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  • Launching our Ko-fi Page

    Hello, Thank you for your interest in Skyward Flight Media and supporting us. Starting in January 2021, we have created a Ko‑fi account for viewers that would like to back us financially. First, we think it is important that we take a look at how Skyward came to be. Our core team was initially active under the name Project Lighthouse (2017-2019). What had started as a group of international Ace Combat fans writing about their beloved series began to evolve into something beyond focusing on a specific aviation game series. Following our interview with Ace Combat series brand director Kazutoki Kono and covering the launch weekend of Ace Combat 7: Skies Unknown at PAX South 2019, we felt inspired to go for something more significant. But to achieve that, we felt as though the way to branch out beyond our single series focus and open possibilities for future ventures was to rebrand. This is how Skyward Flight Media came to be. Following our rebrand in March 2020, we have elevated our content frequency and variety to levels we did not reach during our first years of operation. Today our content includes interviews with developers and other creators, thoughtful pieces on current and retro aviation games, reviews of software/hardware, and many other different and unique articles about digital aviation as a whole. As we continue to expand both our content and viewership, supporting us through Ko‑fi is one of a few ways you can help support our efforts. Funds gathered via Ko‑fi will be used for website operations and efforts to expand our variety of content. For example, one of our main goals this year is the start of video creation efforts. From simple recordings to more elaborate videos on topics that deserve them. We would like to make clear that none of our primary content will ever be locked behind a paywall. It will always be accessible for you; be it one of our articles, reviews or our videos. We might create some secondary content for our backers but that content will never detract or reduce the quality of our primary content. Thank you for your interest and consideration.

  • Skyward DCS World Liveries: A new look for 2022!

    As you might have seen, we always like decorating the aircraft that we fly with the colors of this website. Our co-founder, Cubeboy, started making them as soon as the website became public, two of these have been available to download for quite a while now. We would like to present something that we have been wanting to do for quite a while now but haven't gotten to it due to time constraints. More DCS World liveries! They are still only for the F/A-18C Hornet and F-16C Viper modules, but they have now been overhauled. The designs are pretty similar but now they come in three flavors which should make it easier for you to use them with your friends. We now include more military-oriented designs with Cube's spin like the use of dark blue instead of Air Superiority Gray (ASG), if you want to download them, they are publicly available right now: Here are a couple of screenshots of each so you can judge them yourself, more screenshots are available by clicking the button above which redirects you to the download page. 1. Airshow and Original F/A-18C Skyward CAG Original F-16C Skyward Airshow Livery 2. High visibility/CAG bird-style F/A-18 Skyward CAG New F-16C Skyward CAG New 3. Low Visibility F/A-18 Skyward Low-Vis F-16C Skyward Low-Vis

  • Skyward New Year: Looking Back at 2021

    With 95 posts published to our website which is around double of what we managed to put out in 2020, media partnership with Flight Sim Expo, sponsorship from Fox 3 Managed Solutions and our ever expanding coverage of flight games and simulators, 2021 was an immensely productive year for Skyward Flight Media. Our end of year video shows some of these highlights and gives a glimpse into our flying adventures this year, with what we feel were some of the most significant titles we touched upon. We are feeling confident as we look forward and want to push things even further. Happy Holidays, Happy New Year and see you in 2022! Regards, Skyward Flight Media Staff

  • Skyward Flight Media Announces Sponsorship with Fox 3 Managed Solutions

    Skyward Flight Media is excited to announce our official sponsorship with Fox 3 Managed Solutions (Fox 3 MS) for our Digital Combat Simulator World server hosting needs. While this sponsorship opportunity is brand new, one of the Skyward co-founders has privately used Fox 3 MS services since July 2021 as an everyday paying customer. Skyward has accepted the sponsorship offer because of this positive and unbiased experience. Fox 3 Managed Solutions is staffed by individuals with over 30 years of tech industry experience and countless hours in Digital Combat Simulator World. The result is a company specializing in hosting DCS servers from the point of view of people that fly in DCS World and are familiar with what is required for a stable server experience. Fox 3 MS currently has data centers in Europe, North America, and the Asia Pacific region recently. Skyward first heard about Fox 3 Managed Solutions from a few Spudknocker videos. Before this, we searched for DCS World hosting services that were relatively easy to access. We had minimal experience with hosting and managing a server for this simulator. After ordering a subscription from Fox 3 MS, the company's co-owners began direct communication. Within less than 24 hours, the server was up and running without the customer needing to lift a finger. Admittedly feeling a bit daunted by somehow messing something up, we found it easy just to ask questions and receive responses that were straight to the point and easy to understand. For example, after initially inquiring about how to upload missions to the server and run them, one of the Fox 3 MS owners did a brief screen sharing session to demonstrate a few things. Besides that, the staff has assisted us with answers or video demonstrations with even our most minor questions and hypothetical scenarios. The Skyward team has operated the DCS server with little to no assistance from Fox 3 MS staff for months now. A testament to how accessible they've made things. Customer service wise the past five months have been smooth sailing. We've had two to three short periods of downtime, each lasting a few minutes, throughout our Fox 3 Managed Solutions servers subscription. These disruptions were caused by an open beta patch being in the middle of a download, a slight hiccup at one of their data centers that was resolved just by rebooting the server, and a self-made error caused by one of our staff members changing a mission while using an unstable mobile connection. When talking about hosting services in general, these downtime instances are hardly worth mentioning. After reading the documentation and understanding the user flow, uploading a mission and running it on one of their DCS servers takes no more than a few minutes. Switching missions already uploaded to the server is as simple as clicking "run" on the desired mission and giving it a minute or two to start up. Users can upload third-party mods, support Liberation Missions, Tacview, and LotATC with Simple Radio Standalone (SRS) added as a default to all of their server plans. Skyward has used our server for many things so far. Photo and video shoots for content creation, running open-ended PVE missions with friends, training sorties for players new to DCS World, experienced players wanting to practice in a controlled environment, and sharing server time with mutual friend groups. The capacity to have private and semi-public sessions in DCS World has been helpful in ways we did not expect. While we choose to use a smaller service plan for our needs, Fox 3 MS has more extensive server options for communities of all sizes. There are also extended services for livery uploads and one-time event servers. For more information on all of their services and what's possible with their servers, we recommend visiting their website or sending an email to talk server details and capabilities that may suit your exact needs. In the future, Skyward Flight Media will continue using the stable servers of Fox 3 Managed Solutions for our DCS World content creation and operations. We would like to thank Fox 3 Managed Solutions for this opportunity and their services.

  • Mini-update: 4K Followers Update Post and state of the Website!

    We would like to thank everyone who has followed us on Twitter, regardless if you have been following us since the Project Lighthouse days or if you just followed us recently. As Twitter is our main way to interact and grow, we really appreciate the fact that we have now reached 4,000 followers. It might not sound like much in a world where some individuals and groups have hundreds of thousands if not millions of followers, but for us it means a lot. The more people that know about and care for flight games as a whole, the better! Here's to more. To celebrate this milestone, Santiago (Cubeboy) created the skin below: If you would like a copy of this fancy A-4E aircraft livery for yourself, please message us via direct message on Twitter, Discord, website form or to our email (staff@skywardfm). It's free, of course. 4K Follower September 2021 Giveaway in Planning Phase Additionally, we will most likely be doing another giveaway in September 2021. Keep your eyes peeled for that! Aesthetic and QoL Improvements for the Website By now you must have noticed that the website has received an aesthetic overhaul! Aaron (RibbonBlue) has been tweaking it here and there but the design is mostly final now. It should be easier now to find the content you come for thanks to a few key features. First, we're using lightboxes to bring users to see all of our tags and sort our content by the title of whichever flight game or sim you're interested in: Second, the related posts section being implemented at the foot of every blog post allowing you to jump in and read articles related to the one you were already reading. You have probably noticed it about the featured content section of our posts: Further more, the mobile version of the website has a quick access function to important website features, as shown below: We hope you like the new style and if you have any suggestions, let us know by contacting us on our About page or leaving us a message through Twitter. We take feedback into account for all of these changes.

  • August 2021 Giveaway

    From August 9th through August 16th, 2021, we will be having our second giveaway of the year. With Skyward Flight Media planning to creating content about Microsoft Flight Simulator this year, we are now offering two winners the chance to win either a copy of Microsoft Flight Simulator: Standard Edition (any platform) or a single (1) DCS World module (any platform). This giveaway follows our standard social media format of following us on Twitter and liking the giveaway Tweet below:

  • Announcement: 1st Anniversary Giveaway

    Hello everyone, First of all we wanted to thank everyone for their support throughout this year of operations. It has been truly amazing to see the reception that some of our articles have had. We are just over a week away from our one year anniversary. It’s an important date for us for various reasons. As a part of our celebration, we are formally announcing our first giveaway of 2021. And it’s a big one at that! The giveaway This time around we wanted to focus our giveaway on one of the simulators that has propelled us forward, DCS World. The following prizes can be for users on either the standalone launcher or Steam versions of DCS World, so don’t worry about which version you are playing. There will be a total of four (4) winners. The prizes will be as follows: Two winners will win one (1) campaign of their choice (each) from the following list: Raven One, Resolve 79', Horrido!, Blue Nosed B., Serpent's Head, Sky Warrior, Zone 5, Red Flag 21-1, Agg. BFM, Enemy Within. One winner will win a medium prize consisting of a DCS map of their choosing. One winner will win the grand prize: an aircraft module of their choosing with a custom livery of their choosing, made by Cubeboy, our content director. How to enter From March 15th to March 23rd, 2021, any of our viewers that follow us on Twitter and like this Tweet will be eligible to win one of four possible prizes related to Digital Combat Simulator World. The tweet below is the Tweet we are referring to: Winners On March 24th, 2021, the day of our anniversary, the four (4) winners will be selected randomly from this Tweet and their Twitter names will be announced on both social media and our website. Each winner will be contacted via direct message from our official @SkywardFM account to then discuss prizes and how to deliver their prize to them. We hope that you have enjoyed this year of Skyward, there is plenty more to come. Let’s keep flying skywards and enjoying our hobbies the best we can.

  • 1st Anniversary of Skyward Flight Media

    Thank you for visiting us as we celebrate one year of operations! Though our roots can be traced back many years, this day marks the first full year we've been in operation as Skyward Flight Media. Our love of aviation anywhere it can be found drove us not only to become who we are today but also to diversify the content we've been creating. It is because of the support we receive from all of you that we've been able to continue forward. Whether it's social media interaction, viewing our content or even contributing to our Ko-fi - we appreciate it all! With one solid year behind us, we continue skyward into our second year with more confidence than we've ever had before. Giveaway Winners The highlight of our first anniversary is without a doubt our first giveaway. For those that are interested, we used the Google Random Number Generator to select the winners for this giveaway. For example: if number 12 was selected by the generation we then opened the list of likes on the giveaway post, counted 12 names from the top downwards and the 12th person received the prize. Here are the Twitter handles of the winners: @chamchullo - 1st Campaign Winner @QuiquagMC - 2nd Campaign Winner @mwd222 - DCS Map @SS2Maximilian - DCS Module with Custom Livery These people will be contacted via Twitter direct message to begin the process of selecting and delivering their prizes to them. Though our first giveaway is focused on Digital Combat Simulator World, our future giveaways will most likely be more diverse. Look forward to them! DCS F/A-18C Skyward Livery Available for Download As seen in some of our reviews, Tweets and website banners, Skyward has a growing number of DCS World skins that we use for promotional purposes. This year we plan on releasing them for public use. The first of the liveries made available is for the DCS: F/A-18C Hornet. This skin was made by Cubeboy, our Content Director. Download it and future skins from our new DCSWorld Liveries page in our downloads section. Information about the upcoming DCS skins for release and other downloads will be announced ahead of time. Media and Official Accounts Starting in April 2021 we'll be posting more video, screenshots and gifs using our accounts on the following platforms: Twitter, YouTube, and Imgur. We also have a Facebook account on standby but it is not active at this time. Our front page and contact page will be updated to reflect these and begin showing updates from these accounts soon. Future Giveaways and Other Feedback In the next few weeks we'll be putting up some polls and gathering feedback on a variety of things, including giveaways, the type of content viewers would like to see and more. 1st Anniversary Social Media Banners For posterity, here are the banners we used on our Twitter page during the lead up to this day. And finally, thanks once again for all the support we receive. Here's to another year!

  • Balsa Model Flight Simulator: First Impressions

    As part of the Steam Game Festival: Summer Edition event going on right now, tons of upcoming games have released demos so that people can check them out. I happened to stumble upon Balsa Model Flight Simulator and decided to see how it played. So what is Balsa Model Flight Simulator? From the game's Steam page: "Balsa is a detailed Model Flight Simulator with a powerful editor where you can design, build, fly, and battle with model aircraft. Developed by the creator of Kerbal Space Program, Balsa is a virtual flight experience like no other." So, think Kerbal Space Program, but instead of building your very own aerospace vehicles, you are building and flying your very own model RC planes. The Workshop The workshop is where you go to build your plane. I have not played Kerbal Space Program, but I have played SimplePlanes, and the building mechanics are similar. You have a library of parts organized by categories like fuselages, cockpits, engines, etc. and they’re drag and drop. “Nodes” on the parts automatically align with each other so they can snap on easily, and various options for symmetry and angle snapping are also available at the top of the screen to make your life easier. Positional fine-tuning is also available with the offset and rotate tools. And once everything is finished, you can paint your plane with a variety of solid colors. There are only a limited amount of parts available in the demo version, but parts like some fuselages and wings are customizable, so you can adjust the parameters for these by right-clicking them. However, the parameters are displayed as percentage values from a scale of 0 to 100 so the amount that you can modify them is pretty limited. Additionally, it makes it difficult to determine or specify certain design parameters, so if you want a specific wing sweep or span, you can only really do it by moving the camera around and checking to see if it looks right with relation to the rest of the plane. This would be problematic if you were recreating a real aircraft since there are no rulers or protractors to check if the dimensions are correct. Personally, I think they should have a system where you can input exact values instead of using percent values. It’s a little hard to see here, but I had to use two wing sections to create what I needed, and lining them up was pretty tedious. To enable powered flight, you have to select a motor, propeller, and a battery. Placing these items inside the plane is enabled by toggling the internal view switch. Having built a few RC planes in the past, I knew the importance of placing components in the right place so that the center of mass (CoM) was forward of the center of lift so that the plane has positive stability. The workshop actually has three tools that show you the CoM, center of thrust, and pitch stability. Since there is no indicator for center of lift, the CoM tool isn’t all that helpful, but the pitch stability tool is really nice once you understand how to use it. This tool shows up as a curved ruler in front of the plane and shows the restorative forces at different angles of attack, and you can check how these forces change with speed as well. Generally, you want there to be a blue profile on the forward part of the ruler that curves gradually towards the middle. This will give you a stable airplane, and I used this to fine-tune the position of my wings, control surfaces, and internals. This is a great tool, and I hope they add more things like this for the roll and yaw as well. Overall, it’s a solid builder with some quirks here and there. Sometimes I would have trouble moving parts exactly where I wanted them to go, but the offset and rotate tools solved those issues. There were some occasions where my mouse and buttons stopped working and I couldn’t manipulate anything, but leaving the workshop and coming back solved those. Since the game is in early access, it’s understandable for bugs to exist, and I expect these to be fixed when the game actually releases. Some features that I would love to see added are values for engine power and weight of parts/whole aircraft since there is no way to determine the power to weight ratio at the moment other than flying and seeing how it performs. Flight Model and Physics Once you have a plane built, or you just want to test how it flies, you can hit the green “Go!” button. You have to manually turn on the engine, pick up the plane, and throw it by increasing throttle and releasing. However, the default control scheme has you using the A/D buttons as yaw and Q/E buttons for roll, which was counter intuitive for me, so I had to change the bindings in the settings. While we’re on the topic of controls, the game seems to support most controllers with Xinput. There was an option to bind controls to an Xbox controller, and I tested out my Thrustmaster T.16000 joystick with no problems. I have also been told that other people that have RC transmitters with USB connections used those to control their planes, so that’s pretty neat as well. For controlling the plane, you get the option of a third-person chase view with the option to move the camera around, or a first-person view from the ground with the transmitter in your hands. The flight model seems to be very much a work in progress. Pitch behavior seems to be fine, but the plane behaves weirdly in the roll and yaw directions in my experience. The planes I created were low-wing monoplanes, so naturally I gave them dihedral so that the plane would roll back to a neutral state automatically. In Balsa however, if I roll 10 degrees, the plane remains glued at 10 degrees until I roll the plane manually. On the other hand, giving any yaw input resulted in the plane shaking side to side and yawing a tiny bit while rolling in that direction. It was almost like the plane had a rubber band tied down its length, and would resist moving in the direction you wanted it to go. The Steam page for the game boasts a “physics-based flight model,” so I really hope they fix these in the final game. One thing that seems to be working realistically is the damage model. Clipping or crashing into the buildings/the ground will result in the propeller snapping off, control surfaces flying off, etc. Hit things hard enough and your entire fuselage might break apart! Fortunately, you can easily recover the plane and try again, or go back into the workshop to make changes. However, crashing too hard causes some bugs like your wreckage bouncing up and down uncontrollably or going under the map. Again, they are likely working on fixing these bugs and I hope the physics engine is modified so that the plane performs more realistically. Final Thoughts Balsa Model Flight Simulator has a lot of things to work on, but I believe it has great potential. Even as an early access demo with some bugs and graphical issues, there are solid mechanics for building and testing planes, and I can’t wait to see the other features listed on their site such as modding support, a single-player career mode, and online paintball dogfights, just to name a few. I definitely will be keeping an eye on this, and since it will be coming to Steam Early Access sometime this summer, I recommend checking out their demo while you still can during the Steam Game Festival. Check out their Steam page here: https://store.steampowered.com/app/977920/Balsa_Model_Flight_Simulator/

  • Balsa Model Flight Sim (Beta): More Content, More Fun

    2 months ago, I got to try out the demo for Balsa Model Flight Simulator and had a pretty fun time. (check out the first impressions piece for the demo here!) This time, I got to play around with the more feature-rich beta. Here are my thoughts on the content and some things I would like to see going forward. NEW CONTENT One thing that immediately caught my eye was the addition of 3 more maps to fly around in: Glider's Cay is a small island with a large hill that's perfect for testing glider designs; Wirraway Bay was in the demo, and has a nice urban port surrounded by some mountains; Weatherfall Islands is a wide-open arctic map with some neat icebergs; and Rovin Harbor is a large city which allows for some challenging urban flying. I personally liked Weatherfall Islands since it feels vast and some of the icebergs have natural arches/holes to fly through and do stunts around. I appreciated the variety in the landscapes and scenery in these maps and hope to see more in the future. Another new feature was the addition of action figures. I think these are meant to be collectibles that are unlocked in the Career Mode, but they are available for any scenario. Though they look really cartoon-ish, you can add them to your plane (as long as you added seats) to give a sense of scale for your plane and really bring your creations to life. I think the best feature of these action figures is that they allow you to fly your plane in first person view. Since there are small cameras and FPV goggle kits that people add to their RC planes in real life, I think this is a really neat feature, and is especially useful for dogfighting. Also as a nice touch, the player model sports FPV goggles whenever an action figure is added to the plane. Speaking of dogfighting, there beta officially added parts for weapons. Well, they're paintball guns, but they're pretty satisfying to fire. There are two types of guns so far, the hard-hitting "Thud" cannon and the fast-firing "Hailstorm" that deals less damage. Each pod has 58 and 240 rounds respectively, and though the "Hailstorm" is technically weaker, I prefer it over the "Thud" since that fast fire rate allows for more hits against nimble RC planes. Learn to aim it well and it can deal critical damage to enemies. Just be aware that these pods are pretty heavy, and will affect the center of mass and performance of your plane. The game also allows you to create weapon groups, so in case your plane can carry both kinds of guns, you could map your keys in a way that allows you to fire the different gun pods separately or together. Interestingly enough, you can place these pods so that they're entirely hidden inside your aircraft and still be able to shoot paintballs, almost as if they phase through your airplane. Not sure if this is a bug, but it's something that I personally think the game should keep as is, since it allows your aircraft to look cleaner. Now, if there were some targets to shoot at... Thankfully, there are some new "Scenarios" added in addition to the free flight mode for each map, and these are "Free for All," "PvE Combat," and "Team PvP Combat." In these modes, the map is populated by AI planes that you can use as target practice. For the combat modes, you choose a team and attempt to shoot down enemy planes. If the enemy crashes or gets shot down, they lose a point, and vice versa. The team that reaches zero first is then defeated. Since I couldn't find people online, I didn't really play the PvP mode that much, but it seemed identical to the PvE mode except that actual players can join the enemy team. I didn't play long enough to see what the ultimate result screen looks like, but you can have some good fun and learn how to aim the guns. In terms of on-screen information, a reticle is displayed in front of your plane in third person view if you have guns installed, but for first person, you'll need to equip the gun reticle part in the cockpit. Enemies also have brackets around them that makes spotting easier, and the plane name and their distance away from you are displayed as well. All in all, these are some pretty fun, laid-back modes. NEW MODES There were two new modes added to the beta: Career mode Online mode. The online mode allows players to host lobbies for up to 16 people, though you can limit the maximum amount of players when setting up a room. The game also allows you to name and add descriptions to rooms so people know what to expect. I would've liked to test for any connection issues, but sadly no one was on when I was playing around. The career mode will be the bread and butter of the single player aspect of the game, and also serves as a tutorial. You start off in Glider's Cay and learn how to move around, pick up your glider, and throw it. As you get more used to the controls, the various events and missions ramp up in difficulty as you learn to pilot powered planes and practice taking off and landing on a runway. Each event also has optional objectives that allow you to get higher ranks. This nets you more "funds" which are used as in-game currency to buy planes, action figures, and unlock new maps which will let you fly in more events. This cycle of flying, getting funds, creating/buying more capable planes, and flying in even more challenging missions is really fun, and the sense of progression you get is pretty satisfying. I wasn't able to progress too far the career mode, but I'm excited to see what they will add in the future. One thing that I think would be a cool addition is monthly limited-time events or challenges when the game goes live to keep players coming back. I hear a race mode will be added down the line, so I'm excited for that. One thing to note, all parts are available for you to use when creating planes in the workshop and making the planes themselves are free. However, in order to be able to fly them, you will need to purchase the aircraft. Be aware the more complicated/more parts your plane has, the more funds you will need to be able to buy it. Each part has an associated cost that is listed when you're building, so keep your eye on that. You can go back and edit vehicles that you have already purchased, but be aware that if you add more parts, the cost will increase. WORKSHOP Now let's see if there were any changes to the other core aspects of the game. The one thing I really wanted from the demo was improved aerodynamic stability tools, and the beta did a great job of implementing them. You now have indicators for both the center of mass and center of lift, which gives you a much better idea on the stability of the plane you're building. When used with the stability graph at different airspeeds, you can determine the overall pitch behavior of the aircraft without leaving the workshop to flight test it. Here, you can see how the center of lift changes vectors at different airspeeds, along with how unstable the design is with the stability graph. The orange indicates that the plane wants to diverge from the direction of flight, which in this case is desirable since the X-02S Strike Wyvern is supposed to be highly maneuverable at lower speeds. Along with all of these changes, the mass of certain parts seemed to have been reworked as well, since the position of the batteries affect the center of mass MUCH more than they did in the demo. Since batteries tend to be one of the more heavier items in an RC plane, I'm really glad they fixed this. Speaking of batteries, the beta also added a "Connect" tool that visualizes and how the electrical/power components are hooked up and allows you to edit these connections. This was also a nice addition since a major part of RC plane building is determining the optimal way to connect all of your components. Of course, it's much more complex in real life, with having to acquire the right connectors, using batteries with the correct voltage, etc. but it's still nice that there is a tool that emulates this. The workshop tool automatically connects the parts together, but you have the option of changing this if you desire. For example, my X-02S has the batteries and motors connected in serial, but I can choose to have one battery powering each motor separately. After all of this tinkering, it would be nice if you could give your plane a fancy paint job... Oh, the beta added decals? Nice! The workshop now features a "Decals" tab, and at least in my testing, seems to let you add as many decals as you want. Combined with the "Paint" tab, you can create some really flashy liveries. There are numbers, letters, and various icons that you can rotate, scale, and change color however you see fit and lets your creativity run wild. The decals also don't seem to affect the cost of your airplane, so that's a nice feature. One thing I would like to see is some sort of text box editor, since at the moment you have to move and place each letter separately, and could get time consuming. FLIGHT MODEL I wasn't too impressed with the flight model in the demo, and it doesn't seem to have changed much in this beta since I'm still seeing some stiff yaw and roll movements as well as some violent shaking on occasion. The X-02S I made isn't the most stable thing, I get that, but I don't think the plane should be moving like this when all I'm doing is pitching up at an angle: Even in more stable aircraft, there is a weird wobbling going on, especially at higher speeds. I know the aerodynamic forces and physics on RC planes are vastly different than on full-scale aircraft, but it's not quite right yet. Really hope they adjust the flight model or physics of the game so things don't feel so shaky. It doesn't have to be perfect, but as long as the stiff yaw and roll reactions are fixed, I'll be happy. Other than that, the flight model is fine. CONCLUSION All in all, I had an really enjoyable time with the Balsa beta. The new additions like the career mode and workshop tools worked well for me and and made me excited for the full game. There are still some kinks in the flight model and physics that I would like to see fixed, and some other changes like replacing percentage sliders with actual measurements in the workshop, but I'm sure those will be addressed. I'm definitely excited to see how this game evolves! If you're interested in this game and want to support it, I recommend wishlisting on Steam since it's supposed to be released as early access soon. Writer: TaskForce23

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