period accurate supplemental video. In July 2025, the development team posted an example of strike camera footage in their Discord server. July 2025 example of strike camera footage posted by Grinnelli Designs. Grinnelli Designs made use of gun camera footage during their time at FlightSimExpo 2025 in a memorable way as well. We'll discuss that in detail later in this article. Gun strafe of SAM site by Skyward Flight Media representative at Flight Sim Expo 2025. Recently the inclusion of in-game offline manuals for modules has been in vogue. Something that I hope other existing modules retroactively add someday. A fully accessible manual that can be used while in the cockpit of the aircraft is a great tool to help people learn faster and keep them in the cockpit longer. No need to "Alt+Tab" out of the simulator to bring up a website, use separate mobile devices to read a PDF file or physical printouts of manuals. F-100D Quick Overview The F-100 Super Sabre or "The Hun" is one of the more well-known combat aircraft produced during the middle of the Cold War. With 2,294 F-100 airframes constructed, the D model was the most prolific production version. The Super Sabre is best remembered for two specific roles during the Vietnam War / Second Indochina War (1955-1975), mainly during direct American involvement starting in 1965 with the large-scale deployment of its troops directly into South Vietnam. In general, the aircraft is remembered as a fighter-bomber in ground support missions that targeted troop concentrations, infrastructure and logistic routes. There is a lot of gun camera footage on the internet of Super Sabres attacking roads, bridges and jungles with guns, rockets, radio-controlled line of sight missiles and various types of unguided bombs. Videos of their combat operations over Vietnam are closely tied to the international memory of the conflict as a whole. The module being produced by Grinnelli Designs is the F-100D according to Project High Wire modification. A development program which standardized avionics and instruments of the day. The most important addition to this variant being the AN/APR-25 Radar Homing And Warning receiver (RHAW). In the timeframe that the Super Sabre was in active service, new threats like first generation radar guided surface-to-air missiles and more accurate radar guided anti-aircraft artillery were introduced. For a time, the SA-2 Guideline (S-75 Divina) surface-to-air missile was an absolute menace over North Vietnam. A large part of this being its effective combat range between 20 to 30 nautical miles with aircrews unable to detect when they were being fired upon besides visually seeing the missile's rocket motor as it launched. The addition of RHAW to combat aircraft was key to improving aircrew survival rates by giving them at least some ability to know when they were passively detected or actively being tracked. With the rise of every new threat comes the need to innovate and create a counter. During the Vietnam War, the AGM-45 Shrike anti-radiation missile was introduced to the theater of war. An air-to-ground missile based on the AIM-7 Sparrow air-to-air missile, the Shrike was designed to home in on the high energy radar waves emitted by track radars used to guide weapons like the SA-2 Guideline. Though early Shrike models had immensely short range compared to the threats they were designed to destroy, their range and ability to home onto target would improve over time. The Grinnelli Designs F-100D does include the AGM-45 Shrike within its armaments though it will most likely be used in its shorter-range direct fire modes rather than its loft and other advanced firing modes due to technological restrictions of aircraft at that time. Similarly, in Digital Combat Simulator, the Heatblur Simulations F-4E Phantom II and the Community A-4E-C mod also use Shrikes in a similar manner. There is a reason to assume this. The combination of RHAW gear and the AGM-45 will naturally remind people of the F-100's most storied role: Project Wild Weasel. While a Project Highwire F-100D equipped with Shrike may sound like the stuff of Wild Weasel 1 fame, it is important to remember that the aircraft in your mind's eye is the two-seater F-100F. An aircraft which deployed specialized electronic warfare equipment and specially trained electronic warfare officers that flew in the rear seat of the aircraft. RHAW gear is good for detecting radar guided threats, but the type of equipment Wild Weasel Super Sabres carried was more attuned to find, fix and suppress radar guided threats at longer ranges. Of course, players should not let this stop them from pushing the F-100D module into a suppression of enemy air defense role, but it's important to understand the difference between aircraft and their purpose built capabilities. There is a lot more to say about the aircraft itself, but we can save that for the next article in our series. From Mod Maker to Third Party A major part of the Digital Combat Simulator experience for mod developer Joseph Grinnelli was his efforts in creating a quality catalog of DCS mods. He started back in 2015 as a solo mod developer. He created many mods throughout the years, including the Edge 540 air racer, Robin Reliant Shuttle and a hot air balloon, to name a few. Though, even the most entry level fan of DCS World knows of the Grinnelli name. Even if they do not realize it. How? It is almost certainly the F-22A Raptor mod for Digital Combat Simulator that we all have seen appearing in the slickest videos from your favorite DCS YouTubers. There are few mods that represent fifth generation aircraft in DCS World, let alone mods that are actively maintained for so many years. The F-22A mod is easily still one of the best ones attempted on the platform. Joseph's time a mod developer on the platform would eventually inspire him to create a company, expand to make a development team and secure a license to create DCS World commercial modules in 2022. The F-100D Super Sabre is the team's first official product on the platform. Promotion and Industry Innovation The Grinnelli Designs team has done a significant amount of promotion for the F-100D. In the traditional route, they have video interviews with content creators like Authentic Media, Enigma and Pricklyhedgehog. Developer blogs and updates on their official website and the Discord server. Their team also appeared at well-known online only events like the Virtual Air Festivals December 2024 airshow. Thus far the most extravagant event the Grinnelli Designs team has appeared was Flight Sim Expo 2025 (FSExpo) in Providence, Rhode Island. After attending FSExpo 2024 in Las Vegas, Nevada, the team saw that North America's leading flight simulation expo was largely absent of the presence of combat aviation. Grinnelli Designs constructed an elaborate booth to allow attendees to try out the F-100D in virtual reality with a sim rig. The booth had couches, museum artifacts related to the Super Sabre, half scale Sidewinder missiles and other interesting items. This was a major step for both their team and the presence of military aviation at this expo. Video of developer's booth at FSExpo 2025. As mentioned in the video, attendees were given copies of their gun camera footage to take home. Their video was loaded onto branded USB flash drives with patches and bracelets also given out. During my attendance at Flight Sim Expo 2025 I was able to extensively fly the F-100D thanks to the development team and also acquired some of the merchandise as well: FSExpo 2025 Grinnelli Designs merchandise. All gun camera footage from attendees was gathered and put together into a 42 minute long compilation available on the developer's YouTube channel. In the coming weeks, Grinnelli Designs will attend FlightSimExpo 2026 as an exhibitor, but also as the core of the Combat Arena; a new exhibition area for the expo. Joseph Grinelli's statement on this event is as follows: “In partnership with industry leaders who share our passion for aviation and immersive simulation, we’re planning a dynamic lineup of events designed to engage and excite attendees throughout the weekend,” [...] “Highlights include a head-to-head air combat competition, team operations, airshow-style performances, and more—with great prizes available to be won.” While Eagle Dynamics has attended flight simulation focused events like FlightSimExpo and FS Weekend by cooperating with manufactures like WINCTRL (formerly known as Wingwing), Grinnelli Designs is putting in a next level effort to further expand the presence of military aircraft at flight simulation industry events. This next part is purely an educated guess, but it is events like Flight Sim Expo where companies often do big announcements to large audiences and the industry as a whole. It would be the perfect place to announce the official release date for the F-100D. But in that same train of thought, it would also be a great opportunity for The Hun to be shown throughout the weekend of FSExpo 2026 if the module was released to the public before the event. It could be featured as a core part of the upcoming FSExpo Combat Arena. There is no telling how the next two months will play out, but either way it goes, we will be continuing our coverage of the final sprint towards the release of the DCS: F-100D Super Sabre. The next article in our series about the upcoming F-100D Super Sabre on Skyward Flight Media will be more focused on the aircraft both virtually and in the real world and how Grinnelli Designs has a unique angle to their development. Connect with Grinnelli Designs Website Discord Facebook Instagram X.com YouTube About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- VRChat Aviation: Hatsukajima Airfield by Hassaku
The Japanese community has always been a cornerstone of VRChat aviation. They were some of the first to make their own models from scratch, organize airshows and even create whole communities around aircraft in VRC. Their worlds have always been extremely well put together, with the only "problem" being their large download sizes. A great world that came out recently from the Japanese side of VRCA is Hatsukajima Airfield by Hassaku. This world is focused exclusively on civilian aircraft. It has everything you might want, with the exception of airliners. All of the aircraft in this world come from different Japanese pre-made assets that are available for sale on booth.pm, a very well known digital distribution center that has been used by both Western and Eastern communities alike. Whether you want to do some slow flying around the islands with a PZL M-15 Belphégor, or do some sightseeing around the shipwrecks with an MD-500, this world will be able to satisfy your needs. The airfield is divided onto three different areas. Two spawn rows on the same airfield at the top of the hill, plus a third one located at a pier. If you add up all the aircraft in the world, then you would find 23 individual aircraft to fly in! I highly recommend you check out this works whenever you have the chance. As long as you are versed with SaccFlight and its basic systems, you will do just fine. There is no language barrier to be afraid of here, as most controls and indications within the cockpits are in English, which facilitates their use internationally. About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord: Cubeboy
- Interview: Legendary Pilots (BerkBox Games, MicroProse)
The personal computer port of this retro style indie flight simulator releases on April 21st, 2026 Just before release we managed to get a last-minute interview with BerkBox Games, the developers behind Legendary Pilots. This retro style indie flight simulator originally released on mobile devices but has been revamped for release on personal computer via the Steam store while being published by MicroProse. I have not played the mobile version of this title, as I do not normally play mobile games, but it being prepared for release on PC caught my attention some time ago. It was a flight simulator for smart devices that also incorporated managing a fleet of aircraft to conduct business. That is pretty unusual. Our interview was made possible with coordination from a MicroProse representative as the dev team is in the middle of their "crunch time" before the PC port releases on April 21st, 2026. Hello! The release of Legendary Pilots on PC is just a few days away. This is usually a pretty busy time for a developer. Thanks to your team for taking time to answer our questions Hi there! Thank you guys for the opportunity to show off the game! We're Lucas and Daniel Franca, brothers from Brazil. We're from Berkbox, a small team that started to make games long ago in 2011, when were released our first "Winds of War" for the Apple app store. Back then, we had very old Mac-Mini, that I updated the [RAM] memories myself in order to make it work... and I kept carrying it between my house and my brother's for the everyday dev session.... the game was made in FLASH! Can you believe that? Flash?! That takes me back. I have just remembered a lot of random, good video games. Something that helped me understand BerkBox Games a bit better is a statement on the official website. It says that your team is committed to never following industry standards. What a statement! How has game development under this direction been? Hahahua... we're self-taught, so even if we try, we can't do the industry standards. We've learned everything by ourselves, from drawing to 3D modeling and code, but somehow, we get it done, and we're proud of this intuitive way we chose. Keeping your own values helps with authenticity, I think. BerkBox is strongly supportive of the Godot game engine. Your team is porting all of its games to Godot as well. Moving already released products to an entirely new game engine when you do not necessarily have to is notable. What is it about Godot that got your team interested? Working with Godot, and other open-source platforms, is awesome. You can feel they're one hundred percent focused on the project itself. No distractions, no chasing money all the time. Not that money isn't important, it is, but in general, if you're working in a creative field, you should use tools that value creativity above all, right? Right?... We also use Krita, Gimp, Blender... they all have the same sense of community. It just feels right. Legendary Pilots is the first flight simulator you have developed. It does not claim to be a 1:1 pure realism simulator, but the description of the game says it was “developed by someone who truly loves aviation”. I’d love to hear some more about that. Long story short, when I was only 5 years old, in 1978, a P-2 Neptune (also known as the P-15 Netuno) from the Brazilian Air Force, in its last flight, decided to make a low pass over the beach where I was... the plane passed 3 meters over my head. Since then, loving aviation wasn't an option anymore. lol P-15 7013 (Image credit: Rudnei Dias da Cunha) A General Aviation focused game set in a fictional world always catches my attention. What do you think some of the benefits of using a fictional setting are? Oops. The info is outdated on the website. We changed the scenes to real STYLIZED maps. my bad... huahuah! Oop! Well, hey, now the people know! I think that having some sort of task is an important part of the experience. Even in the largest flight simulators out there. Being able to fly hundreds of nautical miles whenever you want is great, but without a task at hand I eventually find myself flying shorter sessions. What types of things can players do in the game’s pilot career mode? The game is quite simple and oriented to encourage gamers to try flight simulators without requiring an engineering degree in order to play. Because it's about FLYING, not about how many buttons you can memorize, right? You can fly normal routes in 3 different scenes, where you make in game money, then you can increase your fleet. You can also do aerial firefighting missions and cargo missions, where you have to have some notion about radio compass (ADF) navigation. Aerial firefighting does not appear all that often in flight simulators. Seeing some GIFs of waterbombing in Legendary Pilots really piqued my interest. How in depth does firefighting get? The more firefighting you do, the more fires will appear for you to deal with them. You can't earn a lot of money here, like in real life... that's the simulation part... haha! I am especially interested in this type of aviation, so it sounds like I will have my work cut out for me in. How many aircraft are in the roster? Will players have access to them immediately or will they be unlocked over time depending on the player’s choices? 10 airliners for routes and 3 extra planes you can fly on free flight sessions. There's a progress path in place. Earn money flying, then buy your planes. The bigger your fleet is, the more TAX you pay... you guys wanted simulation, not my fault. :) Not even here can we escape taxes, huh? That sounds correct. Haha! The mobile version of Legendary Pilots was released in December 2025. What were some of the key adjustments or changes that were made for the PC port? There are many differences. The Flight model is different, there's an input map system, there's no in-app, all the maps are available from start, 737-200 etc. Not everyone that tries this game will be a seasoned sim pilot, of course. So, I have to ask: What types of penalties do players incur if flights do not go as planned? Is there ever a “game over” situation? Every time the gamer crashes the plane we're going to run "format c:/" in their computer.... lol. No, of course not, but the gamer loses experience points, and the planes have a bigger degradation. Considering that the plane may have in-flight failures below 80% overall condition, that would be a financial and operational problem if it crashes too much. Will any flight simulation hardware be supported? Flight sticks, gamepads, Steam Deck... the gamer sets their own inputs. How does it feel to have this game published by MicroProse? How has the experience been so far? The P-2 I mentioned before was the beginning of my story with aviation, but it was MicroProse that kept me going. Having my game published by MicroProse is a dream come true and I think David, Shane and the whole team are heroes for giving space for small devs like us, and this is precious. If I can contribute just a little with the history they're making, I'm happy. If one has a good project, I can really recommend pitching the game to MicroProse, they value what matters the most. Thank you for your time in this interview and your work on the PC port of Legendary Pilots. I look forward to flying soon. Those raging wildfires will not be safe from me! Hauhauh... Thank you guys! Connect with 'Legendary Pilots' Steam Page (PC Release) BerkBox Games (Developer Website) MicroProse (Website) About the Interviewer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- Registration for FlightSimExpo Tours & Experiences Begins This Weekend
Attendees can book planespotting tours, flight sim classes, a walking brewery tour, social events, and more. The initial schedule for the June 12-14 convention in Saint Paul is now available flightsimexpo.com/schedule . FlightSimExpo is a three-day, action-packed show featuring developer announcements, hands-on exhibits, panel discussions, flight sim workshops, and more. Attendees can also register for fun, group activities designed to enhance the FlightSimExpo weekend. Tours & Experiences FlightSimExpo attendees are invited to explore the aviation industry, culture, and history of Saint Paul through optional Tours & Experiences! Starting this weekend, attendees can sign up for: An airside bus tour of MSP . A walking tour of Delta's Technical Operations facilities. A 5K fun run , sponsored by FSElite. A walking brewery tour of downtown Saint Paul. A trip to Mall of America®, open to attendees and families! And lots more. More information on the 2026 Tours & Experiences options is available at flightsimexpo.com/tours . Registration starts on April 18 at 12pm CDT for FSA Captains, and 24 hours later for all other attendees. Exhibit Hall Sign-Ups In May, attendees will also be able to sign up for experiences happening in the Exhibit Hall, including: A free show floor tour , led by experienced simmers. X-Plane Developer Courses , designed to showcase content creation in X-Plane 12. Aviation Career mentoring sessions from real-world airline pilots. A Flight Training Experience powered by flight intelligence software. More information on these exhibit hall experiences is available at flightsimexpo.com/signups . Exhibitors to be Revealed Later this Month On yesterday’s April Developer Livestream, the Microsoft Flight Simulator (MSFS) team confirmed they will be one of more than 60 exhibitors in the FlightSimExpo Exhibit Hall! The FlightSimExpo team was recently in Saint Paul with Media Partner FSElite to film the 2026 Exhibitor Reveal. Designed to showcase the developers who will be exhibiting at 2026 while giving attendees a visual of what the FlightSimExpo experience will look like, filming took place at multiple locations in Saint Paul, including the Saint Paul RiverCentre and nearby hotels. The current list of 2026 sponsors is available at flightsimexpo.com/partners . The 2026 floorplan and initial exhibitor reveal is coming later this month. Join FlightSimExpo in Saint Paul FlightSimExpo takes place on June 12-14, 2026 at the Saint Paul RiverCentre, an 8-mile drive from Minneapolis/Saint Paul International Airport (MSP) in Minnesota. MSP airport offers more than 130 non-stop destinations across the country and around the world. Saint Paul is also served by Amtrak's Borealis and Empire Builder routes. "We were thrilled to join the FlightSimExpo team in Saint Paul to try to capture on film what the event will be like,” said Calum Martin, Content Director of FSElite—a flight sim media website and 2026 Diamond Sponsor of FlightSimExpo. “It's been eye-opening to see so many great hangout spots, amazing food places, and plenty of historic sights. It's going to be a great show, with a real sense of community both at the show and after hours." Tickets for the event are available at flightsimexpo.com . Discounted hotels are available, and attendees can also save on flights from Delta, Southwest, United , and codeshare partners. ### About FlightSimExpo. FlightSimExpo is one of the world’s largest flight simulation conventions. The event has welcomed more than 5,000 attendees to events in Las Vegas, Orlando, San Diego, and Houston since 2018. FlightSimExpo is produced by Flight Simulation Association, a community-driven organization of developers, simmers, and real-world pilots working to make it easier to get started in home flight simulation. Join the community today—free—at flightsimassociation.com for resources, learning content, webinars, and discounts on top add-ons and simulation hardware.
- The Form and Function of Clouds and Weather in Ace Combat 7: Skies Unknown
Visual Effects and Gameplay Impact In case you have not noticed, clouds are sort of the "big thing" in simulated flight in the past few years. The once taken for granted masses of water vapor have basically become a selling point for Digital Combat Simulator World. On the civilian side, Microsoft Flight Simulator's real-time weather has brought another layer of simulation and eye-popping beauty. In 2019, Ace Combat 7: Skies Unknown was the series first endeavor into the presentation and usage of clouds utilizing the hardware and software possibilities brought by current gaming PCs, 8th generation gaming consoles, Simul's TrueSky real-time weather creation system, and Unreal Engine 4. However, in a manner suiting Ace Combat, the clouds, wind, and rain were cranked up and altered in ways other games and simulators have not. The Ace Combat series has had clouds and weather in various forms within its long history, but not in the way the latest entry in the series has. It is not a stretch to say that most weather and clouds seen in the past Ace Combat games acted only as background dressing with a few notable uses of clouds for scripted events. But they usually were not a large factor in gameplay. A high-profile example of this is a close-range dogfight sequence in and around a hurricane in Ace Combat: Assault Horizon (2011), where players could effortlessly fly in and out of the hurricane with their minds solely focused on the battle hand. Developing the Concept Ace Combat 7 Concept Art (2012) As stated in a Computer Entertainment Developers Conference 2019 presentation by Masato Kanno of the Project Aces development team in 2012, the proposal going forward was "we want to make the sky new." In this case, they meant "new" for the Ace Combat series. For a more technical, developer-minded explanation, see our translation of the presentation and other CEDEC 2019 materials. The use of clouds was a concept shortly after Ace Combat: Assault Horizon was released in 2011. An initial test to see if using clouds made gameplay more enjoyable was run in an ACAH environment with various white, round objects in the air. According to narrative director Kosuke Itomi in The Making of Ace Combat 7 Part 1 , the developers found flying in the environment to be rather fun. He felt as though he wanted to create "some kind of play like a jungle gym" that makes players want to interact with clouds. The concept and development of Ace Combat 7 were put on hold when the development of Ace Combat Infinity (2014) was prioritized. In the summer of 2014, following the release of Ace Combat Infinity, internal technical studies within the company were started. Working in parallel, Masato Kanno was asked to find middleware for generating weather. Eventually, Simul's trueSKY software was selected. A teaser trailer using trueSKY and Unreal Engine 4 was released for PlayStation Experience 2015 that heavily featured clouds and hinted at their usefulness. The early game mechanic proposal was to design clouds that affect combat as a whole. These early ideas were cross-referenced with actual Japanese Air Self Defense Force pilots and air traffic controllers from Komatsu Base in Ishikawa, Japan, regarding how clouds affect their operations. The subjects they discussed included the impact of clouds on air-to-air weaponry and how clouds impact air operations in general. The final result was the development team compromising on something that makes both reality and the proposed game mechanic possible. Clouds in Ace Combat 7 The final version of the clouds of Ace Combat 7: Skies Unknown played a prominent role in various single-player missions, with a limited but impactful presence in multiplayer gameplay. Here is how the clouds and related weather work in this game: An aircraft that dives into clouds is visually obscured from pursuers but still appears on radar and in the Heads Up Display (HUD) of other aircraft. This is unlike how Ace Combat portrays stealth aircraft, which can fade from radar and be lost in the HUD entirely, enabling them to perform surprise attacks. Air-to-air guided weapons are especially affected by clouds. To the point where air combat tactics that rely on cloud coverage are viable in multiplayer. While pursuing an enemy aircraft, it is possible to lose a weapons lock because it entered a cloud. Though it is momentary, losing lock in the middle of a close-range dogfight is a hazard. While in clouds, weapon lock-on times are somewhat extended, the missile-lock range is reduced, and missile homing capabilities are degraded to a degree. This does not make clouds the perfect cover, however. Aircraft icing has been modeled to prevent players from simply remaining within a cloud for as long as they like. After a certain period, ice buildup on the aircraft can cause its controls to lock up and force a stall, leaving the player that ices up vulnerable to attack. Example of an iced over canopy. Directed energy weaponry, like pulse lasers and larger output laser cannons, are also impacted by clouds. Their overall performance significantly attenuates as they pass through clouds. Both laser firepower and range decrease, making clouds the most effective defense against these weapons. The effect of clouds on aircraft, weapon systems, and the weapons themselves can be offset with modification parts purchased with in-game currency to increase aircraft capabilities to counteract the cover clouds provide. Furthermore, wind, rain, and lightning are a factor, albeit to less of an extent overall, because they are not as frequently present. Lightning strike in third person view. High winds can push the aircraft off course rapidly and affect the flight path of missiles fired. This casts an unknown factor in close and medium-range combat in high wind, as once the missile is fired, it could easily be moved off course while it is in flight. Even well-aimed close-range missile shots from Special Weapons (secondary weapons) with thrust vectoring are not as reliable in high wind conditions. Players must either force their way through these wind currents or find ways to use them to their advantage. Other weather effects include rain which obscures vision, especially in the cockpit point of view, but rain does not have much impact in first person or third person views beyond adding to the atmosphere of the sortie. There are a few other low visibility situations like sandstorms and fog, but rain or moisture, in general, is the most reoccurring. Example of player flying through bad weather in cockpit view. Lightning strikes in AC7 only exist in one single-player mission, and one multiplayer map and are by far one of the deadliest random interactions one can have. These lightning strikes are shockingly catastrophic. Being stuck by lightning immediately sends the player aircraft into a nosedive with a momentary state of blindness from the flash. Aircraft systems remain on the fritz for roughly 30 seconds. With the heads-up display flickering on and off, players are forced to remain in combat with severely diminished situational awareness. Example of player being hit by lightning in Ace Combat 7. In Retrospect Looking back on it, the clouds of Ace Combat 7 are an exercise of compromise. The goal was to bring a fresh game mechanic to the proven "original formula" of Ace Combat which Ace Combat 7 brought to multiple modern gaming platforms. However, this had to be done while maintaining a few things that remain based in reality regarding how clouds influence air operations while not straying too far off the beaten path the series made for itself. Albeit, the intentional exaggeration of cloud and weather effects makes these concepts work while adhering to the high-paced combat players expect from the series. It is interesting to see how a conversation with actual JASDF pilots about subjects like the impact of clouds lead to a system that made artistic choices to enhance gameplay and encourage a specific type of gameplay among the player population of Ace Combat 7. It is hard to imagine something like a cover from enemy fire system in a flight game, but this is more or less what Project Aces created for Ace Combat 7. What real-world and full simulator combat pilots would consider "cloud surfing" became a combat effective tactic that frequently results in swirling dogfights through clouds banks. The random loss of missile lock and flying with reduced vision through cloud swept situations forced players to focus on timing their missile shots and getting a better read of the combat airspace. Players can build entire strategies or customize aircraft specifically for operations within cloud coverage to either take advantage of them or intercept other players that prefer to lurk within their whispy forms. A majority of the engagements that happen in this game are still within visual range, so having the default turn and burn air battles broken up by sequences of losing enemies in clouds does break up the cycle. Ironically, the one Ace Combat 7 multiplayer map which combines all cloud and weather elements into a single experience, is often the most vote skipped. Named "Yinshi Valley", it is not skipped because of bad level design, but more of an acknowledgment that harsh flight conditions are preferable to avoid. In my opinion this gives credence to the fact that Project Aces finally made clouds and weather in the Ace Combat series a serious part of the experience. Multiplayer game in Yinshi Valley. Each Ace Combat title introduces some kind of new function that may or may not stick in future titles. I sincerely hope that the frequency and intensity of clouds and weather becomes a staple of the series going forward in the game mechanic-focused form it is currently in. Some may scoff at the idea of an AIM-9X Sidewinder missing its target because it was blown off course and lost lock while flying in a torrential storm but being able to take a step back from reality to enjoy the movie-like fighter pilot experience that Ace Combat has built itself off is just as important for overall entertainment. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile .
- Nuclear Option 0.33: Rise of the Alkyon
After much time and with great anticipation, Nuclear Option's new version has finally dropped and with it come many new additions. Everything from new naval units, new loadouts, improved ground details and, last but not least, the AB-4 Alkyon We set up our mission so we would start at rank 3, as to not just spend countless minutes grinding away just to get to the new content. That being said, most of the new player-usable content available this patch lies on ranks 4 or above, so we still had to grind a bit to get to that point. When we got to rank 5 and 6, we started using a lot of the new loadouts and the Alkyon in a plethora of scenarios just to see how effective it would all be. Starting with the loadouts, I personally found myself gravitating towards the new Glide Bombs with cluster submunitions: the GBM-500LR. These bombs are surprisingly effective, especially when launched in saturation attacks at static targets, convoys and even ships! RISE OF THE ALKYON The start of the night was certainly the new boy on the block, and Nuclear Option's first Rank 6 aircraft: The AB-4 Alkyon. With its amazing speed and incredible tactical flexibility, this stealth bomber and heavy fighter shines above the rest of the roster. The AB-4 Alkyon has to be one of the most mechanically interesting aircraft in the game so far. A stealth, swing wing bomber with a secondary air to air capability? Why hadn't anyone thought of this before! Its looks are very much inspired by several real life aircraft such as the F-117, its prototype, Have Blue, and the B-2; and its functionality by other aircraft such as the B-1B and B-1R Lancers. Equipped with quad afterburning engines, it is by far the fastest aircraft in the game. It can reach speeds exceding Mach 2.5 at around 30.000ft, with supercruising capabilities even close to sea level. I cannot understate how fast this aircraft feels, and how much it has changed the way that the battlefield feels. Its stealth capabilities make it quite the deadly nuclear bomber, capable of going high and fast while staying relatively stealthy as to drop your ordinance and leave as quickly as you got there. You could technically do the same on a Darkreach or even an Ifrit, but the amount of nukes you can carry and how fast you can fly just makes the Alkyon one of a kind. If bombing is not up your alley, then you can still fly the Alkyon as a heavy fighter with no internal gun. It can carry Schmitars, which are some of the best air to air missiles currently in the game for beyond visual range engagements. Our friend Psyrenkun was using it to great effect against enemy CAS and CAP flights around the AO. No matter how you see it, it fits perfectly in the current meta! WHAT ARE YOU WAITING FOR? GO PLAY IT NOW! The developers over at Shockfront Studios show us again and again just the sheer level of passion and commitment that they have for this project. I have been playing it for a long time, and every time I get to play it with my friends it is just such a blast that the hours melt away into the night. The Alkyon is just one of many surprises that the team has to offer in this patch, and only one of many that they had under their sleeves. I cannot wait to see what else they have in store! About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord : Cubeboy
- Review: DCS OH-6A Cayuse by Tobsen & Eightball
In March 2026 this mod was suddenly removed for download. Its Discord community and Github files were deleted without announcement. While there is speculation and unconfirmed comments from individuals involved with this mod, at this time there is not a formal explanation as to why it was removed or what the future of this mod is. Skyward Flight Media will update this review if the mod appears again sometime in the future. What do you imagine when you think about helicopters in DCS World? I would bet that most people immediately imagine deadly attack helicopters like the AH-64D Apache or Mi-24P Hind, maybe even gunships like the Mi-8 Hip or the UH-1H Huey. Yesterday we all got a surprise gift from Tobsen and Eightball, who have been developing this mod for well over a year now: The OH-6A Cayuse, the latest addition to DCS' scout helicopter roster! While not as popular as the big boy helos, scout helicopters like the SA-342 Gazelle and the upcoming OH-58 Kiowa serve a crucial role in DCS and are some of the most fun you can have with helicopters. The OH-6A is no exception, with its light build and excellent visibility. Today, we will take a look at this amazing new free mod. I will divide this article in several areas, as per usual, to make it easier for you to go to the parts that interest you the most. This is so you can judge this module for yourself and decide if it is a fit for your own flying style. External and internal 3D models Flight modeling Mission capability Armament Vietnam Asset Pack! Is this aircraft for you? EXTERNAL AND INTERNAL 3D MODELS To say that the quality that these modders have put into this project is high would be an understatement. The 3D model for the OH-6A is absolutely gorgeous, and extremely accurate to the real aircraft. Rivets, panels, even the visual stress in the metal from the rivets and the weathering between the seams. This model is absolutely amazing. The pilot and gunner models are pretty good, too! They are some of the best I have seen in any mod, let alone helicopter mods, that truly benefit from these additions. Weapon pylons are removable, as well as the doors and even the cable cutters! The level of detail this team put into the project has nothing to envy from official modules. The internal model is as excellent as the exterior one. While it might not be the dirtiest and grimiest cockpit, every gauge and dial has been modeled and textured as accurately as possible, all of them with accurate textures for the instruments that allow proper use of them in the cockpit during flight. Night lightning is present in the cockpit, as well as a plethora of effects such as cockpit shake under demanding flight regimes or heavy maneuvers. It is excellent work, and I am so glad that the developers spent as much time as they did polishing it. FLIGHT MODELING DISCLAIMER: This is always a tough category, as like with any other aircraft, there is a lot to take into consideration other than just the feel of the flight model. This category is the most subjective one in this article, as I do not have any real world experience with this craft. I will only base my opinion on practical experience and knowledge of practical aerodynamics and the theoretical behavior that a OH-6A should have under certain scenarios. With that out of the way, I want to say that this has got to be the most analog experience I have gotten out of any helicopter in DCS so far. It has no hydraulic augmentation for its controls, no stability controls or anything similar. It is a raw experience and I have loved every single second of it. Likewise, it is a challenging experience. The controls are very sensitive, and it will be a bit harder for those that might have problems with smaller inputs, but once you have mastered the initial phase then it is a delightful experience. The transition from ground effect to forward flight is very much noticeable, and one that all pilots will need to get used to. This helicopter is the lightest player-controlled helicopter in the game at the moment, but its engine is still enough to sustain it through every maneuver. You will have to keep an eye on your torque, as it is pretty easy to over-torque it if you are not careful. Mind your collective and trim your governor properly. As stated before, It behaves exactly all the other OH-6A/MD-500 I've flown in other simulators like XP11, which should serve as a compliment for the hard work Tobsen put into this spectacular flight model. MISSION CAPABILITY In terms of capabilities, the OH-6A can only perform a very specific set of tasks due to its weight, payload limitations and speed. While it might not be able to hoist cargo like a Huey, or maintain suppression through sheer amount of firepower like a Hind or an Apache; the Cayuse functions great as a traditional, Vietnam-era scout helicopter. It lacks any sort of sensors for long range reconnaissance, but due to its small size and agility, it is capable of infiltrating behind enemy lines to mark enemy positions with smoke for other aircraft to engage. It can also perform duties similar to light attack aircraft, with an emphasis on "light". Its main role will be scouting targets for other assets while maintaining itself out of harms way through sheer piloting skills and agility. You could also transport a small group of special operations forces behind enemy lines in missions with CTLD enabled, and protect them from infantry or light vehicles for a short while with your limited armament and AI gunner, but your time on station will be limited if you want to come home in one piece. ARMAMENT M134 7.62mm MINIGUN Your classic side-mounted minigun, but this time on a gimbal! It is zeroed with your XM70E1 sighting system. You might not be able to penetrate armored vehicles, but anything without armor will feel your wrath. XM158 2.75in ROCKETS Simple, effective. Your classic 2.75in rockets mounted on 7 tube pods for a total of 14 rockets. You will have to choose between carrying both rocket pods or one rocket pod and the M134. SMOKE AND HIGH EXPLOSIVE GRENADES What happens when you don't have doors and a co-pilot that wants to make themselves useful? That is what these are for. You have four different colors of smoke grenades plus 10 HE frags to choose from. This is how you perform your scout duties. AI GUNNER w/M60 A unique feature within the modding scene as of the time of release, the AI gunner will take care of the enemies for you as long as you point him in the right direction. It tracks very well and is as effective as anyone would be with a gun from a moving helicopter. VIETNAM ASSET PACK The OH-6A comes packaged with a set of Vietnam War assets that are extremely well-made. These range all the way from combat AI units to static barrels and FARP assets for base building. As an extra for this mod, these are the most delightful addition I have ever seen from a mod creator. It is absolutely astonishing that the developers not only put time on the Cayuse, but also gave its community a set of assets to make this helicopter feel at home. IS THIS AIRCRAFT FOR YOU? If what you want in a module is: A lovely first helicopter to train your friends in. A light attacker that could prove useful in low-threat environments. Unique features that have yet to be implemented in other mods. A fantastic scout helicopter with a superb flight model. If you don't mind: Not having any guided weapons. The limited operational capabilities of the aircraft. Getting one of the best helicopters in the game for free with no strings attached. If all or some of the above is what you want, then Tobsen and Eightball's OH-6A is for you! About the writer: Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as the co-founder and writer ever since. Twitter | Discord : Cubeboy
- At Skies' Edge: Alpha Demo
A Notable Return of a Once Unexpected Entrant The last time we discussed At Skies' Edge by Mackerel Sky at length was during its final updates for the demo it had in late 2024. Back then it was based on a concept from 2017 which was reimagined for a sudden demo release on May 1st, 2023. After a notably successful run in which At Skies' Edge (ASE) gained a large amount of interest and feedback, in late 2024 its developer made the big decision to take the full leap into game development. On March 28th, 2026, ASE has released its next publicly accessible demo. This version being representative of the full game Mackerel Sky is working towards. In the wave of "Ace-likes" that have appeared in the last few years, At Skies' Edge is currently one of a few of them that has a recent demo available to play. The trailer released with the demo. AIRCRAFT AND WEAPON SELECTION The demo presents the player with three different aircraft with legally distinct names despite their familiar forms. Aircraft in flight arcade games being categorized as light, medium and heavy has been done for quite some time, but it is not something that feels noticeable until aircraft in the late game are unlocked. The difference between something like a 1960s third generation fighter compared to a still in active development 5th generation fighter. In the current At Skies' Edge demo the F.GR-4, KF.21 and I-29A are noticeably different in ways that feel meaningful. In a mission where I felt as though I was somewhat hindered by the maneuverability of the F.GR-4 despite its immense weapon stores, the KF.21 on the same mission felt nimble but made me consider my more limited weapon choices. The I-29A is an air-to-air focused fighter that is quite nimble in comparison to the other aircraft. However, with no dedicated air-to-ground weapons the best players can do is double or triple up on Standard Missiles - the classic kill all missile that defines this genre. On that note, the weapon selection system is an expansion of the multiple 'special weapon' style system made popular with the release of Project Wingman (2020). The ASE system mixes their own take on this system with a somewhat realistic hardpoint system where certain weapons can be carried, and certain weapons cannot be carried. The weapon selection includes standard missiles, rocket pods, unguided bombs, various types of air-to-air missiles and gun pods. Depending on aircraft it is possible to carry up to four separate weapons or take a singular weapon and carry it on multiple hardpoints to increase the quantity of that weapon carried on the aircraft. For example, the I-29A can only mount its more advanced air-to-air missiles on the inner hardpoints. The F.GR-4 is only able to mount semi-active air-to-air missiles on its fuselage hardpoints or the highly unique semi-active air-to-ground missiles only on a specific hardpoints meant for carrying heavy weapons like unguided bombs. If the rest of the game finds a way to make aircraft unlocks and selection feel more substantial it would make aircraft selection feel a bit more important than just flying the newest aircraft the moment it appears. Heavy loaded F.GR-4 with four weapons and centerline gun pod. FLIGHT MODEL: THROTTLE CONTROL There is a specific facet of the ASE flight model that I will continually think of and tell people about. The way this game handles throttle control and maneuverability is amazing in my opinion. Rather than the usual constant input mashing of binary throttle controls, where players rapidly increase and decrease thrust to maintain their ideal rate of turn, players can use a consistent throttle setting. Wherever a throttle is set to it stays there. The airspeed gauge on the left side of the Heads Up Display shows general speed ranges where the aircraft players are flying performs best in those ranges. Players that are always looking for the best turning speed or rate speed can focus on keeping their aircraft in the ACM range (air combat maneuvering range). While flying at high speed or in Cruise, players are less maneuverable and shouldn't expect to turn well while maintaining that speed. Note airspeed in the left-center of the Heads Up Display. For players new to the genre this is a quick visual reference to answer the constant question about what the right speeds are for maneuvering. For experienced players they can have finer energy management with a predictable throttle setting for much fewer rapid throttle adjustments. This specialized throttle layout is punctuated by quick settings that can be accessed with double button taps. Double tapping throttle increase immediately sets the throttle to maximum engine output. Double tapping throttle decrease drops the throttle to zero and opens air brakes. This is good for situations that call for instant, drastic speed changes. Aircraft that are capable of super maneuvers or post-stall maneuvers can access this ability for short bursts of time during the double tap throttle down configuration. STORY AND SETTING As the developer said a while back, the demo from over a year ago is largely not representative for the new direction At Skies' Edge has taken. There are some notable changes to gameplay, mission structure, music and voice acting, but story remains hazy. Though, there are signs that the story from the early development days may have been retained. Specific terms like "The Great War", "The Silent Age", "Arkasean", "Vostokova", "The Meridian War" and the "Alliance of Nations" matches with information seen in a lore drop from a dev blog on April 13th, 2024. Example of lore from April 13th, 2024. Click to expand. The material was presented in a style similar to the in-universe magazines created by developer Project Aces for the Ace Combat series. A few pages with some striking imagery and detailed backstory are still available. Staying focused on story building, the inclusion of flavor text in the descriptions of aircraft liveries is a nice touch. The basic one- or two-line explanations of the liveries seen in other games are expanded and include some decent lore about the world setting on their own. CONTROL SCHEMES The control remapping in the demo seems pretty nice. The menu is as straightforward and easy to understand as they come while still maintaining the overall style of the user interface throughout the game. While the preferred control method of At Skies' Edge is a gamepad (game console style controller) there are controls for Keyboard Mouse and an experimental hands-on throttle and stick setup for Thrustmaster T-Flight series controllers. The ability to setup something like a flight stick this early on in development is still restricted, but indicative of a potential future ability to have much wider device support. As things are now this control menu does have a few bugs that makes mapping specific controllers harder than it should be, but so far, my experience has shown it to be functional. MADE BY HUMANS Cropped picture of in game credits. With the amount of AI software out there these days and the developers that choose to lean heavily on them for just about everything in a project, I feel as though there should be more effort put into acknowledging the work of humans. In this project in particular, things went from a solo dev "fish" with a game development interest in 2023 to a full-fledged team in 2026. A team that includes 11 voice acting talents of varying experience levels who honestly did a great job maintaining energy and character throughout the missions. A 3D modeling team who have made original 3D models for the player's aircraft including some unusual variants like an F-4 Phantom that is not an F-4E (imagine that!) The music was notable with the inclusion of music composer Jose Pavli (Project Wingman, Dawn) and upcoming composer Ernest "Sournetic" Rivera who has made background music for other projects over the years. Listen to some songs from the ASE soundtrack in the YouTube playlist for the game. GRAND SLAM The ASE alpha demo has two story missions and one extra game mode for players to try. The Survival game mode which pits players against endless waves of fighters to see how long they can last and how high they can score. The first mission is a classic intro style mission which has player intercepting easy to track targets to ease them into gameplay. In this case it was shooting down reconnaissance drones and eventually enemy fighter aircraft. Aircraft preparing to engage drones in demo mission 1. That being said the real star of this demo is the Grand Slam mission. An ambitious mission that shows what At Skies' Edge is capable of in its current iteration. Its premise is that a large-scale expeditionary task force has arrived to render assistance to a nation occupied by another nation using overwhelming firepower from air, land and sea to remove the invaders. It is a long mission with dozens of units across a massive area of operations. Breaking down the mission and its many moving parts into bullet points is the most efficient way to describe everything it has going on: The Peak Experience: This is an opinion, but the best way to experience everything Grand Slam has to offer is using the F.GR-4. This is mainly because of the next two topics. Aircraft Carrier Operations: At the start of the mission players using the F.GR-4 will taxi across the deck of an aircraft carrier to a catapult. Players manually steer and manage aircraft throttle to reach catapult one and prepare for takeoff. During the process allied naval forces are bombarding the shoreline providing coverage for landing craft transporting main battle tanks and armored personnel carriers. Friendly fighters fly overhead with some pilots howling for battle with another trying to calm them down. The sequence is punctuated with perhaps one of the most hype flight deck catapult officers announcing that the player is ready for launch. To be "shot" off the aircraft carrier catapult and into combat. All of that without a cutscene is a pretty nice experience. It made me feel the tension and excitement before firing a single shot. Mid-Mission Resupply: Grand Slam is a massive mission. There is genuinely not enough ammunition on the player's aircraft to destroy every hostile unit on the map or in later phases of the mission. Players resupply their aircraft by flying off the edge of the map into a return line style resupply area that instantly resupplies their weapons and returns them to combat in seconds. Otherwise, the F.GR-4 can return to the carrier it launched from and land to rearm before being catapult launched again. A third method of resupplying relies on the player's actions in combat, but mid-mission resupply without breaking the flow of combat is a great part of the experience. I felt as though I was never truly taken out of the action of the mission. Few flight arcade games have done this in many years. I was very happy to see this game mechanic appear again. Multi-Operation Mission: ASE seems to have adopted the multi-operation format that the console exclusive Ace Combat 6: Fires of Liberation (2007) somewhat staked its identity on. Grand Slam is a mission that has three active operations from the start of the mission. While players focus on one operation the other two are still active with radio chatter informing the player what is happening elsewhere. While one operation is being completed it is possible that another may fail without the player's direct assistance. Though, completing an operation may unlock certain types of allied support. For example, successfully defending the fleet from air attack will unlock artillery fire support controlled by the player. Successfully supporting the amphibious landing of armored units will result in the capture of an airfield which the player can use to quickly rearm without having to fly across the map toward the return line or aircraft carrier. Completing two objectives leads to a final stand of opposing forces. As far as large-scale missions go, the multi-operation system proves to be a wonderful addition to manage the action and reward players for focusing their attention. Radar map of large mission (left), KF.21 using indirect fire allied support (right). It is a lot to take in. Depending on the combination of operations players attempt to complete there are times where you may complete objectives within minutes to spare. This can be further complicated as of now there are some bugs that occasionally make completing the mission harder. Or not possible at all. My kneejerk reaction with demos like these is to breakout a list of corrections and pointed commentary, but it seems like the many people that have tried the demo are well on top of this. DEVELOPER OBSERVATIONS AND ADJUSTMENTS Things like public demos are a vital part of the game development process that garners a substantial amount of feedback from outside of the dev team. Feedback comes in from social media, YouTube comments, Discord servers, Reddit threads and other sources, but ASE also has a rather detailed survey available in the game demo as well. I certainly will be giving my detailed feedback in the survey. I genuinely enjoyed the demo as it gave a lot more content than I thought it would. With a lot more ambition in it as well. Though, I fully acknowledge that like in any alpha there is a decent number of things to be fixed and refined. I have some sharp opinions on the quality of the standard missile's ability to track aerial targets and gush about my new favorite secondary weapon being a semi-active air-to-ground missile. I'd like to give my ratings on the finer points about game sound effects and visuals while doubling down on a few bug reports to further push up their priority. KF.21 rushing to provide close air support for allies in a city. All of this can be a good way to gain a lot of constructive feedback and pointed criticism fast. The trick of the developer is to take this information and action upon it in a timely manner while the public has access to the demo or remove the demo from public access after a certain amount of time to apply the changes and bug fixing reports they received. Within the first 24 hours of the demo being published, developer Mackerel Sky was already working on a list of what he considered bug fixes and game balancing. Further critical bug fixing and critical game balancing adjustments were identified over the days since the release. The developer pushed a demo update on April 2nd, 2026, before they were unavailable for work related reasons. Such is the life of an indie dev! THOUGHTS ON PROGRESS When I think on the path At Skies' Edge has been on since it appeared out of thin air back in 2023, I see the development arc of this project proceeding forward at a steady pace. It has been over 530 days since the old demo was last updated. That seems like it would be a sign that the developer may have abandoned the project. For anyone not closely watching dev blogs and social media activity, Mackerel Sky once again suddenly returns. The current alpha demo compared to the demo from 2024 is a substantial leap. It is clear that the true reason for this gap is the reality of a solo developer refining their development knowledge, gathering a team of skilled individuals and revamping their game with the intention to create a full product in the future. The developer has mentioned that there may be a Steam demo sometime in the future. We'll be looking for that for sure! Connect with At Skies' Edge by Mackerel Sky Itch.io Bluesky X.com About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- Skyward Flight Media: 6th Anniversary
Ribbon-Blue's Thoughts On a human level time is sometimes hard to fully grasp as you are living day to day life. You do not think too much about every little thing you have done day by day, week by week, month by month. It all just sort of happens, right? Only the big events make you stop and think. Milestones. Six years of Skyward Flight Media certainly is enough to make me pause and think. The staff and I took time off this week to celebrate and reflect. For me reflection was reading years worth of our written works and watching a few videos. It is interesting how you can watch the trajectory of an organization over a long period of time. As I reflect on six years of operations here at Skyward Flight Media I think of numbers. Things like over 6900 posts on social media and almost 540 releases about 126 games on our website. I wonder how many typed words that is, but let's not get lost in the sauce here. Just casually scrolling through our primary content page shows such a variety of established, upcoming and past flight titles, I found myself grinning at the juxtaposition. From bush flying in indie games to coverage about returning flight game series. From finding ways to constantly throw love toward gliders to our seemingly endless virtual reality adventures. With so many other flight experiences in between. I understand the value of consistency in content and how that can build a strong viewership. Still, amongst the long standing flight simulation news outlets and content creators of the world that has their content focused within a certain range of titles, I feel a proud fire within my chest when I see the eclectic Skyward Flight Media still burning just as bright. With that in mind I wanted to express my sincerest personal thanks to every reader, developer, manufacturer, flight community, content creator and fellow flight sim news facing entity. Whether its reading our content, watching our short videos, interacting with us on social media or working together with us, your energy is a part of why we are here today. I appreciate you. Hue's Thoughts It's hard to believe it's been six years - and that, somewhere in between playing flight simulators with friends and discussing Ace Combat lore, it's already been four years since I was invited to write an article for Skyward Flight Media. Back then, I could not have imagined that out of this little adventure would emerge some of my most cherished friendships, neither could I have dreamt that it would eventually give me the chance of seeing people fly and enjoy aircraft of my own design - even if only in virtual skies. But those virtual skies are what brought us here - they're what brought you, the reader, here - and they are the fabric which binds all of us flight simulation enthusiasts together. And they are now more relevant than ever. Between rising costs, a changing world, and the relentless march of autonomous systems, the dream of flying at the controls of an aircraft is one which may seem to be moving further and further away for many. Yet, the drive - to experience flight, to soar free through the skies; the drive which moved Lilienthal, the Wrights, Santos-Dumont, Blériot and so many others to extraordinary lengths back in their day - still persists at the core of our very beings. The spell which flight casts on humanity has been an inescapable one since the times of Daedalus. Flight simulation games, far beyond being mere entertainment to be consumed, are to us the very means of experiencing and expressing this drive in a manner which is affordable in its cost and universal in its reach. Thanks to the effort and passion of developers, and to the gradual increase in availability of once novel technologies such as VR headsets, there are now more ways of experiencing flight in these virtual skies than ever before; and there have never been more spaces on which to share your love of aviation with others. To me, Skyward has been the space of choice for the past six years; and here's for many more to come. Cubeboy's Thoughts When I look back at everything we have done so far, it is hard to even feel these past 6 years. We have done so many different things, with so many different people, and in so many different ways that I find it astonishing that it has really only been 6 years. In a world where short-form content reigns, and trends come and go faster than you can keep track off; Skyward stands strong against the insurmountable currents of the internet. We make content that would have been all the rage in the early 2000s, yet we still have a dedicated audience thatt comes back every week to read our content. That, to me, will never cease to amaze me to no believe. Skyward means a lot to me, it is the flame that keeps my passion for aviation burning brighter than the sun in my heart. It is the source of some of my greatest achievements and the reason why I even have half the things I do in real life. Working on Hue's Dragonfly model is what got me my first 3D modeling gig with Mackerel over at At Skies' Edge; so to say that this website, this project, has changed my life for the better would be an understatement. I cherish every single person that I have met through Skyward the same or more than I do most of my IRL friendships, and if it wasn't for Skyward I wouldn't have my best friends alongside me. I would have never met Aaron, Caio, Sean, Cody, Millie, Psy, Reason, Sour or any of the people that I consider the closest to me, and apologies for those that I didn't mention directly, you all know who you all are. And to our readers, I am extremely appreciative that you come around and read our articles every week. You are the reason why we keep pushing for better and better every time, and why we push against the current of slop and low quality gaming journamism. We will keep this website running, and the content coming, so keep tuning in. I am thankful to have your attention, let's look skyward and fill our hearts with ambition.
- CAS Support: Flying the Falcon in Halo Arma 3
There are only a handful of games that allow you to properly perform Close Air Support (CAS) missions, even if they are still a thing on most flight simulators. They just never feel right, or give you any feedback from the troops you are supporting. That's when milsim titles with their multiplayer nature really shine, especially games like Squad or, in our case, modded Arma 3. As one of the most modded games out there in the milsim genre, Arma 3 offers a lot of different experiences depending on what the players want. If you want to completely ditch realism, you can do so by modding sci-fi factions from many universes into this usually realistic game. That is what my friend Neppy did with our current short-term campaign by modding in the entirety of the Halo universe factions into the Altis map. We are playing as the small insurrectionist faction against the Covenant and the UNSC, which might sound like a terrible idea for those that know about Halo. I have become the default pilot and artillery operator, which has led to me being able to fly as much as I have realistically could. Everything from tactical insertions, CAS and precision strikes against armor and buildings; I've flown them all. Likewise, I've been flying most of the missions with the UH-144 Falcon which I consider to be Halo's version of a UH-60 Blackhawk. It's a small yet nimble twin-rotor VTOL aircraft that can hold its own against most of the threats that we have faced so far. UH-144 Falcon as seen in Halo Reach It can carry guided and unguided rockets, small caliber mini guns, chin-mounted 20mm cannons and door-mounted gunner positions. All of this makes it such a versatile aircraft that it has become the workhorse of most air operations we have needed during the campaign. ONE ENGINE, NO PEDALS AND A DREAM My most memorable fight wasn't one that ended in glory, but a flight that ended in a close call. We had planned an air assault on a small island where the enemy had three objectives: an outpost, a small military base and an even smaller sea port. We flew in at night, I dropped my friends down at a beach south-west of the enemy outpost and proceeded to provide CAS while they were fighting their way in. I retreated after engaging some enemy armor, and then came back as soon as possible after rearming. I landed the aircraft at the now captured outpost and proceeded on foot with the rest of my friends. Things get a bit hazy from this point forward, but I do remember that we had to destroy some enemy air defenses that were placed at the enemy base. After capturing the base, we also had in our hands a brand new MH-144 Falcon, a heavily armed version of the standard Falcon. I proceeded to airlift the armor crate we got from the attack, which had all its loot, and headed back to our HQ. That is when I heard a radar lock and an immediate impact on my aircraft, turns out, the UNSC still had some air defense nearby. I lost an engine and all control of my yaw axis was gone, so I started spinning around like a top all over the sky. That's when the hundreds upon hundreds of hours of simulator time kicked in and I released the collective, which lessened the uncontrolled spin. This allowed me to turn toward the HQ and, slowly but steadily, approach it without losing the cargo which was hanging underneath me. Somehow, I managed to get it down at HQ with the crate still intact. The Falcon was very damaged, with all of its components being either partially or fully destroyed. This experience reminded me that I don't have to be in a simulator to get the same sensations that I get while flying missions in DCS or any other simulator. If you have a group of friends, and you all are into flying and milsim, then you should give any Arma Antistasi campaign a chance, I've been playing them with my friends for years and they are very fun. About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord : Cubeboy
- Nuclear Option: Limiting Munitions
The impact of forcing logistics to be more forefront It has almost been one whole year since I fully delved into the mission editor of Nuclear Option by Shockfront Studios. It started with me wanting to know how the nuclear blast backdropped air battles above sprawling land and sea combat actually worked. To my surprise it was much simpler than I was expecting with an effective set of triggers to create more complex scenarios while still being somewhat limited in ways I would not expect. I have made about a dozen missions, each of them focusing on different concepts to flex the mission editor to its limits. Some will see the light of day, others probably not. My biggest takeaway is that logistics in Nuclear Option is more important to the overall player experience than it appears to be. Now that seems odd to say when players can throw 40 something standoff munitions and a half dozen nuclear weapons in the average play session. But it is the fine details that make it all happen. You can define the logistics system into four parts: Faction Funds used for purchasing ammunition and vehicles for players and NPCs. Factories / Refineries to build vehicles and nuclear weapons Hangars / Vehicle Depots deploying ground units and air vehicles Munitions supplying ammunition to offensive and defensive units. The most pertinent subject to this article is the Munitions. I feel as though Munitions specifically is somewhat misused. To the point that I would argue many large-scale single player and multiplayer missions from the Steam workshop and in the base game are somewhat mishandling them. Even missing opportunities with them. Destroyed helicopter. Never Ending Air Defenses Anyone that has played two or three Nuclear Option missions will notice that all forms of air defense are surprisingly consistent in intercepting bombs, missiles and rockets. It is to the point that saturation attacks really are the only valid tactic in high-end fights. As engaging as this may seem, honestly, having massive waves of guided missiles be swatted from the sky without fail can definitely wear down player's determination. You may need to be prepared to spend an hour or more to complete a reasonably sized mission. In my mission editing and research, the root of this is often the presence of Munitions Container and Munitions Bunkers. Almost every unit within 100 to 300 meters of these is guaranteed to receive infinite ammunition as long as the munitions unit is not destroyed. Of course there are two sides of this. If these munitions units are destroyed, they can explode spectacularly destroying anything within a certain radius around them. Regular Munitions Crates are unarmored and highly vulnerable while Munitions Bunkers are harder to destroy. That seems like a great risk for reward setup. Though I would still argue that being too heavy handed with munition supply units near air defense units makes it all a high stress risk for reward that can feel heavily diminished. Dumping 20-something anti-tank missiles into a small group of self-propelled anti-aircraft guns for maybe one or two to get through can eventually wear on the player's experience. For players that are not skilled enough to deftly fly 1 meter off the surface, snap rolling and deploying countermeasures at the perfect moment, it can get old after the third or fourth attempt on the same cluster of targets. Though on the other end of the spectrum higher skill players still need the challenge. How do you balance this? Mission editors that do not place Munitions Crates or Munitions Bunkers near clusters of air defenses at the start of each mission can passively create opportunities and tasks for players and non-player-controlled (NPC) units without having to assign an elaborate set of triggers. Limited Ammo, Valuable Tactics Magazine depth for guided munitions is a significant real-world problem. It is especially prevalent in the 2020s. The rate at which guided weapons are expended and the consequences of not resupplying them quickly does translate well to Nuclear Option. Mission editors that do not place Munitions Containers or Munitions Bunkers near clusters of air defenses at the start of each mission can passively create opportunities and tasks for players and non-player-controlled (NPC) units without having to assign an elaborate set of triggers. In the game it is usually the land and sea-based air defenses that launch infrared and radar guided missiles that run out of ammunition first. Units that deploy missiles are often the first ones to expend their interceptors due to their longer engagement ranges and effectiveness in intercepting air launched bombs and missiles from aircraft. A heavily reinforced S9 SAM site is one of the ultimate air defenses. On one hand air defenses may be highly successful in stopping aircraft or incoming attacks for a time, but eventually they will run out of ammo despite their successes. On the other hand, with there being a limited number of interceptors on the battlefield, players can then use suppression of enemy air defense style tactics that intentionally cause enemy forces to burn through interceptors to leave them exposed. Maybe hardened air defenses are gradually bled dry of missile stockpiles by deploying multiple low-cost glide bombs. Maybe old school Wild Weasel tactics are used, placing a lone aircraft in harm's way to intentionally draw fire and force a SAM site to waste missiles. Even if something like a far reaching Stratolance S9 surface-to-air missile site can be bled of its long-range missiles, it is effectively mission killed. This is the same for any other unit that remains in combat for an extended period of time. With no missiles available and even anti-aircraft gun munitions gradually running short throughout the course of combat, this creates new situations for both players and NPC units to utilize to their advantage or take it upon themselves to fix. NPC Logistic Missions A side effect of restricting the placement of Munitions Crates and Munitions Bunkers at the start of a mission is that non-player-controlled units will automatically build and launch aircraft capable of carrying munition containers to resupply units that are out of ammo as the mission goes on. As of the time of this article being written, the two aircraft able to transport supplies in this role would be the UH-90 Ibis utility helicopter and the VL-49 Tarantula heavy vertical lifter. VL-49 Tarantula offloading munitions containers. The in-game logic will assign these missions without player input. However, with no direct control over the units, it is unknown which units will be rearmed first or in what order. This randomness causes a few things to happen. When a resupply aircraft is built it takes up an active aircraft slot that could have been used by a fixed-wing combat aircraft. That is one less offensive focused aircraft in the air. When multiple units need resupply it is possible that for a time air threats significantly decrease if a large amount of resupply missions are called at the same time. UH-90 Ibis in flight. From the player's point of view, every hostile logistics laden helicopter may be in transit to drop a munition's crate next to a highly dangerous pocket of air defense. They become high priority targets worth the risk to destroy. That randomness also applies to allied helicopters who may spawn then spend time resupplying random anti-aircraft units that are far from units that are closer to the frontline line in dire need of resupply. There is one guaranteed way to ensure that high priority units get the supplies they need quickly. Player Driven Logistics For players, units in need of ammunition create opportunities to fly logistics missions themselves. Destroying enemy units in direct combat certainly gives enough credits, but an equal amount of credits can be made resupplying entire SAM sites or clusters of anti-aircraft artillery. Besides the in-game currency payout to buy better aircraft and weapons, this brings friendly air defenses back online to continue the fight. Tarantula delivering munitions to an actively engaged S9 SAM site. Flying with crates full of explosives is as dangerous as you would it expect it to be but flying into combat to deliver them greatly enhances the danger. Just like the enemy NPC helicopters that explode amazingly when you shoot them down, the same can happen to a player's transport aircraft. Even if a few cannon shells penetrate the hull of the aircraft. Player run logistic flights turn into a game of expertly flying to avoid danger and evade detection. Fortunately, as of update 0.31, Nuclear Option lets aircraft both land and deploy munitions crates or paradrop them while in flight. While rolling them out the back of an aircraft to let parachutes bring them to the ground is the safest way to deliver supplies, it is also the most inaccurate method without a lot of practice. Learning the right airspeeds and distances to paradrop close enough to a unit in need of resupply takes practice. UH-90 delivering supplies to a C-RAM system at an austere airfield. Resupply At Sea Perhaps one of the most understated parts of the logistics side of things is resupply of warships while at sea. These vessels are packed with various weapon systems and sensors that make them considerable threats to anything flying, driving or sailing in their reach. Whether its aircraft launching from carriers, long-range railgun fire or map crossing waves of anti-ship missiles, once their ship magazine is expended their ability to reach out and strike targets is lost. Eventually they too will be unable to defend themselves from consistent air attacks. Currently there is nothing like a naval port to build new warships in the same way factories can build ground vehicles to be deployed from vehicle depots. Keeping the warships alive for as long as possible is the best way to utilize them. These naval vessels can be resupplied with Naval Supply Containers; a variant of the standard land-based munitions containers made to float in the ocean. Any warship that passes within 200 meters of a Naval Supply Container has ammunition resupplied for all weapon systems onboard the ship. For a time, it was possible for the UH-90 and VL-49 to equip these navalized munitions crates from the destroyers, aircraft carriers and assault ships they could spawn from. This let a fleet at sea resupply itself within a few short minutes. However, that changed a few updates ago. Now all variants of the Munition Containers can only be loaded onto aircraft from pre-established land-based airports and air bases. Not even user made air bases can deploy them. Resupply of warships now requires potentially long-range resupply missions from land to sea. Flying over the open ocean with few ways to defend the transporting aircraft can be risky, but when resupplying a nearly depleted Dynamo-class Destroyer yields upwards of 20 million credits per successful resupply, it is a risk worth taking. VL-49 Tarantula slows to resupply a Dynamo-class Destroyer while it is in combat. A Heavylifter Future? If social media polls mean anything it seems like Shockfront Studios may be fielding a design for a new heavy lifter aircraft. How such an aircraft could impact Nuclear Option is speculation for now, but it is undeniable that it would become a central part to the munitions branch of the game's logistics system. Hopefully the day comes when this potential heavy transport is a staple of the large-scale battles in this game's future. Connect with Nuclear Option by Shockfront Studios Steam X.com Linktree About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]
- Interview Just Pocket Games, Developer of Pocket Flight
Discussing a soon to release "cozy" flight game with a new dev team. Coming March 12th, 2026! A few weeks ago during one of my usual social media platform patrols for flight game updates, Pocket Flight by Just Pocket Games flew onto my timeline. A few seconds of gameplay in the announcement video showed various types of aircraft flying above treetops, punching through storms and collecting strings of floating coins. During Steam Next Fest February 2026 we went hands on with the public demo to get a feel for gameplay. Now, shortly before the game’s release on March 12th, 2026 , we interview the developers to learn more about them, the project and some future plans. Hello! Just Pocket Games is a brand new studio to me. I know very little about it beyond some of the promotional posts on social media. Please introduce yourselves. We’re Just Pocket Games, a small indie studio founded by two longtime friends who met while studying Game Development at university. We’ve known each other for years, worked on student projects together, and always talked about building something of our own one day. Pocket Flight is the result of that promise. We’re developing it after our regular day jobs - late evenings, weekends, whenever we can find time. It’s very much a passion project. Marcin is responsible for the art direction and overall game design. I support the design process and handle all the programming - which basically means I turn Marcin’s ideas into something that actually works on screen. That’s our system: he dreams it up, I make it run! What inspired the members of Just Pocket Games to create the studio? The idea of starting a studio had been with us since our university days. Back then, we worked on multiple small projects together and realized we complement each other naturally - creatively and technically. Over time, as we moved into our professional careers, the desire to build something personal kept growing. We didn’t want to wait for the “perfect moment,” so we decided to start small and build in our spare time. Just Pocket Games was created as a space where we could experiment freely, without external pressure, and design the kind of experiences we personally enjoy - focused, atmospheric, and emotionally driven rather than competitive or overwhelming. Do you have any previous experience with game development? How did you learn? Yes! Our foundation comes from studying Game Development, where we gained both theoretical knowledge and practical experience by building multiple projects from scratch. After university, we continued developing our skills independently. A lot of our growth came from hands-on experimentation - prototyping systems, refining mechanics, testing ideas, and learning from what didn’t work. Marcin developed his visual style and design approach through constant iteration and artistic exploration, while I focused heavily on programming architecture, gameplay systems, and technical optimization. Where did the concept for Pocket Flight come from? What does “cozy flying” mean? The idea for Pocket Flight emerged from conversations about how most flying games feel intense: fast, competitive, or combat-driven. We started asking ourselves: what if flying could feel calm instead? The concept evolved around that thought. We imagined a game where the main experience isn’t about winning or losing, but about atmosphere and flow. "Cozy flying" for us means removing pressure and focusing on sensation - smooth movement, soft lighting, minimal UI, gentle audio, and a sense of openness. It’s designed to be something you can play after a long day, the same way we build it after ours. In many ways, Pocket Flight reflects our own rhythm: balanced around daily responsibilities, created slowly and intentionally, with care for small details. You know, I felt the rhythm you mentioned during Steam Next Fest February 2026. I was bouncing through other demos as well, but it was easy to casually slip back into Pocket Flight to wander around for 10 to 20 minutes. The short game play cycles work well in sandbox mode. Is story mode also going to be suitable for short play sessions? Yes, story mode is being designed with short play sessions in mind. Most missions are intended to fit within roughly 15–25 minutes, similar to the rhythm you experienced in sandbox mode. The narrative will be delivered through small quests and story moments, but the structure is intentionally divided into clearly defined stages. This way, players can complete a meaningful piece of the story in a single session without feeling obligated to continue playing in one long stretch. So whether someone has 15 minutes or wants to chain several stages together, the progression should still feel natural and satisfying. For people wondering what a story mode in a game like this would be, can you give them a general idea of what they can expect? Without giving too much away, the story mode focuses on a more personal side of the pilot’s life. As you progress, you’ll uncover fragments of his past and revisit events that shaped where he is now. The narrative unfolds gradually between flights through small story moments and memories, so players piece things together over time rather than receiving everything at once. And you won’t be alone up there! Along the way, a female voice will appear in the story as well. The in game currency system being designed to encourage exploration feels like it is a uniquely Pocket Flight style system. That is to say, I cannot think of a similar system off the top of my head. What types of upgrades can players do in the Plane Editor? In the Plane Editor, players can modify both the visual appearance of their aircraft and its performance. There’s a wide range of parts available, allowing you to experiment with different configurations depending on the kind of flying you prefer. You’ll be able to swap and customize elements such as engines, wings, tail wings, and propellers, which can influence how the plane behaves in the air. On top of that, there are also visual customization options, including different colors, so players can give their aircraft a look that feels uniquely theirs. Are the upgrades in the Plane Editor persistent? If I unlock a new engine for an aircraft using coins I gathered in sandbox mode, will that engine upgrade still be available in story mode? Upgrades from the Plane Editor are separate from story mode. The modifications and parts you unlock are meant for sandbox play, while the aircraft used in the story campaign remains fixed. This allows us to keep tighter control over the pacing and the overall experience in story mode. Missions are designed around a specific aircraft setup, ensuring that the challenges and moments in the narrative play out the way they were intended. Daily challenges seem to be a key part of the replayability for Pocket Flight. What sorts of daily challenges will players have during the full game release? At launch, players can expect a set of simple but engaging daily challenges designed to encourage regular flying and exploration. Examples include flying a certain number of kilometers, spending a specific amount of time in the air, collecting a set number of coins. These challenges are meant to fit naturally into normal play sessions, giving players small goals to pursue each day while they explore the world. Pocket Flight uses procedurally generated terrain to make very large maps for players to fly over. How large are these maps? Was it difficult to use procedural generation in this way? In practice, the maps are effectively infinite. Each of the five biomes available in the menu is built from dozens of terrain chunks that are combined dynamically as you fly. These areas are further enriched with details like vegetation and wildlife, which help make the world feel more alive while exploring. One of the biggest challenges was hardware performance. Procedural generation can be quite demanding in terms of system resources, so a lot of work went into making the generation efficient enough to run smoothly during gameplay. In the end, we’re happy with how it turned out and feel we’ve built a solid world generator that allows players to keep discovering new landscapes while flying. What were some of the biggest challenges during the development of Pocket Flight? Any tips for other developers to keep in mind while starting their projects? One of the biggest technical challenges was the aircraft customization system. Handling all the different interchangeable parts, saving player configurations, and dynamically updating aircraft stats depending on the selected components turned out to be much more complex than it might seem at first. From the art side, creating the aircraft themselves along with all the interchangeable components was also quite demanding. Designing parts that fit together visually and technically across many configurations requires a lot of iteration. At some point you also start running out of good reference material, especially when working on stylized aircraft and modular pieces, and you have to rely much more on your own judgment and design sense. If there’s one takeaway for other developers, it’s that systems which seem simple on paper can become surprisingly complex during implementation - so it’s worth planning extra time for iteration and problem solving. How was Steam Next Fest for Just Pocket Games? Is this the first game festival the team has participated in? You could say it was the first one we seriously prepared for. Overall, it was a very positive experience for us. We received a lot of kind words and constructive feedback about the game, which has been extremely helpful. Perhaps most importantly, we had almost no reports of serious bugs, which was a great sign for us during the event. We’re taking all the feedback we gathered, drawing conclusions, iterating on the game, and getting everything ready for the full release. After the release of Pocket Flight, are there any plans for post-release content? New maps? Aircraft? Yes. We’re already planning a free content update scheduled for late March 2026. The update is planned to include several new aircraft, a new biome to explore, and a new mini-game for sandbox mode. Our goal is to expand the variety of activities and environments available to players after launch while keeping the core experience fresh. Thank you for the pre-release interview. I appreciate the team making time to talk to Skyward Flight Media before the game release. Thank you for your interest in Pocket Flight and for taking the time to speak with us. It’s always great to share a bit about the project and the work that has gone into it. We appreciate the opportunity and hope players will enjoy exploring the skies when the game releases. Clear skies! Connect with Pocket Flight and Just Pocket Games Steam Page - Discord - Facebook - Instagram - TikTok - X.com - YouTube About the Interviewer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info , the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile .
- Creator Highlight: Tupo's Aviation Channel!
It has been a while since we wrote about another content creator, so we wanted to choose someone that was closer to home. That is when someone came to mind, a creator that has been hanging around the Skyward discord server for a really long time: Tupo. Not only are they a fellow content creator, but also someone that has been putting increasingly amounts of effort on their video creation to bring to light older titles to light, or to showcase how a certain series or aircraft has evolved in digital aviation throughout the years. What makes their channel unique is not editing or even their flying skills, but the emphasis they put on historical and retro content. Almost every modern flight sim-focused creator I've watched recently only focuses on what's trendy or on the latest sim or module to come out. One series that exemplifies Tupo's efforts is their "Evolution of X in Combat Simulators", one of their most popular series on Youtube. It has a single focus: grab an aircraft and look back as much as possible to see how the portrayal of that airframe has evolved over the years. Something which I find extremely intriguing and appealing. Tupo's focus is more niche, but at the same time, that is what makes it appealing. To me, as a content creator on this space, I have always held a great level of respect for the titles of years past; those are the titles that shaped the genre of flight within this virtual space of ours, and the ones that molded it into what it is today. Many of these games have been forgotten to time, and most are now behind consoles or software that is difficult to find or borderline impossible to run on a modern machine. They go out of their way not only to acquire old games, but also to document them through their videos so that these games have a bit of legacy behind them; and to expose them to a way bigger audience. I sinecerely hope that tupo continues on the same path they currently are on, as this would mean that many, many games would get some much deserved spotlight after years of gathering dust at someone's basement.
- VRChat Dogfight Central F-100 Tournament!
Something that has always been a staple of VRChat Aviation are its dogfighting tournaments, and for the longest time the only popular on the Western hemisphere ones were the ones hosted by the VRC Black Aces. There have been other communities that have hosted tournaments but they never really had the same ambiance or punch that the Black Aces had at the time. But now another one of the big players in the VRC Aviation community has started hosting their own tournaments: Dogfight Central. We have already talked about DFC here in the past, and they are good friends of everyone here at Skyward, so we were excited to not only see them host their own tournament but also to be hosting it with their own in-house aircraft, the F-100 Super Sabre. Additionally, they went all-in with the prizes for the winners: 1st Place: $200, Dogfight Central Coin, Trophy 2nd Place:$150, Dogfight Central Coin 3rd Place: $50, Dogfight Central Coin THE TOURNEY Matches during the tournament were a mix of very strategic flying and the good-ol’ rate fights that are extremely technical to fly, but a bit boring to watch if you are not technically minded. Since there were three blocks comprised of 56 total participants, only 15 made it to the finals, 5 from each block. The plane these participants had to fly was the F-100 Super Sabre by Mia. Modeled and tuned in-house, it stands as one of the only aircraft ever featured on a tournament to have been made entirely by the organization responsible for the event. Planes like these take months and months to make, so seeing one featured in such an interesting event is something we are super happy about. We have also done the same thing before with our Colibri, so we are glad to see others put in the effort and make their own models. This plane flew less like a standard SaccFlight aircraft, and more like the Colibri in terms of how you had to approach its flying. They both are low thrust to weight aircraft that lose energy pretty fast, forcing the pilots to adopt a different flying style than they would have otherwise. It also lacks a HUD and relies on steam gauges and a basic gunsight, always a plus when it comes down to making it more interesting for the pilots. It made for some interesting matches; but, since it did have an afterburner, it resulted in a lot of prolongued rate fights that are extremely common on dogfights with equally skilled pilots flying the same planes under pseudo-laboratory conditions (known parameters, known terrain, known fuel amount and known merge point). NRG took first place, while Nighthawk and x_womanslayer_x got second and third place respectively. There were some interesting matches, moments of relative boredom for the audience which were usually broken by amazing maneuvers being pulled by the competitors. I cannot wait to see which tournaments DFC will do in the future! About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord : Cubeboy
- Steam Next Fest February 2026
Thoughts on indie demos from the recent Next Fest Steam Next Fest February 2026 is over. From February 23rd to March 2nd, 2026, we played various demos for upcoming flight games. While we have covered many festivals like this in the past, this year we decided to change things up slightly. Rather than rush through all available demos in just two or three days in the middle of a weeklong event, we took our time to instead promote the games during the festival period both here on the website and on social media . Our thoughts now come a few days after the festival is over. While we are specifically talking about a few of the demos here, be sure to double back to our post announcing the demos at the end of last month to further research what is being developed out there. Wings of Aviora Coming into Wings of Aviora I was not sure what to truly expect. I feel like my mind wanted to compare it to Crimson Skies within the first few minutes I saw it. Mainly because of the focus on propeller driven aircraft and steam punk design cutes. That perception was quickly blown away by two major factors: world setting and aircraft building. The setting of the game is that on the planet Aviora the New Vravice archipelago is under siege by mechanical creatures causing destruction. The concept is that there are no briefings and no maps to guide you in the fight. Players are encouraged to take their aircraft, launch from their home base and take off on a 'sky patrol' as per the Steam page. Players can wander around the islands - some of them floating in the air - to do training challenges, search for enemies, intervene in on going attacks, avoid (or challenge) Leviathans, escort trade ships and more. Further encouraging exploration is finding blueprints for new aircraft parts behind mountains, in the middle of small towns and who knows where else. Aircraft building is a much larger part of this game than expected. Story wise, the player is a test pilot a part of an aviation engineering effort to develop new technology to combat the mechanical invaders. The level of customization previewed in the demo is also higher than I thought it would be. Story wise, the player is a test pilot a part of an aviation engineering effort to develop new technology to combat the mechanical invaders. While the demo provides players with three distinct designs to start with, the aircraft building aspect is detailed enough to let players build entirely new designs from the unlocked parts. Taking these aircraft on flights, completing challenges and successfully retuning to base will get the aircraft's design rated with the gathered data used to unlock even more components. Combat is rather reasonable in the game. While the enemies that appear are not highly maneuverable like a traditional aircraft, this does give players the chance to use evasive maneuvers to evade enemy attacks and counterattack somewhat reliably. The flight model is forgiving enough to allow for arcade flight game style maneuvers and let players build some pretty wild aircraft, but there are factors like overheating/stressing the engine, running out of fuel and of course aircraft hull damage. Overall, this was a pretty solid demo from developer Stormy XP . I came in only knowing the bare minimum and was surprised by the depth provided in the demo. StarFront: Lancers Looking at the promotional media for StarFront: Lancers , I was primarily drawn in by the concept of a sci-fi flight action shooter with customizable hero traits. This game is set in a deep space conflict with a handful of factions interacting with and battling one another for story related reasons. There is only one story mission in the demo, so rather than focus on the lore details, we should look at the combat and customization system. Using two in-game currencies gained by completing daily tasks, story missions, custom missions and Gauntlet game mode missions, players can purchase and customize many things. Space fighters with 10 or more customization slots can equip upgrades across five categories. Each of these pulling certain amounts of energy to function, making power management important. These parts can be purchased from the in-game shop or salvaged during combat in any game mode. The next layer of customization comes with the characters. There are up to five characters that can be unlocked and leveled up. These characters have baseline stats unique to themselves with certain ship components impacting their stats, but mainly it is their Manifestation (skill tree) that greatly expands their stats and unlocks new character specific special abilities. StarFront: Lancers plays like a classic space-based arcade shooter with game mechanics like hull armor, energy shield strength, booster timers, engine off motion drifting, basic gun aim lead mechanics; everything you would expect of a solid game in this genre. Finding the right mix of components to defeat enemies efficiently while still leaving enough energy for high-speed maneuvering is a nice balance. The default gamepad controls leave a bit to be desired, but that may be more personal preference than anything else. Not a problem since it does have a rather nice option menu for remapping that even includes a handy benchmark stress test to check setting performance before starting a mission. I do not normally play a lot of spaced based games; no matter how arcadey or simulator like they are. I had a great time with the StarFront: Lancers demo within just the first five to ten minutes of playing it. SimplePlanes 2 SimplePlanes 2 by Jundroo Games had multiple timed demos over the past year or so. The third demo that was active during the recent festival added a new area to explore (three areas total), many more base game vehicles, limited vehicle editing and other small features previously seen in the past demos. Recently we had a great multiplayer session with the current demo, but our November 2025 first impression written by Caio D. "Hueman" Baretto is still accurate and goes into immense detail about SimplePlanes 2 from the perspective of someone that put in a lot of time in SimplePlanes 1 and built dozens of vehicles with custom systems. Read that one for our thoughts on the SimplePlanes 2 demos up to now. POCKET FLIGHT Among the primarily combat focused flight games I tried during Steam Next Fest, Pocket Flight by Just Pocket Games acted as an unexpected pallet cleanser. Claiming itself to be a "cozy flight game" I really was not sure what to expect. There are certainly flight games that are made for non-combat enjoyment, but "cozy" as in comfortable? Eyebrow raising. Though the full game will have a story driven game mode as well, the demo focuses on the sandbox game mode. The game uses procedurally generated terrain to let players fly across endless distances exploring different landscapes. Two landscapes were available in the demo with distinctly different themes. With the one aircraft available in the demo you are flying around without specific objectives beyond a general daily task to give you some minor direction. Within the somewhat nebulous concept at hand, the daily tasks do contribute to the developer's concept of this game being built for casual flying sessions. I can say that while wandering around foothills, hunting for unusual structures and pushing through turbulent weather I actually did feel myself unwind a bit. While wandering the landscapes players can find unexpected landmarks and wildlife while collecting coins scattered across the area. The gathered coins can be used to unlock new landscapes, new aircraft and new parts to modify aircraft. Aircraft modification in Pocket Flight focuses on engines, wings, propellers, rudders and aircraft color. Besides aesthetic changes, flight values for aircraft attributes like speed, roll, turn, pitch, acceleration and deceleration. The aircraft in the demo, the Breeze, is a propeller driven biplane. It is arguably perfect for the scenic type of flying the game is staking its identity on. Its lower maximum airspeed and easy low speed flight characteristics are perfect for taking in the sights and flying in a relaxed manner. It makes me wonder how faster aircraft like the Skyline L (regional jet) and the Skylark (military style fast jet) would fit into the overall feel of this type of game with their significantly higher speeds. I'm sold on the concept and would like to see just what a "cozy" flight game has in store for the genre. Who knows, perhaps we have had "cozy" games within this genre and we have just been viewing them through the wrong lens. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info , the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [ Read Profile ]
- Fly Now! Steam Next Fest February 2026 Flight Game Demos
A week of flying! New flight game demos available now! Steam Next Fest February 2026 is open! From February 23rd to March 2nd, 2026 @ 10:00 AM PST (UTC-8) , hundreds of games from all genres have demos available for download. As always Skyward Flight Media remains focused on the flight games and simulators. To spread the word about these developers and their sky eyed projects, this year we are listing off these games and their developers during the first day of the festival to direct attention to their projects throughout the entire event. Our usual compilation post which gathers our thoughts on specific demos we played will be posted on March 4th, 2026 . We have gathered some basic info and links about flight games featured during this festival. There is a chance we may not have all of them listed below, so be sure to check out the Flight genre tag during the festival for yourself too. Alliance Tales: Battle for the Frontier Developer / Publisher : Urban Logic Games Alliance Tales is a linear, story-driven space combat sim inspired by 90s classics like Wing Commander and Tie Fighter. Take part in fast-paced space battles in a campaign that takes you on the hunt for a missing friend while foiling a plot to take over the Frontier Colonies. Steam Page - Bluesky - Mastodon - Website - YouTube Combat Pilot: Carrier Qualification Developer : Entropy.Aero Publisher : Combat Pilot LLC Combat Pilot is a hardcore combat flight-simulation set in the Pacific Theater during WWII. Our Carrier Qualification title represents the first step in the product's roadmap, offering basic carrier and land operations for the legendary USN/USMC F4F-4 and IJN A6M2 Mod.21 "Zero" fighter planes. Steam Page - Discord - Facebook - Instagram - Reddit - Website - X.com - YouTube Drone Zone Developer / Publisher : Euphoria Machine Multiplayer team-based tactical shooter in a postapocalyptic world. This is not FPV drones. Future. Technology assists in managing flight and targeting. Fight for resources in a world full of hostile anomalies. Use active skills and get advantage depending on which enemy module you have destroyed. Steam Page - Discord - VK Pocket Flight Developer / Publisher : Just Pocket Games Fly your own way in Pocket Flight - a cozy endless flight adventure! Explore dynamic biomes, face shifting weather, customize your plane, and take on daily challenges. Relaxing skies, infinite horizons. Ready for takeoff? Steam Page - Discord - Facebook - Instagram - TikTok - X.com - YouTube StarFront: Lancers Developer / Publisher : R J L Jones Spaceship combat sim arcade shooter. Rogue-like and other game modes. Character collection. Steam Page - Discord - YouTube Simple Flight Developer / Publisher : Jax Leon The Easiest Carrier Landing Ever! Simple Flight is an accessible yet challenging 3D flight simulation game. Pilot airplanes, helicopters, and more with realistic physics, experience the freedom of flight, and take on missions and challenges. Steam Page - Bilibili SimplePlanes 2 Developer / Publisher : Jundroo LLC SimplePlanes is back! Build planes, cars, or anything else using powerful procedural parts! Explore detailed environments with friends in multiplayer, cause chaos, or download 1,000,000 community crafts for free. Steam Page - Bilibili - Discord - Website - YouTube The Guardians Developer / Publisher : Neutron Studios LLC The Aegis Carrier Fleet merges human skill with unmatched AI control, IRRA. Control the most advanced aircraft into lethal battle zones, where your squadrons act with precision to secure decisive victories. Steam Page - YouTube Wild Blue Skies Developer : Chuhai Labs, Vitei Backroom Inc. Publisher : Humble Games Wild Blue Skies reimagines the classic on-rail adventures of the '90s. Join Bowie Stray and the Blue Bombers as they soar through the skies on a mission to save the world in this action-packed, nostalgic journey! Steam Page - Bluesky - Discord - Instagram - Website - X.com - YouTube Wings of Aviora Developer \ Publisher : Stormy XP Become an aviator on the planet Aviora in this steampunk flight action-adventure. Build unique aircraft. Test them in combat and refine them to perfection. Help the locals and drive back the mechanical beasts rising from the sea. Steam Page - Website - YouTube Wingsuit: Romsdalen Developer / Publisher : Ninja Whale Studios Feel the rush of Norway’s Romsdalen Valley in this intense action sports game. Pilot a high-performance wingsuit through challenging exits, daring stunts and vast mountain landscapes. Are you ready to hit the slopes? Steam Page - Website - X.com - YouTube
- Tinker Pilot: A Cockpit Builder Sim in Early Access!
After being in development for quite a while, Tinker Pilot has finally come out in Early Access on Steam! This small indie title is one that we had kept our eye on for quite a while, because it offered something that we found extremely appealing: Total VR cockpit customization. Usually in VR games you are stuck with having your flight controls placed wherever the developer puts them, which most of the time is for good reason since you will be flying a simulated version of a real aircraft. In the case of space flight sims, that doesn't have to apply since 5-3 designers make up whatever they want! Tinker Pilot takes this concept and let's YOU, the player, design your own cockpit layout. It is the entire point of this game, hence the Tinker in Tinker Pilot. BUILD YOUR OWN COCKPIT While unintuitive at first, and a bit overwhelming, the cockpit editor proved to be by far the most polished aspect of this title. You can build your own layout using 3D models of your own IRL hardware and place it in the virtual cockpit in the same position that it is IRL. From throttles, to sticks and pedals, the game lets you decide how close to your real life set up you will get. In my case, there was no Winwing Ursa Minor stick or Thrustmaster pedals, so I made do with what was available. Fret not, that if you want, you can also import your own 3D models that represent your hardware! I spent around 45 minutes making my virtual cockpit, adding arm rests made from supports and placing screens around to better suit my workflow, including some virtual buttons wherever they fit in a logical manner. Once I was done binding my controls, it took no effort at all to get flying straight away. The tutorial is very straightforward and dummy-proof, and you will find yourself navigating space in glorious 6DoF in no time at all. EARLY ACCESS CONTENT VACUUM Content-wise, the game is a bit lacking as of the writing of this video. I was done with most of the content the game had to offer, which are three separate scenarios including two trials and a recovery mission, in around 35 to 45 minutes. I am sure this can be a problem for some people, hence why we are discussing it here. Once the game has more content, I can guarantee that it will be a blast to go through it all in your customized cockpit for your space fighter! Keep an eye out for this title and its upcoming updates, because I will be doing that for sure. About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord: Cubeboy
- Get Tickets for FlightSimExpo 2026 Now: Prices Increase on March 1
The best prices are available to those who register before March 1. Get tickets at flightsimexpo.com/register . FlightSimExpo is June 12-14, 2026 at the Saint Paul RiverCentre, an 8-mile drive from MSP Airport and 20 minutes from the Mall of America? Get tickets at flightsimexpo.com/register before prices increase on March 1. “We offer the best prices for those who can make their travel plans early,” says FSA Co-Founder Phil Coyle. “Plus, if you’re an FSA Captain, you’ll save an additional 20% on tickets while getting access to a dedicated entrance lane, priority Addons registration, and more.” More than 40 Exhibitors are Already Confirmed FlightSimExpo is excited to welcome new and familiar developers to this year’s event. In all, there are more than 40 exhibitors confirmed so far—with specific names to be revealed later this year. Courtesy of Diamond+ Sponsor Navigraph, each FlightSimExpo attendee will receive a personalized badge designed to make everyone feel welcome at the show. Navigraph will also be on-site presenting an upcoming release, offering in-person attendees an exclusive first look at new features designed to enhance the flight simulation experience. The team will be at the booth to demo the full Navigraph product, answer questions, and connect directly with the community, as well as discuss Navigraph Academy and SimBrief with visitors who want to learn more. Grinnelli Designs Presents the FSExpo 2026 Combat Arena This new high-energy, interactive experience allows attendees to compete, learn, and connect through aviation-inspired contests and events that capture the excitement of flight and the spirit of discovery. The Combat Arena will be available to all FlightSimExpo attendees. “In partnership with industry leaders who share our passion for aviation and immersive simulation, we’re planning a dynamic lineup of events designed to engage and excite attendees throughout the weekend,” said Joe Grinnelli, CEO of Grinnelli Designs. “Highlights include a head-to-head air combat competition, team operations, airshow-style performances, and more—with great prizes available to be won.” Airline, Hotel, and Car Rental Discounts FlightSimExpo attendees save on hotels and airfare. This year’s hotel rates start at just $149/night, plus local taxes. Airfare deals are available from Delta, United, Southwest, and codeshare partners. Make your travel plans early and take advantage of great rates at flightsimexpo.com/travel . “If you liked the vibe in Providence, you’ll love this year’s venue,” says Co-Founder Evan Reiter, who conducted the initial site inspection in February 2025 and will be returning for a pre-show visit this April. “Located on the banks of the Mississippi River, Saint Paul has a walkable, vibrant, and friendly downtown with great restaurants and easy access to natural places. Since Minnesota Wild games are played at the same complex as our venue, we’re looking forward to an incredible atmosphere—especially if the team makes it to the NHL playoffs again this year.” Flight Sim Developers: Sponsor and Exhibit at FlightSimExpo 2026 FlightSimExpo welcomes software developers, hardware vendors, communities, and other flight simulation organizations to participate as sponsors, exhibitors, and speakers. Details on getting involved are available at flightsimexpo.com/partner . “We’ve made it super easy for flight sim devs of all sizes to participate,” says Evan. “The number one reason attendees come to the event is to meet the people behind the projects. Please look at our 2026 Partner Overview , speak to other devs who’ve attended, or reach out to me if you’d like to support the show.” ### About FlightSimExpo. FlightSimExpo is one of the world’s largest flight simulation conventions. The event has welcomed almost 10,000 attendees to events in Las Vegas, Orlando, San Diego, Houston, and Providence since 2018. FlightSimExpo is produced by Flight Simulation Association, a community-driven organization of developers, simmers, and real-world pilots working to make it easier to get started in home simulation. Join the community today—free—at flightsimassociation.com for resources, learning content, webinars, and discounts on top add-ons and simulation hardware.
- Ace Combat 6: Dynamic Mission System
The perfect presentation of large-scale combat with direction and purpose It has almost been 20 years since Ace Combat 6: Fires of Liberation was released. A much younger me has fond memories and deep opinions about this game. Thanks to a recent video in the ongoing Ace Combat 30th Anniversary memorial movie series, it is forefront on my mind again. To this day, Ace Combat 6 (AC6) does something other games in the Ace Combat series have not completely replicated. From the arcades of 1992 up to the release of AC6 on October 23rd, 2007, the Ace Combat series was defined by linear small-to-mid sized missions that could be completed within a few minutes. There were some uncommon missions that were more of a timed based score attack lasted closer to 20 minutes, but you get the idea. Large-Scale Battles One of the major selling points of Ace Combat 6 was its large-scale battles. Harnessing the power of the Microsoft Xbox 360, a leading seventh generation game console back in the 2000s, there were often more enemies to fight in a single mission of AC6 than two or three missions from the PlayStation installments combined. The average fixed-wing fighter in just about every Ace Combat games has enough ammo to defeat a small air force. That's a known fact. Trying to destroy 80+ enemies per mission is still a bit of a tall order for lone aircraft to accomplish though. Fortunately, there are many types of allied non-player-controlled units to battle the hordes of enemies alongside players. With dozens of enemies and allies moving to achieve their own objectives separate from the player, there is a lot of data to process. This is where the Dynamic Mission System comes in. Dynamic Mission System During the briefing of each mission players see the primary objective of the mission at hand. They are then separated into Operations, also known as sub-objectives. The player chooses one of the available Operations to start the mission and combat begins. As combat continues across the battlespace players can switch between each on going operation to see which allies and enemies are engaged in combat and decided whether or not they want to intervene. This creates situations where a player may choose to start the mission hunting long-range artillery on a western flank, but they could easily switch over to assisting with the capture of a frontline airfield that is getting stalled due to significant enemy action. All within the same mission. During the mission, the player can switch their radar display to show allied and enemy units active in the selected operation. This declutters their radar display and only shows active targets in their Heads Up Display or general game user interface. This is known at the Operation ID device. Operation ID Device display on the player's radar. Sorting from All operations to operation C. The opposing force also reacts to the operations as they are won or lost by directing their forces to different objectives or changing their tactics that results in mid-mission updates or new operations appearing due to enemy action. As each operation is completed the allied units tied to that operation become available as Allied Support assets. This is a different game mechanic, but it is an extension of the Dynamic Mission system in practice. Once the player destroys a certain number of enemies, they are able to trigger a massive, combined arms attack against enemies in front of and around the player's aircraft. Depending on the composition of the allied units that are available, this could result in a swarm of aircraft, naval bombardment or land forces moving into action. The Allied Support attacks are powerful enough to wipe out entire fighter squadrons and armored battalions. Example: San Loma Assault Giving a specific example, Mission 08: San Loma Assault. The primary objective is to recapture Cavallia Air Force Base, a major military facility. The allied forces would use it as a springboard for a large-scale air operation against a flying heavy command cruiser that is singlehandedly harassing the player's friendly forces across the continent. That primary objective is split into three operations: [A] Supporting a tank battalion approaching the primary objective from the east. [B] Providing escort for a strategic bomber squadron destroying hardened defensive positions on the southern coast of the primary objective. [C] Support a friendly fleet as they approach the primary objective by sinking an enemy fleet that stands in their way. When two of these operations are completed, the opposing forces falls back to the air force base for its final stand. Once the enemy is routed the primary objective is complete and the mission is over. Full mission example. Since 2007 there have been a few other Ace Combat games with varying degrees of large-scale battles. A primary example of this being the long-gone Ace Combat Infinity inherently had to have a massive amount of non-player-controlled units to fight as the game specialized in 4 vs 4 multiplayer competitive co-op missions. Having enough targets for eight players to fight over is a considerable amount action happening in the same area. Honestly the airspace was absolutely chaotic. The Ace Combat 6: Fires of Liberation Dynamic Mission System is not something that is vital to the flight arcade genre as a whole, but in retrospect it is a fine tool to help players manage their situational awareness and better inform their decisions in combat. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [ Read Profile ]
- F-22: Air Dominance Fighter (2026 Launch)
Recently I have lamented that there has been something of a lack of an intermediate in the flight game zeitgeist. A discussion with my fellow writer, Caio, a couple weeks ago had us bring up the value of what amounts to “simcade” style strategy and management in an otherwise simplistic flight model. These types of games, best remember by myself as Novalogic’s F-16/MiG-29 or F-22 series, used to be prevalent. What made these types of games so important to personal growth within the realm of combat aviation is how it gave you a way to grasp advanced concepts of air combat strategy and logistics without forcing a brutal flight model or promoting style over substance. Well, what a coincidence that development has recently completed on one of those old games to bring it into the 21 st century. Digital Image Design's F-22: Air Dominance Fighter is back, now published by MicroProse, and it’s been updated with a significant set of quality-of-life features to give it a new lease in the modern day. We received a pre-relase copy of this game, so we would like to thank Digital Image Design (DID) for this opportunity! Oh, COME on… Look, I’ve been burned enough by a lot of modern day ports and rereleases on Steam to immediately appreciate that there’s no janky startup issues here. But you know what sort of weirds me out? Initialization of the game. It takes an oddly long time to start up. I thought it might have just been a fluke, but after trying it on three different computers, the result is the same. Subsequent startups are far faster, but it made me joke about whether this was a design decision to emulate how long this would have taken to power up on a Pentium II. The decision to start the game with a windowed menu is appreciated, It’s nostalgically straightforward. Entering a mission is just as pleasant. The game just starts. I just… love it. It might sound silly to focus on, but in a world of instant gratification, consider these simple gestures gratifying instantly. This will dump you right into the cockpit however. Before taking the plunge, hit up options first to tune your controls. These resolutions almost feel like a joke with this interface… Temper your graphical expectations. Why shouldn’t you? This is for all intents and purposes the original game. But it acts as an interesting demonstration of what a resolution bump can provide to ease the eyes and up playability. Additionally, I recommend the same expectations for sound and music design. These are the original effects, and as a result I couldn’t help but feel like I was flying along to music from Sim City for a good portion of the time. Maybe this is why music is disabled by default in options… F-22 in flight. But I want to get into the meat and potatoes of what’s been retained and what’s been added here. Besides just the resolution bump, the biggest upgrade touted is the implementation of head tracking. This feels… anachronistic. It absolutely works, and works well. Just as well as you would want it to. It’s smooth and capable, but it feels almost foreign when using a basic flight stick (A Thrustmaster T16000.M). In fact, it feels like it took me longer to figure out how to get the joystick to work. The Settings menu fails to mark the joystick setting, only hinting at it with a “Calibrate” button. I had to restart the game to get this to appear correctly. I thought I was losing my mind… That said, I feel like I’m missing something here. For the life of me I couldn’t get my throttle slider to bind to anything. I confirmed it’s working in Windows, but I was forced to use the keyboard for a significant amount of control. I confess I never got a chance to play this game during it’s original release. I suspect this is a holdover from that. In my attempts to troubleshoot, I found a number of reviews that were lamenting the lack of support for modern HOTAS. That confirmed my suspicions. In the spirit of simplicity and control I decided to put the stick aside and revert to keyboard control. It’s odd to say, but this is actually where the game seems to shine. Though you have to make sure you’re using a full size or 90% board, as the numpad is extremely important for systems navigation. Testing in Quick Combat, I found myself more than capable of engaging and maneuvering against anything I came across. Within the 10 minute window I walked away with eight kills, including five against attacking MiG-21’s. I don’t think I’ve been this successful with keyboard control in a flight game since… ever. However to become this successful you should familiarize yourself with the help section often. It’s a boon that it can be brought up during live gameplay and is easy to position around the screen. Without it, I would have failed. SPLASH! Bandit down! But the gameplay loop is something that I want to emphasize. Using your MFD’s and a host of hotkeys for flight control, you’re forced to deal with your limited armament and system management much like you would in a real fighter, albeit with a number of QoL improvements on how to select from those MFD’s, as they act more as “touchscreens” to keep you from having to use buttons to navigate. They are highly simplified, but force you into introductory skills for weapons management and radar control. You have to select your targets from radar to lock, for example, much like you would be expected to do in a real fighter (HOTAS notwithstanding). Example of gameplay (Tupo's Aviation Channel) To anyone that’s played DCS, this seems almost infantile, but it comes back around to what I feel is a missing step from arcade flight shooter to full simulator. It’s the stepping stone to understanding true combat control, and this is what I ended up reminiscing about most during the play through. There is a fairly large selection of missions for your campaign ranging from basic training to a full tour of duty across the Middle East where you take control not only of the namesake fighter, but also of an E-3. Yes, you get to be AWACS in this game, and quite often too. Unfortunately for the life of me I just could not get control to function right. I tried to perform the correct actions to vector the fighters under my control towards intrusions across the border, but I couldn’t get the commands to function right. I really don’t know if this is just me. I need more time with it, but if it is a larger problem, it will create an issue for campaign completion. Regardless I love the concept. Going back to the idea of beginner logistical understanding, this is a great introduction to the importance of real-time air battle management. But do I LIKE it? Do I think it’s worth $24.99? Hmm… Here’s the thing. I think that in this genre, with the realization that we’re still stuck with older games to provide this intermediate flight simcade experience that I find has a lot of value as a stepping stone, the somewhat newer Novalogic F-22 Lightning III is a better choice. BUT— Try starting that game up from download and it just doesn’t work right. Remember how I said that it’s so satisfying that the game just starts up? Yeah, that has a quality all of it’s own. I don’t like the idea of a game that doesn’t work out of the box discouraging a budding flight simmer from growing into the genre. That’s what I give to F-22 ADF right now. I really need them to support HOTAS control to really make this work. People WANT to play this game, and I think it deserves a look beyond a historical curiosity. I think it’s release provides the ability to get people thinking about these types of games again, and that we deserve them just as much today as we did back then. Despite the modern day updates, I really need a better control patch enabled first before I can recommend it at full price. It deserves to be more than that curiosity, and if the implementation of head-tracking is any indication, the devs think so too. I’ll be watching to see if there’s more to this. We deserve development of these sorts of flight games in the present day, and I think it has potential as an important stepping stone. About the Writer T.J. "Millie" Archer T.J. "Millie" Archer is Life-long realist and aviation enthusiast. Once the co-founding Administrator of the Electrosphere.info English Ace Combat Database. In the present day he is freelance, roving the internet in search of the latest aviation news and entertainment. [ Read Staff Profile ]
- Arcade Archives Air Combat 22: A Deeper Dive
It took thirty years, a quarter-billion dollars, and 275,000 combined man-hours of development, but we finally have successfully ported Air Combat 22 to console. I’ve never actually had a chance to play this game until now. Arcade emulation is actually a harder task than many would believe, and though Namco System 22 emulators are readily available, it’s not something I’ve ever bothered to get into due to difficult experiences in the past with attempts at Sega AM2 and NAOMI emulator installs. I’ve of course been aware of Air Combat 22 as the “first” Ace Combat; it’s the reason the North American release of Ace Combat for the PS1 was changed to “Air Combat”, to better connect consumers with the arcade roots and attach a familiar name. Arcade ports and derived titles were very much still in vogue with the early 90s arcade resurgence, and it was probably a more educated move than we give it credit for. “Many interns died to bring us this low-poly YF-22 with a refueling probe.” But here it is in PS5 glory, thanks to the efforts of Hamster Coporation’s Arcade Archives series and Bandai Namco. I don’t recall ever seeing this machine or the original Air Combat in any arcades that I visited in the past. Odd considering it had extraordinary appeal for several years, with arcade-centric magazine publishers noting its high demand several years after its first release and noting its ubiquity in arcades around the United States. Had I seen it though, I think it would have left as strong an impression on me as any of the Sega machines I gush over. Air Combat 22 immediately assaults your senses in only a way a 90s arcade game can, with brickwalled voiceover lines crushed by a soundtrack that overpowers each syllable. The game only gives you about 10 seconds to choose your flight mode, screaming at you to scramble the whole time. Suffice to say, I was stressed as hell and loving every moment so far. Immediately, I’m going to say that if you “get” Ace Combat, don’t bother with choosing the Cadet with Tutorial option. It hits you at the most inopportune times with hints, and it’s activates the same part of my brain that fires anytime a YouTube video is interrupted by an ad. “Come on, Mom; just one more quarter!” So, I rebooted and jumped into normal “Cadet” difficulty. The first thing I’ll say is that we as a community should probably stop making fun of those who play Ace Combat using novice controls. It’s literally the original and only scheme that you can use for this game. Therefore, we can only conclude that those that play with novice controls are the true franchise purists. These controls though… the SNAP. The aircraft in this game turn like a bat out of hell. We’re talking like 500G’s. I’m not sure if this is a translation approximation for what would be the original flight stick porting to the far smaller lever of a console controller analog stick, but you have to learn to be gentle with the controls. “You cowards! Get back here and guard your precious C-2 with a hat!” But the DNA is there. Every last bit of it. This is literally what we now know as Ace Combat in its most distilled form. I found myself instinctively releasing two missiles anytime I had a successful lock, which quickly and unnessacarily depleted my reserves. It’s one missile kills against all targets in this game, and you’ll quickly pick it up. Gun kills are a challenge. Despite the anachronistic dual guns with huge tracers equipped on either the F-14, YF-22, or Su-27M, you’ll struggle to land hits on anything that isn’t a lumbering transport. What caught me off guard is how a few things that came into play later in the series like aerial refueling and chaff/flare actually can trace its roots all the way back to this game. In some ways its surprising that it took so many iterations to make their return. There are even echoes of gameplay that harmonize with Ace Combat Assault Horizon of all things, with the final assault on the carrier in the late game reminding me of the opening stages of “Naval Warfare”. And of course it would be remiss not to point out that this game’s direct sequel in form, function, and gameplay is Ace Combat 5’s Operation: Katina. All the way down to the way the Sortie Cleared screens match the camera angles shot for shot between stages. In fact, the similarities strengthen if you do a good job clearing the Top Gun difficult level… But you have to find that one out for yourself. “Missile, missile, missile, missile, CANNON, CANNON~ … Damn, that’s meme’s almost as old as this game.” Another element that surprises me every time I revisit older arcade games like this is the graphical and sound fidelity. Backgrounds and terrain aside, the aircraft models are actually quite solid. The desire for arcade-accurate ports was still strong for consoles during this time, and when you look at the shading, control surface movement, and framerates you can see why that was such a gold standard. Arguably, Ace Combat didn’t get this kind of fidelity until after Ace Combat 3—the PS1 was never going to be able to provide this experience. The soundtrack is also solid and high energy, and the retrospective of being treated to The Sky Is Burning Out lights a fire under your toes to keep moving through the stages. But I couldn’t help this nagging feeling of value in the back of my mind. When it comes down to the wire, this is an old arcade game. It’s entire existence as an arcade was to be a profit center, keeping the difficulty and engagement high enough to ensure that players would return with more tokens. In the latter, I would argue it still succeeds; I ran through each difficulty at least once and enjoyed myself each time. In the former though… Not so much. Perhaps its my thousands of hours playing Ace Combat over the past 25 years, or maybe it’s my familiarity with the eccentrics of 90s arcade gameplay mixed with the convenience of modern day control, but I managed to clear all four difficulties with a total of less than 10 credits. I ran the numbers in my head and was wondering what that would actually add up to in quarters burned. And that’s because this game is what I feel is an astounding $16.99 on the Playstation Store. “I’m getting this odd feeling of being halfway through a Growling Sidewinder video…” Even if I was being generous and assuming two dollars a play, this game barely scratches the value that I felt I received. It begs the question of why such an old game is so expensive. I’ll grant inflation is making gaming feel less and less affordable, but to be fair there’s also been a lot of improvements over the years and game development time isn’t as straightforward as it once was—there can be a justification made for the cost. But despite my joking anecdote as I opened this article, Air Combat 22 has made its money, and a couple of good programmers should have been able to port this successfully with modest effort. I have a pet theory that the reason actually has to do with aircraft licensing costs; something that wasn’t so much a consideration in the past as it is today, but I may be hard-pressed to prove it. But does that justify what we get out of it? As a connoisseur of yesteryear’s entertainment and a nostalgia junkie, I’ll be willing to grant Ace Combat 22 the value modifiers that pushes it over that edge for me, but I can already say I’ve spoken to advanced Ace Combat players that balk at the price and aren’t willing to entertain the purchase. I find it difficult to fault that decision. “Hehehehehe…” And that’s the kicker, isn’t it? Knock it down to 10 bucks, I’d be recommending this title in a heartbeat simply as a tour of the roots of a forest that we take for granted now. It certainly beats the pants off of Afterburner; I can see why Sega had to take some hard turns in the middle of the decade to respond to this game. But when I keep returning to the idea that I managed to beat the entirety of the game with less than 10 bucks and change… I don’t think I’ve ever quite seen such an occasion that an arcade port sides against the player’s hard-earned dollar compared to the arcade itself, especially when you consider the lack of fidelity, tactility, and immersion even a cheap cabinet can provide. I want you to buy this game to support what I know is still the hard work and dedication of developers over at Hamster and Namco. And it’s still a fun experience from start to finish, but at only about five minutes a playthrough and a questionably high cost, there is too much stiff competition even in the retro space to capture more than a historical curiosity or a niche enjoyment from the experience of our carrier-launched YF-22. Connect with 'Arcade Archives Air Combat 22' Website Facebook Instagram X.com YouTube About the Writer T.J. "Millie" Archer A Life-long realist and aviation enthusiast. Once the co-founding Administrator of the Electrosphere.info English Ace Combat Database. In the present day he is freelance, roving the internet in search of the latest aviation news and entertainment. Read Staff Profile.
- Nuclear Option: A-19 Brawler, Update 0.32
You know... every time Shockfront Studios provides a new decimal update for Nuclear Option , I ask myself "how is this not a 1.0?" and "how is this not 4.0 at least?" The experience gets so notably better every update, you cannot help but wonder what they are expecting 1.0 to look like. Let us start by watching yet another absolute banger trailer video for the most recent Nuclear Option update before we continue: Official video for Update 0.32. Update 0.32 released on December 14th, 2025. It has been a few days since then and I put in plenty of time with all aspects of the update both flying in combat and building missions in the mission editor. Here are some of my takeaways on the update. An A-19 with full bomb loadout preparing to takeoff. A-19 Brawler The next aircraft in the roster of Nuclear Option and the star of Update 0.32, is the A-19 Brawler. Development of this aircraft was shown off during developer livestreams starting in October 2025. This straight wing attacker has the same role and similar design cues as the iconic Fairchild Republic A-10 Thunderbolt II. This straight wing, sub sonic, prop fan engine aircraft occupies the role of a dedicated attacker in this game's varied aircraft roster. Viewing this aircraft as the "big brother" of the smaller CI-22 Cricket is a fair opinion. The A-19 can even take off from the same austere highway airstrips the CI-22 does, increasing the combat effectiveness of this new aircraft. While the other jet powered aircraft in game can carry a respectable array of air-to-ground and anti-ship weaponry, the Brawler is in a league of its own. The A-19 has six weapon stations. Three wing pylons, two fuselage pylons and a center line pylon that can be used if the inner fuselage pylon is empty. Saturation attacks are the most common tactic in Nuclear Option due to the consistent effectiveness of short-range air defense (SHORAD). The A-19 Brawler can carry massive amounts of guided and unguided bombs, glide bombs, optically guided air-to-ground missiles and laser guided rockets. In a single pass an A-19 can easily attack up to ten targets at once. In large scale battles where columns of land forces are frequently capturing locations, a single A-19 can make all the difference. True to its design inspiration, the aircraft is also a "gun fighter". It has a pair of nose mounted 35mm autocannons effective up to 3000 meters against armored vehicles. The centerline pylon can mount a 30mm rotary cannon firing armor piercing incendiary or a 57mm cannon that automatically sets warhead fuse type and timing against targets. A-19 with nose mounted cannons and centerline 30mm rotary cannon firing. Flying the aircraft in combat, it is easy to have the impression that the A-19 Brawler is an anemic, underpowered aircraft. But the problem is not with the power plants. It is with how players can load the airframe with so much ordinance it effects flight characteristics. Reducing fuel load or flying with more reasonable weapon configurations greatly improves performance. When flying near maximum thrust to weight ratio it is best to remember to expend glidebombs, missiles or rockets from a distance before flying directly into the range of infrared missiles and anti-aircraft cannons where maneuverability and flares will be the primary means of defense. The name "Brawler" comes from the word for a person that often engages in noisy, violent fights. The type of scenario where someone is used to throwing punches and being punched frequently. The name fits the rugged A-19 well. The sorties I have flown in singleplayer, and multiplayer have highlighted the survivability of this aircraft. The Brawler has often absorbed so much damage - missing flight surfaces, riddled in holes, sometimes missing an engine - and the aircraft has remained controllable enough to either land back at base or fly back to friendly territory and eject safely. Either undamaged or heavily damaged, the A-19 feels like it is one of the most easily to control fixed-wing aircraft in the game so far. Though, in high end peer vs peer engagements with air superiority fighters, long-ranged surface-to-air missiles (SAM) and flotillas of warships at sea, the A-19 does struggle. Terrain masking, effective use of short-range infrared air-to-air missiles, its large volume of infrared flares and self-protection ECM jammer are a must in the large battles that regularly grace Nuclear Option. Overall, the A-19 Brawler is rapidly becoming one of my favorite aircraft in Nuclear Option. This was a good, non-redundant aircraft addition to the game at this time. New Units Compatible with Low Intensity Engagements As seen in the base game missions and a good number of the missions created by user on the Steam Workshop, Nuclear Option is by definition a large scale, force on force combat flight game. 100+ units on both sides clashing with main battle tanks, fast jets, carrier fleets and strategic nuclear weapons is a daily occurrence. Many of the "starter" aircraft like the CI-22 Cricket counter insurgency aircraft and UH-90 Ibis utility helicopter become ineffective in huge battles such as those. Update 0.32 has introduced multiple light vehicles and air defenses more conducive with lower threat environments where aircraft from rank 1 through 3 are still viable. Manually aimed 23mm anti-aircraft guns and infrared man-portable air defense systems with sandbags built around them. These units are harder to detect from the air and often are only found shortly before or after they started firing upon aircraft. These types of basic short-range air defense are prolific in insurgent groups and paramilitaries. The newly introduced Modular Support Vehicle Series provides a system of modular vehicles. Each vehicle can fulfill different roles. While the most notable units are related to air defense or indirect fire, the sub-roles include flat beds, fuel trucks, mine resistant ambush protected vehicles and similar units. These lightly armored vehicles offer more options to create low intensity scenarios. Ballistic Missile Trucks and Thoughts on Indirect Fire Units Since my first month with Nuclear Option back in 2023, I have strongly felt like indirect fire units are a part of the game that has been lacking. Not to the level that the gameplay feels empty or disjointed, but more in the way that it just feels like the variety of ground units that are already in the game seems like they would be perfect for the addition of even one ground based indirect fire unit with a reasonable engagement range. To clarify, up to update 0.31, there are warships with deck cannons that provide bombardment, the Dynamo-class Destroyer can launch dozens of long-range anti-surface missiles and just recently unmanned ground vehicles with grenade launchers capable of engaging targets within 2km with no line of sight. However, none of that is quite what I am thinking of. I am talking about the most common types of battlefield artillery. Units like self-propelled artillery, multiple launch rocket systems, mortars, land-based anti-ship missile launchers, mobile land attack cruise missile trucks - that sort of thing. Update 0.32 took a step in that direction by adding the MSV Ballistic Missile Launcher; a truck-like wheeled vehicle based ballistic missile launcher. Think in the style of 9K720 Iskander or WS2600. The new Nuclear Option vehicle is a non-player-controlled unit that can drive or be set as a static unit. The unit comes in two variants, capable of launching either a pair of conventional warhead ballistic missiles or nuclear tipped ballistic missiles. There are immediate and significant limitations, however. The unit only launches missiles when the active mission reaches the Strategic Nuclear Weapons threat level and when it fires its pair of missiles it cannot be resupplied by any means. This makes the new MSV Ballistic Missile Launcher a limited use, one-time use unit. While its current configuration it is great as a looming threat that needs to be found at the start of a low-threat level mission, but in missions that start with medium and high-level aircraft available from the stat, the missiles will fire immediately and that's that. Having this new unit is a net positive, but more traditional artillery units that could be used to weaken armored columns or maneuver to decimate rear line structures are still a must have. R9 Stratolance Fire Control System The Fire Control command system is perhaps one of the most important updates for land based R9 Stratolance surface-to-air missile system to date. In the game, these SAM sites are the longest reaching threats to aircraft. Capable of striking aircraft up to 50 kilometers away. Before Update 0.32 all R9 Stratolance mobile erector launchers connected to a HLT / MSV Radar unit will fire upon the same airborne threat (aircraft, helicopter, missile). While still dangerous, this meant that a single aircraft could intentionally fly into the weapon engagement envelop of an R9 SAM site and draw its fire, potentially opening the site up to attack by another aircraft. Or in cases of missile saturation attacks the SAM site would deal with threats one unit at a time. The addition of a Fire Control command vehicle distributes targets between each missile launcher, allowing the R9 SAM site to attack multiple air targets at once. This new ability lets all launchers engage threats independently. Now able to both attack aircraft and defend against any hostile incoming bomb or missile at the same time, the R9 Stratolance SAM site had very similar capabilities to real world SAM sites like the IRIS-T SLM, NASAMS or S-400. If the Fire Control vehicle is destroyed then the R9 SAM site reverts to its standard behavior of launching all missiles at a single air threat. Any mission with a fully equipped R9 Stratolance SAM site - launchers, radar, fire control, and munition trucks - will be exponentially more challenging. This is a solid update that adds a new layer of gameplay specifically for suppression of enemy air defenses. Trending Ever Upwards Once again Shockfront Studios has provided another positive major update for Nuclear Option . While I only discussed the high-profile sections of the update, know there were many other core changes done to the game. See the full changelog for the update for all details. In the meantime, take a look at the development roadmap available on the main menu of the game to see where they are going with the game next: Development Roadmap as of Update 0.32. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [ Read Staff Profile ] .
- Interview: Dimitar Stoyanov, Developer of Bush 1022
Atmospheric Open World Minimalist Bush Flying Atop a wind battered mountain with snow flurries flying everywhere I set throttle to maximum and sent the aircraft down the runway. It would be hours before the sun would rise, but my now ladened bush plane side slipped and soared skyward into the inky sky. Using the flight instrument "Six Pack" and a basic GPS/GLONASS I narrowly avoided getting spatial disorientation flying in the pure darkness dotted by pockets of snow whipping by. Flood lights in the wings of the aircraft were the final tool needed to dodge trees and hills while I descended to the delivery destination. This is a common experience in Bush 1022. Bush 1022 release trailer. Bush flight games and bush flying related add-ons seem to be on a bit of a rise lately. Though none of them have the same artistic direction and flight experience that Bush 1022 does. Between the varying weather and minimal player direction in an open world setting, even from the first few minutes of playing it I felt something like a low-grade wanderlust; I wanted to know what was behind every hill, what was on the other side of every lake and what the name of each location on the map could be hiding from me. An article about this game will be coming to Skyward Flight Media in the future for sure. As I continue to play, my feelings about the game compelled me to reach out to the developer of Bush 1022 for an interview. Finding an airport with its lights on is a wonderful feeling during night flights. Thanks for accepting my rather sudden interview request. I was swept up by my feelings about Bush 1022 and had questions I just had to ask! Please introduce yourself. Hi, my name is Dimitar Stoyanov. I was born 1998 in Sofia, Bulgaria. My dad is a big Isaac Asimov fan, so even when we had little food to eat, there were always computers in the house, and I was strongly encouraged to use them. I spent most of my childhood playing PC games, some of my favorites being: NFS from HP2 to MW; BF 1942, 2 and BC2; Colin McRae Rally 2 to 5; Call of Duty 1 to 6; And my favorite of all time: GTA SA. I feel very lucky to have grow up during, what feels like, the golden age of modern games. I've read that you are a software engineer. How did you become interested in indie game development? Though I love software engineering, it mainly served to pay my bills. I was interested in game development since I was a kid. The first code I ever wrote was in the form of scripts for Arma 2 missions when I was 14, trying to make a Call of Duty-like campaign there :D What pushed me into taking indie game development more seriously was the pandering to shareholders and lack of care for customers from larger studios. Having all the technical knowledge to open my own studio and seeing the pain of my fellow gamers, it feels like my duty to provide something better for the community. I believe indie games are the future. Big investors are very far away from actual gamers and they mostly hire leadership with no vision to make fundamentally good games. How has your experience with game development been so far? I made my first small game in Unity back in 2019. Since then I've made many little, unpublished projects that got nowhere. In 2025 I felt like just making stuff has no true value, so it became my goal to publish whatever I make. I shifted to Godot and made "N-body Problem" to learn the fundamentals. My first game jam entry was "Bush 522" a bit after. I then made "Bush 1022" to learn the Steam deployment pipeline and see how I can set up a business around it. I wanted my first Steam game to be something I love, so even if it would have very few fans, I'd always be around to support them. It breaks my heart when I see an abandoned game. While doing some basic research about you, I came across your dev blog. I have seen a mix of posts about personal interests and snippets of code. What are you planning to do with your blog in the future? I'm currently shifting my blog towards things I have fun discussing with my friends. My latest post on AI is a topic we often argue about. Since I also get a lot of books as gifts, the next posts are likely to be literature essays. I also want to document the techniques behind my FOSS way of making music, showing alternatives to Apple and Microsoft's ecosystems, but I still have problems with live looping. At some point I'll probably shift to a platform that allows people to write comments on my posts. I originally chose Hugo because I love writing very technical content in markdown. Completing a hard delivery and gaining multiple achievements at once. I first saw Bush 1022 on Itch.io and Steam a short time ago. Though I also see Bush 522 as the prototype to Bush 1022. What did you learn from your time developing Bush 522? I learned about the importance vision. In my past failed projects, I would always start by planning the specific contents of the game first. Anything I could think of, I'd add to a long list of features, with the idea that I can remove it later if not needed. I'd always get completely swamped after development starts. In the game jam for Bush 522, I had 14 days to start and finish the project, so I had to change my approach to be on time. Instead of throwing random ideas at the wall, hoping for something to stick, I spent the first 2 days of the game jam away from my computer. I would get comfortable, close my eyes and just imagine how the final game looks like, how it plays, how it feels. I'd make drawings of the visuals and write down some of the perceived experiences. I realized that this is the game's core vision. I deeply understood the final game before making the first asset or writing the first line of code. The development process felt like a natural straight line, I knew exactly what I had to do at all times, what to focus on, what to ignore. I was finished with the game 3 days before the deadline. Basically, excluding the concept phase, Bush 522 was made in about a single week, and it was better than projects I had spent months on, simply because I focused on deeply understanding its core rather than the shell of attributes that make it up. This is a great point of view. Indie developers are usually solo devs or small teams of people. Time and resource management is especially important for them. Would you suggest that other aspiring developers join a Game Jam or challenge themselves to a short development period to see if their core idea is a viable concept for a game? Absolutely! I believe that for any potential long-term project, it's best to get as much feedback, as early as possible. Had I done this for my previous dragged-out projects, I'd probably be able to see my lack of vision early and either adapt or cancel them before spending too much time on something that's fundamentally flawed. As a solo developer with aspirations to expand and start my own studio, every minute of work counts a lot and I am super precise with how I spend the very little time I have. The feedback of a game jam can quickly give an answer if the time spent is wise. The atmosphere of Bush 1022 is quite interesting for a simcade. Even during the day time it feels subdued and mysterious. Why did you choose to go for this theme rather than something more "traditional" for games similar to this? I wanted to build an aesthetic that would really capture the feeling of solitude in the remote wilderness. I did a bunch of drawings to get a feel of the colors and atmosphere for that. I didn't research any other games, so I wasn't influenced by the common patterns in the genre when it comes to the overall theme. Despite its very small file size of roughly 100MB, the feel of the game is massive. At the start of each new playthrough a new world is procedurally generated. What is the maximum world size? It could theoretically go on for millions of kilometers, the terrain loads in chunks, so there would be no resource overhead. I've made the world borders at 30km in each direction from the start, because the physics and graphics in vanilla Godot are calculated with 32-bit floats, and that's about the limit before small glitches can be noticed. Float is a data type that becomes more inaccurate as the difference of magnitude between the values it does arithmetic with increases. Basically, the small change of the aircraft's position between each frame becomes more imprecise as the aircraft's global coordinate values grow. You can observe this in many other games if you go way outside the playable area. There are, of course, ways to fix this, but it would take a lot of development time, and I feel like it won't bring any value to just have a larger game world for the sake of having a larger game world. From the player's point of view, I think that a procedurally generated map is beneficial for replay ability. As it is a different experience each time the player starts a new playthrough. From the developer's point of view, is maintaining procedural generation in the long-term a challenge at all? The purely technical part is not a challenge for me. However, when it comes to how the game feels, a huge challenge for future content is to design the generation patterns in a way that doesn't feel repetitive. Replayability becomes truly valuable only when each playthrough feels unique in a way. I feel like I'm not there yet, but it's what I'm aiming for. I have not completed a full playthrough of my first seed yet, but on average how many checkpoints and airports are there in each seed? There are 100 checkpoints, 5 of which are airports. Landing on 40 unique checkpoints is enough when completing a regular playthrough, only the "Master" goal section requires landing on every single one. The last tab of the travel list shows specifics about how many of the checkpoints are hidden or are water platforms, should be about 50 each. A section of the world map for the current playthrough. Why did you prefer an open world game instead of a more linear style game? I love the freedom of open world games and my technical background gives me an advantage when it comes to world-building algorithms. I feel like good linear games are made of all the things I'm bad at making, and until I grow my studio, aren't the best use of my very limited resources. I appreciate that the delivery system gives players some structure for their gameplay, but is not too complicated. What are your thoughts on it? Do you have any plans to make changes to deliveries? 10A. I don't like the lack of control in the current system. You could end up in an area where you only have very long and difficult deliveries to do. I'm currently thinking of overhauling it in a way where the player can have much more specific options on the types of deliveries to do. I want to still keep it simple, though. Delivery menu as seen at any checkpoint. The combination of the terrain players must land in, the simplified flight model and the weather sometimes makes me wonder if a more advanced flight model would be beneficial. What are your thoughts on this? Not sure if more advanced, but I think it could make the game more fun for the flight model to be affected more by temperature and precipitation. Ground effect is also something that has been requested. So yeah, I'm thinking of expanding the flight model, but only for increasing the game's depth and fun, not for chasing realism. How has feedback from the community around Bush 1022 been? The feedback so far has been mostly positive. There are some very thorough player stories, and there are a lot of requests for new features. I feel like people are seeing this game a bit like a foundation for something bigger. I love that, and it's a big motivation for me to grow it further. You have mentioned a general roadmap for this game in 2026, but also that this year you have a new project that will be your main focus. What do you think is the ideal final version of Bush 1022? I don't see an ideal final version. For me it's an iterative process of always adding something new and improving the player experience. I want to tailor the game to what the community wants. Broadly, I feel like the right direction is to grow the game's depth, give more soul to the remote world you're flying in, and give the players more things to do. Once all of that is covered, I'm sure the community will come up with more requests. This may be a little bit early to ask, but is there anything we can learn about your new project right now? I planned to make prototypes for a kit-car builder rally game and an architecture simulator, but Bush 1022 has been performing well recently and is back to being my main focus at the moment. When the timing feels right, I'll join a cool game jam and release a small version of what I've planned, like I did with Bush 522 -> Bush 1022. I want to get user feedback on my ideas as early as possible into the development process. Thank you for your time and effort with Bush 1022. Playing it has been a good experience so far. I look forward to seeing it develop some more. I appreciate you taking time to talk to me about a few things. These were some awesome questions, I gained some extra insight myself while answering! I'm glad that you're enjoying my game, I wasn't prepared for many people to play it, let alone being interviewed about it. I really appreciate the support, I love the positive community that's starting to build up. Thank you! Connect with Bush 1022 by Dimitar Stoyanov Itch.io Steam Website About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile.
- Airforce Delta Sega Dreamcast Review and Opinion
Airforce Delta, sans the qualifier, known in Europe as Deadly Skies, is the first entry of the greatest flight shooter this side of Ace Combat. I don’t care if you think that’s subjective—your HAWX-riddled brain is wrong. But maybe a little backstory is in order: Opinion - Backstory Airforce Delta holds a special place in my heart. When I was growing up, I was always a video game system generation behind. As a result, my first console, which is still displayed proudly on my shrine to the company, was the Sega Genesis Model 2, purchased brand new for $100USD from Sears. Don’t get me wrong, there was an effort to make me reconsider; the clerk really wanted me to think hard about this decision: “Are you sure you don’t want a PlayStation? The Genesis is getting pretty old…” She said. But no, I insisted on the Genesis. A year later, I decided I wanted the next model up, the Sega Saturn—again, the clerk was baffled by my choice. “You know the Saturn might not be around much longer… Are you sure you don’t want a PlayStation or Nintendo 64?” No, I wanted that Saturn. It too sits proudly on my shrine. It was a visit or two to the Sega City mega arcade at the new mall nearby that secured my loyalty: Give me Sega or give me death; the Sony PlayStation must be stopped. 1998: Rumors about a new system being developed by the wobbly company are trickling their way over to the States from the land of the Rising Sun. They’re skipping a generation: 128-bits moving forward, American release in 1999. Time moved fast. I had the new-fangled “Dreamcast” in my hands by Christmas of that year. At the time, there was only a couple of launch titles I was interested in, but I had a friend who had a far wider game palate than me. As a result, while I was obsessing over Sonic Adventure and Power Stone, he had just torn open and was progressing through a flight game called Airforce Delta. I had a glance at it, and I was slowly thinking about how much I liked it. It wasn’t long before I had my own copy. I wasn’t all that good at the game, though. I had trouble making it past the sixth or seventh mission using the default arcade “bank-to-turn-what-you-think-you’re-not-good-enough-for-rolling?” flight scheme that I didn’t even know existed at first. As a result, my friend, who had a knack for just about every game he got his hands on, barreled forward and at some point completed the game and earned most of the aircraft available in the game. At the time, he was also building paper-aircraft models of his own design, and tended to take inspiration from all of these different aircraft models that the game had available. He had shown me a crude one he made with an unusual swept-forward wing configuration that he labeled “S-37”. I, young and naïve, asked what exactly he was thinking with those wings. He showed me his aircraft collection in the game and scrolled the hangar to the far right to land on the S-37 Berkut. You remember what it felt like to have your first crush? Mine… might have been a fighter jet. So yeah… A control option change later to unlock six-degrees of freedom and I powered my way through this game to get that fighter. The game subconsciously built my obsession with fighter maneuverability, and as a result the S-37 was pinned as the pinnacle. Once I got it, there was no other option. Cower, ye Raptor-stans, your new queen has arrived, and she’s a stealthy, sharp, SEAD-ready Russian bitch. I know far better now: She’s not all that stealthy, she’s not production ready by any means, and she’s built on Flanker DNA, but I accept her and all her flaws that make her a masterpiece. Still my favorite aircraft of all time, the now-christened Su-47 has gotten a little older, but my eyes still ogle at her lines. What I didn’t realize at the time and couldn’t quite process until I advanced my studies in aviation and aircraft design was that the plane in reality and the plane in the game that made me obsessed were actually quite different in design—and that lead into new observations about the OG Airforce Delta that I couldn’t piece together until recently. Ultimately, the game has a lot more going for it than I ever gave it credit for, and that’s probably why it has its hard-core followers like me. But I would be rightfully hard-pressed to make the crystal present appreciate the foggy past. Meh… enough with the nostalgic rant; let’s dig in. Game cover. (Source: Emuparadise) Review Airforce Delta was Konami’s direct answer to the lauded Namco-produced Ace Combat series. At the time of its release Ace Combat 2 was still the regal rooster, with Ace Combat 3 in mid-development. There was a tried-and-true formula that was worth advancing to the next graphical level, and Konami seemed keen on copying it—sometimes rather blatantly. But they didn’t do it as a simple cash grab—there’s heart here with a Konami soul. The game’s boot up sequence nowadays absolutely betrays its arcade-like roots. Simple sound effects, quick text boxes with save state requests, and production and dev banners flashing ahead of the main screen with the option to load or save imprinted upon a dark city skyline shadowed with an F-22 Raptor. The blue hues betray the dark atmosphere you will see for much of the game. I don’t view this negatively, and it’s clear how quickly this game starts to diverge from its Ace Combat-like roots. The history lesson outlining your mission, flying for the breakaway Republic of Laconia against the strongarm-united Federation of Dzavailar (or Zabayral depending on your take on the limited canon available to you) as a mercenary hired by the resource-rich nation has Balkan-like vibes to it. The music is somber, the map imitating something like a dark projector in a briefing room or an old computer screen. Already you get a bit of a feeling that the game wants you to take it somewhat more seriously than Ace Combat 2. You’re then taken to a far more upbeat in-game cutscene introducing your F-5E-flying second-person-addressed faceless protagonist. This is about as deep as this is going to go—your only interaction with your “commanders” moving forward are voiceless briefing orders with a very light sprinkling of identically voiceless in-mission notifications accentuated with transitory radio squawks. The main menu gives a mission progression outline. This game is purely linear unlike its later installments. I’ve mentioned before that this should not be viewed as negative—just different. It works just fine for this game, outlining your mission objectives and strategic progression. Once you complete a mission, you can roll back to a previous mission and play through it without consequence—unless you crash your plane of course, then you got to buy that back. But I again digress—selecting a mission takes you to a simple briefing. Here both your mission objectives and the strategic outline of the war is presented very straightforwardly with no input by you wanted or requested. Complete the objective as designed and return to base, mercenary. You’re then dumped onto the flight line with a flashing order to scramble. Again, the music takes more of an upbeat tone here, contrasting heavily with the darker-theme of the briefing. But it cuts off as you select your F-5E Tiger II. The canopy drops and the plane taxies off screen to a quick load and thrusts you into the action. If you’ve selected the “expert” control scheme, you may immediately notice a couple of things that are welcome in some circles, but also rip points away from this game, and with my bias exhausted for now, I think it’s fair to judge the game on these merits. Aircraft handling could probably be best worded as “deliberate”. Recoil is non-existent, but these planes are heavy . It’s an interesting comparison to Ace Combat 04—where people have lobbied the same observation. Snap turns, particularly in low to mid-tier aircraft are difficult if not near-impossible, and you have to really rely on your skills as a true interceptor rather than a dogfighter. I could see this already put people off, since the high-tier planes do go a long way in making the game more enjoyable, but you got to earn that through some of the game’s weaker mission types. Additionally, the Dreamcast’s controller does the game a disservice here: Without secondary trigger buttons, you are limited to acceleration and deceleration using the X and Y face buttons, meaning that quick reflexes or edge tapping is in order to continue your speed manipulation while also actuating guns or missiles. This takes a long time to get used to, and your early-aircraft missile count again does you a disservice here. Interestingly, the trigger buttons function well as acceleration and deceleration in the novice control mode, which can actually give an advantage to that mode even for advanced players in some scenarios. Remember how I mentioned how Airforce Delta built my obsession with fighter maneuverability? This is why. When you start with a struggling fighter like the F-5E, and end with something so much snappier and responsive like the afore mentioned S-37, the mobility delta (if you’ll pardon the quite amusing pun) subconsciously forces you to treat that statistic with more reverence than others. But if you handle the fighter and build your tolerance, there are rewards to be had as you embrace the game. The visuals might seem dated today, but it can’t be emphasized enough the enormous leap that the Dreamcast provided in graphical fidelity from the PlayStation and Nintendo 64 before it. The Dreamcast was admittedly the weakest of the sixth-generation of video game consoles, but thanks to its prioritization of its arcade-like roots handled by its NAOMI-derived control board, it made a minor sacrifice in raw polygon count to achieve a solid frame rate, with minimal stuttering except in arbitrary scenarios, which you’ll appreciate to keep your mind on the mission. The fighter models are instantly identifiable, comparing them to Ace Combat 2 or the contemporary Ace Combat 3 after it, and you’ll appreciate the detail put into them. Control surfaces are all moving and afterburner effects burn hot. You are given only two view modes: HUD and third-person, but the rendering either way is solid. There’s no camera-swivel available here due to the lack of a secondary analog stick. Something that might be apparent that has yet to be duplicated on even recent flight shooters, however, is the rendering of full-scale models for enemy aircraft. Get close enough and you’ll actually see the enemy’s rudders actuate and its ailerons deflect. This is something that I can’t seem to let go of—I can’t tell if it’s programmer laziness or production brilliance. It actually assists in immersion for me because it presents a consistent graphical tone, despite how rare it would be to actually view it. I’ve mentioned in my previous Airforce Delta Storm review that I believe it to be a root cause of the low-density of aircraft presented in missions compared to games like Ace Combat, though I can’t prove it. I also find myself torn on the general color palette of the missions presented. To be fair, the missions presented offer a wide range of terrains and biomes, and the colors are well utilized. There’s also the need to hammer home the serious atmosphere that I’ve brought up before, but there is that subtle overlay of “real is brown” that plagued all games going into this generation and it is present here. Draw-distance is also limited, and the fog apparent, though interestingly absent if you decide to emulate this title. You’ll actually find yourself missing it if you do so since the pop-in of assets is rather jarring at times. As you progress you’ll be presented with what I feel is a unique and engaging soundtrack. Once again using the present as a filter you can easily identify the required utilization of synthetics and compression that was needed to keep this game under the GD-ROM’s space limitations, but the soundtrack still earns my praise. Military Supply Base in particular stands out. It punches out of the gate with a synth-ed note and builds up in anticipation, and you can’t help but perform a descending aileron roll flat to the deck to match the progression and level out of the melody as you pop trucks using your all-purpose short-range missiles, descending on the factory buildings. Each mission tries to use the music to invoke an atmosphere, from the dark, sneaky like tones of the night-time Escort, to the use of what appears to be a short burst of a train horn for the destruction of a rail hub in Nuclear Transport Blockade. The music can be broken up easily into simple but effective chords and it actually works in its favor. Build ups and fade outs are executed well, though strangely are present for every mission—the music does not actually repeat. Makes for good listening from the Dreamcast’s media player, though. I’ve never been able to determine if my appreciation for the soundtrack is from listening repetition from my many playthroughs or from a real hook, however. Though as I listen through for the nth time, I’m leaning more and more to the latter. It might not hold high the symphonious complexity of its rivals, but it holds its own to give the game a unique character. One day I’d love to hear how this music sounds fully uncompressed. I think there’s a missed opportunity here for talented remixers to give at least a college-try on these songs. I’d love to listen to new interpretations outside of those made for the game’s subsequent installments. The musical judgement call of simplicity does however carry over to mission design. Simple skirmish: that sums up the pinnacle of design you will encounter for the most part. Whether it’s the staple “intercept the incoming bombers” of the first mission to running through the AA-protected gorge or escort the slow plane out of the combat zone, there is little variety to experience here. To some this might be all that’s needed. Ace Combat 04 ran with this formula successfully and built a solid game around it, but lacking that game’s far more engaging storytelling, Airforce Delta feels like a disconnected group of 20 mission types that you can try your hand at buffet-style rather than a solid progressive campaign. As a kid, I enjoyed this. I’m not sure how well it would hold up in the modern day, but it’s easy to craft your own mission stories based around action types when you have this sort of looseness. Hey, a blank piece of paper can be either an open canvas of imagination or a slather of ennui—you make the call. But I’m admittedly leaning strongly on the side of optimism here. You can find positive points—Satellite Intercept is a short but high-energy, high-stakes romp, and unless I’m mistaken, because I can’t find anywhere else where this has been done (and I invite correction on this), Ace Combat 5 came back around to copy its design for its final sortie. The final mission pits you against a single fighter, and it’s easy to get yourself stuck in cinematic-like rate fights with the antagonist if you don’t make the right move off the bat. But it’s hard to comment further; some designs seem to contradict some of the mission briefings, somehow using low-speed ICBM-like missiles descending upon a skyscraper as a way to interpret the narration that enemy agents are running a false-flag operation to sabotage peace talks (another mission execution that I think Ace Combat 5 copied for White Bird Part I, all the way down to the presence of B-2’s on the fringe, but lacking the unintentionally hilarious suicide mission Airforce Delta’s stealth bombers result in.) If you do decide to fly the missions in story-progression, you are painted a very high-level picture of a bleak but no-nonsense back-from-the-brink defensive war that quickly turns sour for the aggressor with your skills. Each mission is piecemeal to the war at hand; the wording of the missions even seems to intentionally leave you out of strategic decisions. When I really buckled down into this storyline, I was given the feeling of expendability all the way to the end. I’m the best at this job, but I’m also replaceable and in it for the money, and the tone carries that. There’s little personal affect, and when there is there’s a little confusion introduced as a result. The war between the two nations is reasonably well outlined in the introduction, but even now I’m a little confused as to the relationship of myself to the Delta Corps as a whole and the pilots I’m fighting. It gives me the impression that Delta Corps was split on this fight, and you and your small band (which only appears in the ending cutscene) decided to fight for the weaker but more wealthy Laconian side. The vagueness is sort of intriguing I suppose, and some of it is what built my interest in the game as I grew older, but thinking too hard on it results in minor frustration. The silent briefings and lack of engagement is what sets this apart from Ace Combat 2 the most—Ace Combat 2 almost seems intentionally tongue-in-cheek in presentation at times, accentuating that Top Gun vibe that fueled the series early success, whereas Airforce Delta tries--maybe too hard and in a very Konami way--to make silly premises serious. Artificial nuclear-armed islands, enormous bombers, and bored-out mountain bases can only be taken in stride so much before logic breaks down. But I appreciate the effort here, and it matches the industry-wide adaptation of taking many of these waning arcade game mechanics and tropes and giving them a more serious, cinematic tone, paving the way for the stronger story-driven plotlines we enjoy today. I’m not sure the game could entertain younger audiences today with what they, and we, are spoiled with, and in fact its mediocre success might even imply such a reaction back during its release, but the nostalgia filter is thick for my judgement. A gold-standard, however, lies in the aircraft selection. I’m not being hyperbolic with that statement—there may only be 31 aircraft, but they’re a wonderful spread that I would love to see replicated again. Ace Combat can boast higher aircraft counts at times, but it still falls back on family variants rather than base-designs. Here we get a wide range that hearkens back to the unique selection of Ace Combat 2. Whether its old favorites like the F-4 or MiG-21 or then-cutting edge 5th-generation powerhouses like the YF-23 or MiG-1.44 MFI, there’s something here that will imprint on a kid’s memory as their favorite. The game even allows for limited VTOL, with two representatives from the Harrier-series of fighters available for purchase at high prices after successful completion of the campaign and a new-game-plus restart. Though you will frustratingly lose your credit count if you roll over to new game plus and save on the first mission. You can get a little preview of this coveted mechanic by earning--through a successful gun-kill--the X-32, which though not completely “VTOL”, still has a far lower stall speed akin to the afore-mentioned jumpjets—just missing the floaty controls that accompanies the latter to aid in slow-speed controllability. And it is in the X-32 that the aircraft selection starts looking… different. Whether it was a lack of data or an attempt at the development team to come up with a “finalized” design from the many prototypes that the game features, a fair few aircraft are granted artistic interpretations that I simply adore . Far back I mentioned the S-37—it’s prominently featured on the game’s cover and as the title screen aircraft after a successful completion of the campaign, and it’s got lines . Its sleeker, sharper, and meaner than the real design, and its deep-red wing-mounted Kh-31’s help to emphasize that swept-forward aesthetic. The X-32, far be it for me to say, actually looks good . It’s smaller air intake and longer fuselage are what I suspect Boeing engineers see when they look at their only-a-mother can love face of the real plane. And the MiG-1.44 almost completely departs from its namesake… or so I had thought. It turns out that it’s design is a mashup between the finalized design represented by the MiG-1.42, and a rare concept drawing featured in the magazine Flight International in the early 1990’s of what the MiG was expected to look like. Uncovering this gave me a brand new appreciation for the designs—they weren’t just reinterpreted because of limited data or artistic merit—deeper research was involved than I could have ever expected, and discoveries like this only make me want to give me confirmation bias to gush over the game more than I usually do. I find myself torn and challenged to recommend this game to a modern player beyond its historical curiosity. I have a deep obsession with this series. Whether it stems from my stubborn and ultimately-defeated anti-Sony/pro-Sega bias fostered in the 90’s or from the obsession with a specific aircraft that takes more credit than it ever should have been allowed in shaping my future interests in aviation, I reflect upon the game’s flaws more vividly now. It has problems, but it also carries lessons. Emulation, despite the minor graphical setbacks mentioned previously go a long way in helping the native-crippled control scheme. But nearly 25 years later, it’s hard to get as engrossed in this game as a young mind might have been able to with the anti-aliasing assistance of a 28-inch CRT television. But I can’t help but remember and continue to enjoy it with a fondness. I still power it up for a quick playthrough at least once a year, and I walk away with satisfaction. I always pause to wonder if I’d put this game in my top ten, but It just never quite makes the mark for one reason or another—one more flaw that I just noticed or one more aged pixel just out of place. But that’s the thing… I’ve moved onto better. But despite the flaws in the rearview mirror, we all fondly remember that first crush—it transcends ranking. It forms the base of the better expectations you look for later. The S-37 is a flawed machine, but it’s a lynchpin of my obsession with aircraft. Airforce Delta is a mediocre derivative, but it’s the keystone of my continued interest in flight shooters. It deserves remembrance. Airforce Delta Wiki Shoutout I want to give a shoutout to the guys over at Airforce Delta Wikia . I used to think that I was one of the biggest fans of this series and would regularly put references into it with a lot of online projects and games that I was a part of. Turns out I’m small fry. The repository on AFD Wikia put my knowledge of the series to such a shame that I had to refer to it a number of times to write the articles for this series, and I’ll likely refer to it again going into the future. Their website demonstrates that my understanding of everything from story to gameplay of each installment of Airforce Delta just scratches the surface. Give them a browse when you get a chance if you want to immerse yourself more in this series and get a better understanding of gameplay elements. Check out the comments for some of the articles too! They’ll showcase some interesting finds, like a specific button combination to remove the interlacing effect experienced when playing Airforce Delta Storm on the Xbox 360 in replay segments. Keep up the good work, guys! About the Writer T.J. "Millie" Archer A Life-long realist and aviation enthusiast. Once the co-founding Administrator of the Electrosphere.info English Ace Combat Database. In the present day he is freelance, roving the internet in search of the latest aviation news and entertainment. Read Staff Profile .
- Blue Sky Aces: Time Based Unlocks
A Distinctive Way of Unlocking Aircraft Variety of aircraft is often a core element of flight games. The larger the catalog of aircraft the more appealing a title is. Whether it is a dozen decent representations of fighter jets or a small selection of almost perfectly modeled wide body airliners, the big question is always: how does someone get access to all those aircraft? Is it expansive tech trees like in War Thunder or using in-game credits to purchase aircraft after they're unlocked during campaign progress like in Project Wingman? No matter the quantity or quality of the aircraft, if the method of gaining access to them is not done well, unlocking them all may be a short-term headache but a long-lasting detraction against the game's identity (looking at you, Ace Combat 5). Having put in a lot of time with these types of games, the aircraft unlock system in the demo for Blue Sky Aces by Curious Dog games continues to stand out in my mind. I enjoy the concept behind it and wanted to go into detail. Though, I had a bit of difficulty trying to double check some things as I had already cleared the demo long ago and wiping save data to start over again is a bit of a complicated process. So instead, I reached out to developer Brent with Curious Dog games to double check the details. Blue Sky Aces uses a mix of point-based progression and time-based progression to unlock aircraft. Each aircraft from The Great War uses the historical date they entered service as the date they become available in game. This technological limit is in place for all countries the players can fly with: Austria-Hungary, Britain, France, Germany and Russia. The score for each mission is calculated at the end of the mission. Victories in a mission give more points, but losses still contribute points towards moving time forward as well. As the in-game date moves forward aircraft are unlocked as they became available during the actual war. The developer mentioned that in the full game there are ideas on how to adjust this progression system for the single player experience: "I can see the campaign and career game modes working a bit like this too, which would allow you to reset back to the beginning of the war, or start from whatever date and time you wanted to. I think the thing about a single player game is that people are going to play it for different reasons, and that's okay as they're not impacting other players. If someone wants to fly a Fokker DVII against a Airco DH2 then we should let them, but we should also cater for those that want a more authentic experience." -Brent, Curious Dog Games, February 3rd, 2026 In the demo the starting year is 1915. There are a handful of game modes that players fly short missions in. The time progression system is accelerated for the sake of demonstrating the game's concepts, but it still sets the framework for scenarios where the player can find themselves at a technological advantage or disadvantage for certain periods of time. The same way the real pilots of World War I had to fly and fight no matter how advanced or aged their aircraft were. While this can be experienced in the demo, the prospect of it being shown in a full campaign potentially for each country is rather appealing. While not ideal in a real war, perhaps frequently flying less capable aircraft against more capable enemies would be a refreshing type of challenge. An early war dogfight between Airco DH2s, Morane Saulnier Bullets and Fokker EIII. In the demo each aircraft does have a limited set of upgrades that can be unlocked with frequent use of an aircraft. Like engine upgrades or machine gun upgrades. While helpful in extending the usefulness of an aircraft, it does not replace the value of getting an all-around better built aircraft. Extending how long it takes for a new aircraft to be unlocked also makes obtaining new, more capable aircraft much more impactful. A stark contrast to the common patterns in flight action games where something like unlocking a F-15C in one mission then unlocking a Eurofighter Typhoon just one mission later happens frequently. Normally in flight action games like these the aircraft and weapon capabilities of players and their computer enemies and allies are somewhat balanced. Except for any big story driven battles, of course. Normally it is in flight simulators where the impact of technology is more tangible. Having this experience in a game like Blue Sky Aces is somewhat refreshing. My thanks to Brent with Curious Dog games for answering my quick question and for continuing work on the game. Connect with 'Blue Sky Aces' Discord Steam YouTube About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [ Read Profile ]
- Aggressor: Sudden Return, Valuable Message
Appreciating the message of a returning developer Can you believe it has been three years since Flashpoint Studios published a substantial update for Aggressor? After years of public facing inactivity in development, across social media and other places I eventually left the Discord sever as well. I never uninstalled Aggressor, but it certainly slipped from my mind over time. So, from my point of view, seeing a Steam update and a new post on January 9th, 2026, felt like having a lightning bolt strike somewhere near my house. Memories Back in 2021 and 2022, Skyward Flight Media provided coverage about Aggressor and had an interview with the lead developer. Aggressor was not a project that entered early access so early it made you question if it was a half working alpha test. Before development halted, Aggressor was a working game. The game had tutorials, faction specific campaign missions, a credit system to purchase aircraft and weaponry and a few instant action game modes. Some of these game modes being so robust players could partake in 60 vs 60 aircraft battles with ease (depending on PC specs, of course). Something even in the year 2026 I struggle to think of similar flight games being capable of. My last vivid memory of it was during the one-year anniversary in 2022. I was having a great time with the game back then. So, the sudden stop in development was rather confusing. During the 1-year anniversary air-to-air missiles carried firework warheads. Explanation of Ambition Upon the return in 2026, Aggressor has new content and even a bit of an updated look. That is something I will be more than happy to get into now that Aggressor is back up and soaring again. However, I feel like what should be highlighted first is the explanation as to why things happened the way they did. In 2023 work on a new game mode in private began. To be known as 'Frontlines' it would be a game mode that emulated a full-scale, theatre wide war. Players would even be able to construct and manage their own air bases as the conflict unfolded. The locations this war would take place in would be dynamic using procedural generation for the world's terrain. Hearing this makes the massive battles in real time strategy games come to mind. The developer expresses that completing 'Frontlines' was the driving force for development at the time. However, the motivation to develop and the hurdles of development are a constant see-saw. Where progress was being made in certain areas more complex concepts did not have as much-expected progress. The airport construction and management game mechanic is mentioned specifically. Full time development of Aggressor while running into difficult roadblocks eventually caused the developer to take a step back and realize that inspiration had left them. A new project was started to clear their head, Aggressor was reevaluated, the game was shelved and life moved on. In March 2025 the developer regained momentum by "shifting gears" in development after they had a realization about Aggressor as a whole. Value in Transparency I believe there is real value in the message Flashpoint Studios has given. On its face it is a direct and somewhat vulnerable explanation to supporters that purchased Aggressor years ago and have been waiting for news about it. But in my opinion, there is a genuine value in the message to any established or aspiring indie developer. My biggest takeaway from the statement is that the ambition to make the identity of Aggressor something definitively unique amongst its peers ultimately led to the developer overextending beyond the game's original scope. This then led to severe burn out that halted all development of future content and in turn halted support of the game in the short-term. "Feature creep" may come to mind, but I believe this is a bit different. This wasn't a case of a developer spending months adding a dozen small features while ignoring the core of the product. This seems to be a case of a developer seeing success within their original focus but pushing far beyond the original scope, maintaining focus on the new initiative despite the seemingly insurmountable technical hurdles they came up against despite the effort harming the most valuable assets of any developer: determination and interest. Let's quote an important part of the statement from the developer: "If I could do it all again, I would not have strayed so far from the game's original vision. The initial plan for it was to just be a fun quick-action air combat experience. No mission builder, no procedural airports, no first person view even. Perhaps the game would be in a better place now had these original guidelines been respected. Unfortunately, what's done is done and all the time lost serves as a stark reminder of the consequences. This is not the only reason Aggressor has taken so long, but it has been the key issue. This ends now. I believe the right thing to do at this point is to move on and ensure the mistakes that were made are not repeated." - Flashpoint Studios Developer Statement, January 9th, 2026. Ultimately any project is a "passion" project. This is especially true for indie developers who challenge themselves to learn new skill sets to create the flight games all of us enjoy. They do this alongside their day jobs and daily lives more often than not. The motivation to use personal free time to pursue their projects is a quite a choice. When a developer loses the drive to work on even something they were initially passionate about, it is no wonder that so many projects suddenly halt or gradually taper off over time. I hope other developers out there - no matter if they are already hard at work or beginning to draft their first ideas - take note of this story. I would like to send a firm welcome back to Flashpoint Studios and their work on Aggressor. Next time I talk about this game it will be about what is new, how it plays and experience with the newer, complicated bits. Connect with 'Aggressor' Discord Steam X.com YouTube About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Profile]
- DCS World: ADM-141 TALD Tactics (2024)
New SAM Behavior Means Renewed TALD Tactics The release of DCS 2.9.6 on July 12th, 2024 was exciting for many reasons. The release of the southwestern area of the Afghanistan Map, a new feature for DCS Supercarrier, Flaming Cliffs 2024, a proper app launcher for the simulator, and a toilet paper roll sized list of changes in the changelog. Nestled away in the updates is, in my opinion, one of the most important out-of-the-box improvements to AI unit behavior in the simulator. Under the DCS Key Updates was listed: "SAM units are smarter now, and based on their skill level, can turn off their radars and reposition if they detect an incoming anti-radiation missile." The Old Way For now I will set aside the inevitable new DCS World Mission Editor Series article I will be writing about this. In the mean time, I have to say that the new behavior of surface-to-air missiles (SAM) units without the need of intense .lua code running in the background of a mission is a fantastic upgrade. This new ability of SAM units to cycle search and track radars on and off as a skill level based reaction immediately breathes new life into all existing single player and multiplayer missions since it is turned on by default. Gone are the "easy" days of suppression of enemy air defense and destruction of enemy air defense in Digital Combat Simulator. The days where just getting into range with the right launch parameters for an anti-radiation missile (ARM) are almost guaranteed radar kill shots; unless another weapon system capable of point defense is nearby. Back in April 2022, I wrote an article about the utility of the ADM-141 TALD (Tactical Air Launched Decoy) against the then default representations of surface-to-air missile sites in DCS World. Previously, dumping many of these unpowered, gliding decoys from a Heatblur Simulations F-14A/B Tomcat or a Eagle Dynamics F/A-18C Hornet in the direction of a SAM site was enough for them to be effective. An active SAM unit with enough range to intercept a TALD would immediately launch as many missiles at them as possible. A pair of TALDs was enough to spur on the launch of at least four or more missiles from SAM sites laying in wait. Introduction to New Behavior Since July 2024, SAM sites in DCS not only take defensive measures against ARMs like the AGM-88 HARM, AS-17 Krypton or Laiden LD-10, but also ADM-141 TALDs. Depending on the skill level of the surface-to-air missile site and the type of unit they are. I first noticed this change in behavior while testing a mission which uses locations of historic strategic surface-to-air missiles sites in the Syrian integrated air defense system (IADS). SA-2 (green), SA-3 (yellow), SA-5 (red), SA-6 (blue). I had aircraft deploy decoys to test the reaction of static SA-2 Guideline, SA-3 Goa, and SA-5 Gammon SAM sites backed up by mobile units like SA-6 Gainful and SA-8 Gecko. It was notable that the more TALDs were in the air space the more the behavior of the SAMs changed. The amount of missiles launched to intercept the TALDs changed. When a large amount of decoys were in the airspace something truly unexpected happened. This led to an entire experiment with release altitudes, quantities and distances that made me re-examine just how these decoys could be used against new AI reactions. In my opinion, this has resulted in a change of effective TALD deployment tactics. F-14A beginning TALD deployment. Long-Range SAM Exhaustion Aircraft deploying the ADM-141 TALD are best used to force long-range SAMs to expend their missiles at near their maximum engagement ranges. Neutralizing their signature deterrent ability and opening them up to counterattack. For example, the standard SA-5 Gammon site includes six missile launcher rails with an on paper launch range of 150 to 300 kilometers. As impressive as this seems, once the SA-5 launches these missiles it is unable to defend itself or deter the ingress of enemy aircraft as it will need to take a long time to reload its missile launchers. The same is true for units like the Patriot Battery and SA-10 Grumble. One aircraft maintaining high altitude, at a safe distance, deploying one or two TALDs in intervals of two to five minutes, can force a SAM site to waste its missiles. But it is a process of patiently waiting for the decoys to be engaged, monitoring sensors to confirm their destruction, then sending the next wave of decoys in. Eventually, when the SAM site begins its reloading process, other friendly aircraft can begin their attacks. This extended time on station for the TALD aircraft does expose it to mobile enemies like combat aircraft to try scrambling to intercept it, so maintaining good situational awareness throughout the process is recommended. Point Defense Isolation Units capable of Point Defense can intercept anti-radiation missiles, glide weapons and air launched cruise missiles while simultaneously attacking incoming aircraft. They are high level obstacles. Even when not attempting to attack them directly, so long as any aircraft or weapon passes in their engagement range, they will launch their interceptors to defend their allies. For example, when directly targeting an SA-15 Tor, intermixing TALDs with other conventional weapons to attack it is highly recommended. Launching two to four TALDs at medium altitude to ensure the Tor can fire upon them will force it to begin launching its missiles in rapid succession. However, unlike a large, highly visible surface-to-air missile site that requires many types of support units around it and is unable to move, an SA-15 is a single, mobile unit capable of shutting down its radar while reloading its missiles - it is much harder to find on the battlefield in comparison. The best time to strike a point defense system is while it is actively defending against an incoming attack as it will be detected on radar warning receivers and electronic warfare sensors while being visually identifiable by missile contrails leaving the ground. While the TALDs are being destroyed, the point defense system should be attacked. F/A-18C Hornet with full "TALD Truck" loadout. Mass Attack Suppression The newest, most unexpected use of the decoys relies on the appearance of a saturation attack. In the real world, the TALD is designed to enhance its own radar signature to appear as larger aircraft or other potential threats when observed on radar. This is what makes SAM radar operators have to decide whether or not they should attack the decoys. In DCS World, SAM sites like the SA-2, SA-3 and SA-5 shut their radars off when eight or more ADM-141 TALDs are airborne and flying towards them. Even when a swarm of decoys flies directly over some of the SAM sites, their radars remain off. In the face of what seems to be a massive attack, the larger SAMs remain powered down while short and medium range SAMs are left to engage the TALDS. Hornet completing full TALD saturation attack. On its face this seems to be an ideal situation. With all long-ranged SAMs shut down, they are not firing their missiles at approaching friendly aircraft. But once the decoys either impact the land or ocean or are shot down by other air defenses, the long-ranged SAMs will be back online with their lethal missiles still available. The TALD swarm opens a window of opportunity to attack but once that window closes, any friendly aircraft in the SAM engagement range will immediately come under attack. While the large SAMs are powered down, friendly aircraft will need to either strike their pre-planned targets, then begin leaving the area or they will need to rush to attack the dormant SAM sites. Swarm of ADM-141 en route. Future Tactics There are many other surface-to-air systems on land and at sea that need to be tested to analyze their new behavior against the ADM-141 TALD. Expect this article to be updated sometime in the future. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile .
- Exosky: In Peak Form
Considerable updates that have refined this non-traditional flight simulator Exosky by Elevons LLC has greatly improved since its release on March 7th, 2025. This flight simulator takes players across 8 almost phantasmagoric levels with a majority of its aircraft roster being fictional designs with intriguing backstories of their own. Despite the highly unconventional visuals, this simulator prides itself on its flight model more than interstellar combat or cinematic cutscenes. There have been a few important major updates to Exosky, though one stands out more than most, let's give them all a "flyby". Flying a P-51D through a haunted house inside of an ATX power supply. Heavily Updated Flight Model Just a few months after launch, Exosky was one of very few indie flight games that had a presence at Flight Sim Expo 2025 . Between managing a booth and an onstage presentation on the FS Elite stage, developer Jordan Elevons received a lot of feedback from the show floor about its flight model. This resulted in a considerable update on July 8th, 2025. The update better utilized the custom calculated inertia tensor. An overhaul of the collision system from a simple mesh collider to a system that voxelizes aircraft geometry and creates multiple box colliders to match the aircraft; this improves collision detection and the tensor calculations. Control surfaces not immediately ceasing rotation which in turn made precision flying in a game based on daring aerobatic a touch harder to fly more precisely. To clarify, at no point has Exosky had a bad flight model so janky it was hard to play. Players were able to complete flight challenges before this overhaul. With the updated flight model more precise maneuvers are easier to consistently perform, especially at low speeds. Something especially helpful in the type of aerobatics Exosky asks its players to partake in. From my own experience replaying Exosky in its current form, there have been many times where being able to fly on the razor's edge of the flight envelope has let me avoid collisions or rack up points faster than ever. In the past those were situations where I would not commit to those situations or know that if I did it was nearly certain danger. Taking direct, in-person feedback to heart then improving upon the flight model is a testament to the developer continuing to prioritize the experience and maintaining the quality of the sim they offer to the public. Extended Peripheral Support Since its public demo, this simulator has supported various types of USB flight controllers. Players can use any old keyboard and mouse, gamepad or many combinations of flight peripherals. Whether it is an entry level Thrustmaster T Flight, the easier going Yawman Arrow or a full-on Winwing HOTAS with more switches than even the sci-fi drones of Exosky seem to have. For a simulator that focuses on aerobatics and precision flying in close proximity, the only somewhat must- have missing peripheral was head tracking. As of September 13th, 2025, Exosky secured official Track IR support . There was even an official bundle of Exosky and Track IR. With the visuals of the game being what they are, maintaining a point of reference while flying can sometimes be a battle of its own. It can get disorienting when spinning through tumbling mirror polished shards of glass in a desert. Being able to physically look towards where you may fly next before committing to it is immensely useful in... let's call them... "non-traditional environments". It significantly decreases the amount of crashing, that is for sure. CFIT Rewind Controlled Flight Into Terrain (CFIT) is described as an airworthy aircraft under complete control of a pilot inadvertently flown into terrain or an obstacle resulting in the aircraft being damaged or destroyed. In the real world and traditional flight simulators, flying into a mountain or into a body of water does happen for a variety of reasons. In Exosky, CFIT looks more like running into a swinging chandelier in a haunted house or misjudging wing clearance while flying down a PCIe slot. Crashing is an inherent part of the aerobatic focus of Exosky which requires players to take big risks for the sake of gaining points or fulfilling level specific challenges. A part of that risk taking is further amplified by the consequence of crashing. Whether it was within a few seconds or after a few minutes of solid, skilled flying, a crash can undo all progress. No points saved, no challenges saved - only a fresh restart from the beginning of the level. While this is not a deal breaker that makes the game unapproachable, I admit there have been a few times a crash or two has been enough for me to wrap up a short flight session early. Fortunately, the developer "has the technology" and provided an alternative to starting over from the beginning and mid-level checkpoints. With the Rewind function from the moment of explosion players can reverse their actions to restart from shortly before the crash. No progress is lost upon restart, and players can potentially correct their errors. Of course, if somehow the players ends up in a situation that is so FUBAR not even a rewind can save them that might be more of a "skill issue" than anything else. Solid Flying Experience Putting time into Exosky again, it does feel like the developer significantly improved this simulator without compromising its identity or rebuilding it from the ground up. Its main point of friction was easily the instant loss of progress upon crashing, but with that addressed and the other aforementioned improvements, it is all around an even better experience. Exosky maintains its position as one of the most visually exotic flight games with a respectable flight model even the most hardcore simmer could enjoy. Connect with Exosky by Elevons Press Kit Steam Website About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [ Read Profile ]
- What happened to Jetborne Racing?
While we were playing some of the VTOL VR sessions with our friends, I suddenly got reminded that there is another game by the same developer (Boundless Dynamics), Virtual Fighter Maneuvers aside. This older title is one we covered at launch, and one that I quite enjoyed despite its setbacks. It was a great experience with no true parallels in modern gaming, a racing-focused flight sim experience tailored to VR and desktop users alike. So, years after its release, what happened? The game has not received any real updates since 2021, and most people have forgotten about it, to the point that some of my friends thought that this was a new game when I started streaming it to them to get their opinions. VTOL VR, MULTIPLAYER AND TESTBEDS Before the development of Jetborne Racing, BahamutoD's VTOLVR was purely a single-player experience. This was, in fact, the only downside that game had at the time, and a feature a lot of people yearned for. That is where Jetborne Racing comes into play. Jetborne Racing was designed from the ground up to be not only multiplayer capable, but also to have a great emphasis on multiplayer air racing sessions. It is also a game that was made in the same engine as VTOL VR, which meant that the tools made for this game would be extremely easy to implement on it. Shortly after the release of Jetborne Racing, VTOL got its multiplayer mode added. And that is around when updates just stopped for Jetborne, no more content drops or any real post-launch support. To be honest, it felt like an expensive opt-in beta for the VTOL VR multiplayer. WASTED POTENTIAL Personally, I quite loved fighting for positions on the leaderboard and the races. It was quite exciting and very different from what is out there in the market, both back then and even now 5 years after release. The game could have certainly used a content drop, some new courses, or even some other aircraft to play with. Everything just stayed as-is since launch, with the only patches we got being stability and bug fixing updates. The ability to be able to use TrackIR and a full desktop HOTAS is nice, but since there is basically no content that hasn't been untouched, there is little to no reason to get on the game nowadays. I wish I could play Jetborne and not get bored in 30 minutes. I want to play it with my friends and not have them feel guilty for buying what effectively is a dead game. On the other hand, I will still play VTOL VR and its great mods, that is what keeps that game alive. About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord : Cubeboy
- Making Mischief: VTOL VR Electronic Warfare in the EF-24G
The electromagnetic maestro of virtual reality combat While Electronic Warfare (EW) in VTOL VR may not be Technical White Paper accurate with a mountain of declassified documentation to back it, you have to find the balance between a 1:1 battlefield tested and sourced representation of EW and no representation at all. That being said, I feel like the portrayal of EW in VTOL VR may be one of the best attempted in flight games. While many aircraft in this simulator have externally mounted self-protection jammer pods or AESA radar based electronic countermeasures, the electromagnetic maestro of this flight sim is the EF-24G Mischief . Official trailer for the EF-24G. After this aircraft's introduction as downloadable content on December 21st, 2023, the virtual reality battlefields of VTOL VR now have to contend with a high speed, swing-wing, two seat electronic warfare aircraft. Its capabilities allow it to survive in environments even this game's fifth generation stealth fighter would have difficulties operating in while enabling all aircraft in the area of operations to be even more effective and better defended from certain types of threats. The Mischief redefines how VTOL VR can be played. The "Tomcat" They Warned You About? The moment anyone sees something shaped like the legendary F-14 with radar cross section reduction design cues and touchscreen displays, it is hard not to think about the old Grumman proposals for advanced variants of the F-14. While nostalgia makes the vibes around these potential upgrades seem like it would essentially be a navalized F-22 Raptor, even the proposals for a future Tomcat placed them more as an advanced multirole fighter. I believe that the developer of VTOL VR built off these proposals while benefitting from the reality of how fixed-wing combat aircraft have evolved technologically in the past decade. Gruman proposal for Advanced F-14 Family. For air-to-air combat the EF-24G maintains the interceptor like speed of the F-14 Super Tomcat with its known weapons like the semi-active AIM-7 and active radar homing AIM-54C. However, it can also carry more technologically advanced air-to-air missiles like thrust vectoring, high off boresight short-ranged infrared missiles and more advanced AIM-120D AMRAAMs. In anti-surface capacity, the EF-24G carries weapons familiar to the F-14B "Bombcat" and F-14D Super Tomcat: unguided bombs, laser guided bombs and GPS guided bombs. Its ability to use targeting pods to visually find it owns targets is beneficial to itself, but thanks to its modernized avionics that allow it to datalink to all friendlies in combat, the EF-24G can perform stand-off attacks on identified targets with anti-ship cruise missiles, land attack cruise missiles and small diameter bombs. The only thing it is lacking in is shorter ranged optically guided, IR guided or laser guided missiles that would make it effective against engaging small, potentially mobile ground targets. The Mischief is a highly effective suppression of enemy air defense platform. In a missile heavy configuration, it can carry up to 10 anti-radiation missiles (ARM). It can carry four different types of ARMs including the short range Sidearm and longer range variants of the AGM-88 HARM. It is important to highlight compatibility with the AGM-188 MARM. This missile can not only attack emitting radars with a top-down attack profile to increase its effectiveness, but the EF-24G can launch these missiles with home on jam functionality. This makes the AGM-188 able to seek out and destroy radar decoys with little input from the aircrew and gives the missile a limited air to air capability as it will also track onto ECM being emitted from aircraft. EF-24G with heavy ARM loadout and ECM pods. You can make a quick comparison of the EF-24G as the highspeed parallel of the entire F/A-18 Super Hornet family. Though it has more of the DNA of the EA-18G Growler than may be expected when looking from the outside in. Immense Electronic Warfare The "E" in the aircraft's designation denotes electronic warfare capability; the capstone of the aircraft. Electronic Warfare has been a difficult subject for many combat flight simulators. It is often simplified in lieu of the deeply complex facet of the wide spectrum battlefield it truly is. Simulators that pride themselves on being as accurate as possible dare not get too deep into the understandably touchy subject. Developers simplifying complex systems while hyper fixating on the accuracy of what players see as less important systems is the type of juxtaposition that only seasoned flight simmers could truly delineate. But let's be real, if the general public ever gets an absolutely accurate portrayal of EW it means various intelligence agencies have failed to do their jobs and said developers may have a knock at their door sooner than later. That being said, the VTOL VR representation of EW is detailed enough for me to genuinely suggest reading some of the community created manuals for concepts related to it. Specifically pages 40 through 50 of the EF-24G Mischief NATOPS to completely wrap your head around EW and start to understand its finer details. The electronic attack and detection capability of the internally carried AN/ASQ-289 Combined Electronic Warfare Suite coupled with AN/ALQ-245 electronic warfare pods allows the EF-24G multiple methods of EW attack and identification. As with real world electronic warfare the focus is on the radio spectrum composed of a wide frequency range from 3hz to 3,000 GHz that are organized into 'bands' or general ranges of frequencies. In VTOL VR the core of the EW system is the three frequency bands: Low Band (30hz-2GHz), Mid Band (2GHz-8GHz) and High Band (8GHz-27GHz). These methods across these bands include Noise Jamming that degrades emitters by bombarding them with continuous pulses of energy, Signature Augmentation that makes the emitting aircraft appear as a different aircraft to deceive hostiles and Digital Radio Frequency Memory to create false radar contacts to complicate the identification and targeting process of the effected emitter. It is possible to go much deeper into effective jamming over distances, burn through ranges, power output levels, etc. Effective EW can disrupt search and track radars, degrade missile approach warning systems, make GPS systems drift - in player vs player matches it can even block radio communications. EF-24G with F-45A stealth fighters. The Mischief can also easily find and fix radar emitters passing their coordinates onto other friendly units via datalink. Both the identification and electronic warfare capabilities of the EF-24G can be further extended by with deployment of datalink equipped ADM-160J MALD jet powered decoys. We go into more detail about them in a separate article . All of this combines to let a single EF-24G Mischief to become the central point of disrupting the opposing forces' radar, navigation and communication capabilities. Its jamming capabilities can both help protect singular aircraft or create entire corridors of electronic warfare interference to enable strike packages to operate within an intergraded air defense system. Fast SEAD / DEAD The considerable ARM magazine of the aircraft combined with its EW capabilities can make the EF-24G an monster of an opponent for air defenses. In the Suppression of Enemy Air Defenses or Destruction of Enemy Air Defenses role the EF-24G can handle the bulk of radar detection, ECM suppression and kinetic attack on its own. A core system in this is the FRAZ (Frequency/Azimuth) display. The FRAZ works in concert with the Tactical Situation Display (TSD). Whereas the TSD is used to monitor and attack all detected enemies via datalink, the FRAZ is more akin to the HARM Targeting System in the F-16 Fighting Falcon or the HARM Display of the Legacy F/A-18 specifically in Target Of Opportunity mode. Example of FRAZ display (Source: SpitefulCartographer) The FRAZ visualizes detected radar emitters on a screen separating their frequency strengths between low, mid and high bands of radar energy. This makes it easier to keep track of different radar types, their states of alert and offers a fast way to lock sensors or weapons onto high priority emitters that switch from search to targeting. Rather than trying to manually sort through radars on the TSD, a crew member can use the FRAZ to quickly highlight a radar of interest and illuminate it with any type of available electronic countermeasure in just two or three button or trigger presses. In situations where interceptors are attempting to target the EF-24G or a far-off surface-to-air missile site switches on to attack friendlies, FRAZ enables the Mischief to reach out and interfere within seconds. Single Seat or Multicrew With great capability comes great flight crew workload. Managing every offensive, defensive, navigational and electronic warfare related system is a lot to handle. Even more so when you are being shot at or trying to keep track of dozens of friendly and hostile contacts. Getting a "helmet fire" in the EF-24G is a very real side affect of combat in the aircraft. The Mischief relies on cockpit modernizations on par with the Saab JAS-39E Wide Area Display or the Boeing F-15EX Eagle Large Area Display. Large touch screens able to configure and resize multiple system displays with a few finger presses. The ease of switching screens and prioritizing certain data is a vital tool for the common high threat environments in VTOL VR. The simulator's ability to save up to four specific screen configurations - referred to as L1, L2, L3 and L4 - can also simplify switching the aircraft into specific roles. Rather than rebuilding the layouts every time the aircraft is cold started, perhaps the player could set L1 to be focused on navigation with L4 focused on electronic warfare. Front seat cockpit during SEAD attack. This may be a less-than-popular opinion but one of the highest hurdles to clear with multicrew aircraft is needing to have a second person that is guaranteed to fly with you every time you feel like it. Civilian and combat flight simulators usually automate the position of a co-pilot or weapon system officer to allow a single player to fly aircraft that are required to have two or more crew members. VTOL VR went the route of the F-15EX in this case with the pilot able to use all systems without the need of a dedicated electronic warfare officer (EWO) in the backseat. However, the experience of having a human EWO is night and day. Within a handful of sorties together, crew coordination makes the EF-24G even more effective. Traditionally the EWO would be managing electronic warfare systems and coordinating with allies with the pilot focused on aviating and weapon deployment. However, with all systems being the same in the front and back seat, the pilot can also take up other tasks depending on the situation. While the EWO is passing GPS coordinates to other allies and creating new coordinates for ADM-160J decoys to follow, the pilot can take over electronic warfare duties. Or, in a close-range dogfight, the EWO can even take over thrust vectored IR missiles with their helmet mounted display while the pilot maneuvers against hostile aircraft relying on the 20mm internal gun. After flying the aircraft solo and with various back seaters over the course of a few months, the aircraft has proven itself to be one of the most complex but rewarding aircraft to fly in VTOL VR. Being an absolute missile truck in the F/A-26B Wasp is one thing and sneaking around stealthily in the F-45A Ghost is another thing, but there is something irreplaceable about the role the EF-24G Mischief plays. I am hard pressed to think of a different aircraft in a different simulator that provides the same experience. Again, when looking through the perspective of how EW aircraft and their capabilities are shown in flight arcade games and flight simulators, it truly stands out when you take into consideration the finer details of its capabilities. This leads me into an entirely different thought on how VTOL VR provides an idea of how present day peer vs peer combat plays out, but that is a discussion for another day. EF-24G coming in to land. About the Writer Aaron "Ribbon-Blue" Mendoza Co-founder of Skyward Flight Media. After founding Electrosphere.info , the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. Read Staff Profile .
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