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  • VRChat Aviation: VRC Flight Week 2025

    September 12th - 19th, 2025, an official platform wide event Five years ago, aircraft took to the skies of VRChat . After years of new worlds created, flight model updates, air combat tournaments and airshows, the first official platform wide VRChat aviation event is here: VRC Flight Week. On September 12th, 2025, this event was announced with official posts on the VRChat social media accounts at Bluesky and X.com . A livestream on Twitch with the VRChat community management team and development team included representatives of the organization behind making this event possible: At its core, this event is driven by Negentropic working with Boeing and the Australian Government to create educational aviation worlds in the VRChat platform. Players will know 'Team Negentropic' from the Space Jam event in the platform. In the livestream, this organization as represented by the leader username 'Negantropic' and Cubeboy. Official event poster. For Flight Week, they have created two flight focused worlds with an educational focus: Flight Week - Hangar and Flight Week - Test Flight . Notably, there are private versions of the aforementioned worlds created for use in High Schools across the Commonwealth of Australia. Alongside the Negentropic contribution, many existing worlds (e.g. flight experiences) from throughout the international VRChat aviation community were selected to be showcased. These worlds feature a variety of experiences to show what is possible on the platform. Special attention was taken to not only show off the well-established, most popular flight worlds, but also introduce many other worlds known to the international community. Players visting the Flight Week featured worlds will be able to experience modern fighter jets, player vs player experiences, gliders, air-to-air refueling, aircraft carrier operations, World War 2 warbirds, airliners, small private aircraft, transforming robot aircraft, flight simulation level aircraft, player vs environment missions, sci-fi aerial battles and so much more. In-game example of the Flight Week menu. In the first day, it is hard to track the exact numbers of visits and how many of these worlds have now become favorites to users, as baseline numbers before this event were not recorded. However, monitoring the activity in the Flight Week menu from time to time does show consistent increased activity. One metric that can be confirmed is related to Skyward Night Flight , an official world from Skyward FM featured in VRC Flight Week. Within roughly 24 hours, this world saw an increase in activity in thousands more visits and hundreds of new favorite world listings. Community activity related to this event can be tracked on social media platforms, searching for terms like VRC Flight Week and #VRCAviation. For the duration of this event, Skyward will be posting or reposting media about community activity on our social media accounts at X.com and Bluesky . In VRChat itself, public instances can be joined to experience the featured flight worlds with others. The option to check out these worlds alone or with a close group of friends is always available by opening Friends only and Invite only instances. For the international aviation community in VRChat, VRC Flight Week is a massive milestone. With platform wide events like this now possible, it will be interesting to see what other events will appear in the next year. 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 ]

  • Aegis Ashore: Ace Combat 7 Air Defense Boss

    A relatively unknown bastion of air defense If there is one thing that Project Aces does not get enough kudos for, it is the addition of the latest technology or real world concepts to its Ace Combat series. Even the most outrageous anti-asteroid weaponry and energy weapons are based on real world concepts, existing technology or in development projects. Heck, even backwards firing missiles were real! From a gameplay point of view, anything that complicates the player's ability to reliably deploy weapons can be a welcome challenge. Rather than every weapon with a target lock reliably guiding to a target, having occasional interference caused by electronic warfare interference or missile interception systems adds a temporary layer of difficulty. To players, it makes interacting with the unit responsible for the complication a notable experience. Ace Combat 7: Skies Unknown (2019) has a relatively unknown air defense system with overwhelming capabilities that comes to mind. In the perceived final mission of Ace Combat 7, the time to storm the opposing nation's capital city puts players in the leading force. As they fly throughout the airspace, dogfighting and bombing forces ahead of the allied amphibious advance, an Aegis Ashore ballistic missile defense system (AABMDS) activates. So threatening is this system that even allied non-player controlled units call for bombardment from the invasion fleet to knock the system out of action. And for good reason. Aegis Ashore in Romania (US Navy) In the real world, Aegis Ashore was proposed by the United States Department of Defense Missile Defense Agency. The project utilizes the well known Aegis combat system deployed on warships and places its components in land based facilities. These include AN/SPY-1 passive electronically scanned radars and vertical launching system cells carrying various types of interceptors (made only to knock other missiles out of the sky) and missiles (can either intercept other missiles or be used to destroy aircraft). The idea is to protect especially important areas on land with this system. A single AAMBDS can free up a few Aegis equipped naval vessels for operations elsewhere. It can track more than 100 targets at a time, with the ability to intercept flying objects across a wide range; from sea skimming missiles to low earth orbit satellites. Even a hypersonic missile interceptor is under development as of 2022. Aegis Ashore in Hawaii during a test launch. (Missile Defense Agency) The first Aegis Ashore system began testing in Kauai, Hawaii in 2002. The first operational site was constructed in Deveslu, Romonia in 2016 with a secondary site planned in Redzikowo, Poland. The site in Poland was planned for completion by 2018 but was delayed multiple times; its new completion date is the end of 2023. Japan also had planned to construct two AAMBDS, but these plans were cancelled in 2020. The control building as seen in Ace Combat 7. In Ace Combat 7, the first Aegis Ashore system is seen in mission 15, "Battle for Farbanti". Two other systems are in downloadable content mission 2, "Anchorhead Raid". It should be noted that the two systems in Anchorhead Raid can be taken out of action before they activate due to the surprise raid conditions. Though there is a short window of a few minutes to do this in. In the game, the central control building of the installation controls multiple surface-to-air missiles units and Phalanx Close In Weapon Systems (CIWS). No VLS missile cells are present. This is unlike the real world version of it. When active, these sites are able to put up waves of 20mm cannon rounds into the air to shred incoming guided missiles, while launching medium range air-to-air missiles at all aircraft in range. Unlike lone air defense tanks that can be overwhelmed by a few missiles, Aegis Ashore can swat down multiple airborne weapons while deterring incoming aircraft from following up on attacks with its own missiles. Ace Combat 7 AAMBDS Intercepting a missile over the military HQ in Farbanti. The two methods recommended by the game itself are either to approach the AAMBDS at extremely low altitudes to make the player's aircraft harder to track on radar, or to launch a large quantity of weapons from higher altitude and long distance. Flying at short-range within the firing envelope of its CIWS does reduce the window of time interception is possible, but this also places the players within the firing arcs of four or more radar guided autocannons. Bold players that are willing to close distance and use large blast radius unguided weapons like dumb bombs and rocket pods will find that their weapons cannot be intercepted. Alternatively, things like lasers and rail guns are always effective since they cannot be physically intercepted by live munitions. Destroying the central control building of this site knocks out all of its capabilities immediately; it is the most efficient way to do it, but certainly the most risky way. Ace Combat 7 AAMBDS defending Anchorhead Bay. I have always appreciated the small ways Ace Combat has interfered with player launched guided weaponry. It does not consistently appear in each title, but Ace Combat 7 leaned into it the most with various anti-aircraft interception units. Seeing a somewhat unknown but now more relevant than ever Aegis Ashore installation in game is a welcome challenge and an interesting nod to the initiatives of real world militaries as the focus on missile interception over a large area is once again en vogue. 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 .

  • 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 .

  • Indie Highlight 001: Series Start

    The start of an idea that was long time coming SERIES INTRODUCTION I am proud to say that coverage of indie flight games is a considerable part of our content on the website. We now plan on increasing that ratio a bit more with this new series: Indie Highlight . The origins of this type of article can be directly traced to our Steam Next Fest compilation articles. In those we briefly cover multiple new indie games that have active demos during those events to try and direct more attention to the devs showing off their progress milestones. This series follows a similar spirit by discussing multiple indie flight games at once while presenting direct links for readers to get in contact with teams and community around each game and purchasing every indie game we can while providing coverage. Going forward, we are making it a point to do this type of article more frequently to look at the efforts of indie developers outside of those festivals as well. There is also an entirely new part of the website being prepared to further represent indie games. But for now, let's get to it! QUICK UPDATES Supermaneuver This is going to sound crazy, but a lot of people may have first seen this game because of a few videos of a Tu-160 Blackjack the size of a city block. This game was officially named Supermaneuver on January 22nd, 2025 by developer and 3D artist Gabriel Solon. At this stage of development the game visually reminds us of Ace Combat 3: Electrosphere and uses a level inspired by that game in its early development phase. With aircraft able to perform post stall maneuvers, a hangar interface not seen in the original Ace Combat game and mentions of fictional countries like Karazinov, Levaria and Anglia this doesn't seem to be a fan remake. There are videos of combat, aircraft selection and now supersonic flight as of just last week. | Links: X.com - YouTube Nova Squadron According to indie developer Clara Gale, May 8th, 2025 was the fifth anniversary of the beginning of Nova Squadron development. The original plan was to release major update 0.4.0 on the anniversary, but it is now being moved to July 2025. This is for the sake of ensuring quality, improved graphics, new missions and locations and an all new fictional Attacker aircraft - the Valkyrie. An aircraft that is easily one of the more visually interesting fictional designs to be seen in an indie flight game in a bit. | Links: Bluesky - Steam - X.com Tiny Combat Arena The beloved retro aesthetic flight sim lite circa 2020 had its X.com account publicly announced as inactive on February 17th, 2025. Now, of course Tiny Combat Arena as a game is still alive under publisher MicroProse, but the decision of developer Why485 to leave social media was jarring for his following on social media. Not to fear though. Besides being active in the official MicroProse Discord, Why485 is continuing to provide development updates on their new Bluesky account, opened on April 16th, 2025. Feel free to continue showing support for them directly on Bluesky as well, if able. | Links: Discord - Bluesky - Steam At Skies' Edge This shadow dropped flight game hit a massive milestone on October 3rd. 2024. Developer Mackerel Sky made the decision to pursue developing this title into a full game, rather than an increasingly complex demo after the demo saw consistent success starting in May 2023. It should be noted that the Itch.io iteration of this game is still available for download, but it will not represent the future of the final product. Development progress since then can be tracked on their Bluesky and X.com accounts. New aircraft and weapons are being modeled, new terrain, new VFX and further core game development - all can be found on their social media accounts. There is no new demo to try out these improvements at this time. | Links: Bluesky - Itch.io - X.com Project Red Sun AOA Productions continues work on this upcoming title with a few known individuals from other flight arcade games rumored at being involved in the project. The demo for the game was confirmed as feature complete on February 3rd, 2025 with refinement underway for an eventual Kickstarter and Steam demo; something mentioned in the description of their March 10th, 2025 Dogfight Refinement video. Project Red Sun is a project I would love more information about, but for now public facing information is best found on their social media accounts and YouTube channel. | Links: Bluesky  - X.com - YouTube Helio Stratos A curious in development title that labels itself as a third person jetfighter game. Its developer, Amalgam Studios, is still deep in the trenches with core game development, but what has been shown in written and video devlogs has been interesting. We see flashes of aim down sights style camera angles during close range combat, "jet drifting" aircraft whipping energetically to intercept passing aircraft and lore that sounds like it would be right at home in something like Destiny or Halo. On May 8th, 2025 a test build was uploaded to Patreon for initial feedback while supporting the developer directly. | Links: Linktree IN FOCUS FEBA Gunship R  by rucsgames  is an attack helicopter focused combat flight game that had some rather interesting extra features unrelated to flight itself. Its developer describes the game as having simple controls that are easy enough to use without having any experience with flying helicopters while also being "unforgiving" with "even a moment of carelessness" leading to defeat. I started out planning to do a "quick playthrough" of the game to get a feel for it... and I found myself turning the game off about five hours later! I was sucked in rather quickly. I feel as though I want to write a full article about this game. The way the gameplay is balanced certainly allows for both in a way that seems daunting at first, but is highly reward within 10 to 20 sorties from my experience. The flight model of the game is decidedly arcade. Altitude is controlled with two face buttons on the game pad. There is an altitude limit that does not let players crash into terrain and does not let them fly at the theoretical maximum altitude of whichever helicopter they are flying. Not a big deal considering that most of the combat happens fast and primarily focuses on land and naval targets. Players are able to climb, strafe, yaw and other familiar rotary-wing flight controls, but do not expect to pull a scout helicopter through a full loop or a barrel roll. Thus far the signature feature of FEBA Gunship R adds immense replayability is its system of unlocking, crafting and purchasing weapons, vehicles and even bases and base defenses. This entire customization system is tiered with what feels like game mechanics similar to mobile games. Items in the item shop rotating every 15 minutes or so, purchasing items outright or gradually building them scrap parts and blue pints gathered via combat. As more airframes and weapons are purchased by the player, their helicopter can be assigned to up to three wingmen that can receive basic orders from the player mid-combat. Even the very military base that players must defend from attack each mission can be customized with specific types of support functions and hand picked defense weapons ranging from machine gun emplacements up to surface-to-air missile launchers. With each enemy destroyed giving points, random chances to find parts one the map during combat and a reasonable "grind" to gather currency and improve equipment is actually enjoyable once players learn the finer parts of how to be selective in which battles they jump into and how to manage their currency. The deciding moment in me feeling as though I want to write a full article on FEBA Gunship R was when I bought a noticeably better attack helicopter with newly crafted radar guided anti-tank missiles while commanding two lower power AI wingmen from a customized heliport. While I have reached a point in the game where I can access more advanced game functions, it still feels early to write a full piece on this game. I need more time with it and look forward to putting in the effort. Connect with 'FEBA Gunship R' Steam  - Website  - X.com  - YouTube   REVISIT Project Skyscape was an ambitious flight game that incorporated first person view ground movement and original aircraft with somewhat simplified but fully interactive cockpits. At the time it was being developed game testers drew parallels between it and VTOL VR by Boundless Dynamics in terms of cockpit interaction. Flyleap Studios, the developer of this game, announced its closure on June 11th, 2022 citing a career change of its lead developer, their opinion of the flight genre being a competitive field and the realities of being a solo dev attempting to make this line of work their only source of income. Skyward Flight Media wrote an article about its use of an in-game gyroscope flight simulator. This is still an interesting way to teach players how to fly and fight without without building out a series of tutorial missions. While a dedicate flight game where players never leave the cockpit of the aircraft could not benefit from this, a game with first person or third person movement outside of an aircraft could capitalize on this concept. Thanks for joining us for the first installment of our Indie Highlight series. The format of this series is bound to change a bit over time, but it is great to take the next step in supporting indie flight games and their developers. Until next time! 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 ]

  • First Impressions: Flyout by Stonext Games

    Few things are as fascinating as aircraft design. From a very young age, I'd marvel at books showcasing the evolution of aircraft throughout the years, and then proceed to take all these ideas now brewing in my head and sketch dozens of different designs. And I know I'm not alone - this childhood dream of creating one's own flying contraptions is likely what gave rise to one of the most unique sub-genres in gaming: Flight (and space) simulation games focused on craft design and building, such as Kerbal Space Program and SimplePlanes. Released in an Early Access state in November 17th, 2023, Flyout sets out to put another name on this small but decorated list, and it brings many novel features to the table. Let's take a look at this new aircraft design flight sim and see what it has to offer! BUILDING YOUR CRAFT To design something, one must first have a goal in mind. In order to explore enough aspects of the game to cover it in this article, I set out to create two basic aircraft: A piston engine-powered aerobatic aircraft, and a 1950's-era jet fighter. When booting the game up and loading the editor, you will be greeted by a sight familiar to anyone who has played a similar game before: An empty space with a single cockpit in the middle. In Flyout, this sight is made all the more daunting by the fact that there is currently no in-game tutorial due to its Early Access state - something the developer himself points out on the game's Steam page. Ah, the endless void. In this empty space, it is our goal to summon an aircraft out of nothing - that's the magic of this type of game, after all. If you have experience with similar games and know the basics of what makes an aircraft fly, then you should be good to go - however even KSP veterans might be initially challenged by their first contact with the game's mechanics, which have a rather steep learning curve - and in exchange, allow for a level of flexibility not seen in any other game of this genre. Early stages of building. One of this game's best features is being able to turn fuselage "panels" into holes, allowing for the creation of cockpits with comparatively little effort. The game's flagship feature is its procedural fuselage parts , with their unique cross-section editor. This tool grants the player fine control over fuselage shapes - those familiar with XPlane's Plane Maker should feel right at home, as this works in a very similar way. The player creates fuselage cross-sections - or stations as they would be called in industry parlance - defined by a set of points, initially circular in shape, and then moves these points around to attain the desired shape. Example of a cross-section as seen in the fuselage editor. Careful shaping and placement of each fuselage section is key to make your aircraft look the way you want - and to fit all the stuff you need to put in it! Open fuselage sections are also available, ideal for canopies. Notice how fuselage panels can be made into glass, and how sections can be angled at will, allowing players great control over canopy shapes. The player can also select certain properties such as material and thickness - although the material properties seem to be purely cosmetic, thickness most certainly has an impact on the craft's performance, as it directly affects the fuselage's weight. For this reason, I strongly recommend players tone down the game's standard thickness of 12mm, which is way too thick for aluminum aircraft skin and will usually result in an overly heavy fuselage, even when accounting for the lack of other structural elements such as frames and stringers in-game. Parts such as landing gear are provided by the game and can have parameters such as length, thickness and angle of retraction set by the player - but if you're making fixed landing gear, the fuselage editor tools make it pretty easy to cook up some rather good-looking custom gear legs. Landing gear fairings are delightfully simple to make with the cross-section editor. For the wings, the player places the wing part on the aircraft and then edits its shape as needed - there is currently only one symmetrical airfoil available, but the player is free to shape the planform in any desired manner, including the chords of control surfaces. The player can also change the thickness of the root and wingtip independently - although it is unclear whether this affects the game's aerodynamic calculations, it most certainly makes getting the looks you want much easier than in other games in the genre. Yes, these wings are using only stock parts from the game. The wing editor gives the player great freedom to shape the wing planform as desired, making things such as the semi-rounded wingtips seen here easy. Something which most definitely does affect the game's aerodynamics, though, is the wing's angle of incidence , and this can also be set independently on the wing root and wingtip, allowing players to effortlessly incorporate washout into their wings. I was ecstatic when I realized the game allowed for this kind of possibility - it's one of those small things which really show the attention to detail in this game. The feeling of seeing a whole aircraft where there was once nothing is one of the things that keeps me coming back to games like this, and Flyout certainly delivers in that regard. It is far more complex than other games in its field, but in exchange that feeling of accomplishment when you finally complete an aircraft is made all the more special - compounded by how visually impressive creations can look with proper use of the cross-section editor. Almost everything in this game affects your aircraft's weight, so keep tabs on the specifications while building! ENGINE CUSTOMIZATION An aspect of this game which greatly surprised me is the complexity behind engine selection. Unlike similar titles, you do not have a selection of different engines with preset characteristics - rather, you must define values for each characteristic of the engine, such as the number of cylinders or fan blades - all of which have an impact on the engine's size, weight and performance. In other words - you must design your own engines , which increases the complexity and difficulty of the game exponentially, but also grants the player the freedom and flexibility to build powerplants to whatever specification they might desire. In this regard, it reminds me of Sprocket, a tank building simulator with a similar penchant for deeply customizable, procedurally-generated parts. If you like fiddling around with settings in that game, you will most likely appreciate this feature. Engine size being affected by its parameters means a key constraint in aircraft design is introduced to the players: Finding a home for the engine. Note the plethora of options on the right side tab! Piston engines in particular are simulated to excruciating detail. Apart from the number of cylinders and their disposition, one must set parameters such as bore, stroke, compression ratio, and even valve diameter. Even some adverse effects, such as knocking if you end up with too high a pressure in the cylinders, are simulated. A complete powerplant assembly. If you opt for a liquid-cooled engine, you must manually place a radiator and link it to the engine. Want a turbocharger? Better set up an intercooler. The engine doesn't magically provide power to the propeller - instead, you must link the two through a gearbox, whose ratio can also be adjusted as required. The result is that powerplant selection and setup becomes a far bigger deal than in most similar games. The game even provides the player with Torque x RPM and Power x RPM plots! While this is an impressive addition which adds a whole new layer of depth to the game, it could be overwhelming for inexperienced players. I'd like to see a selection of engine presets to make this process quicker for players who do not want to design their own engine, and to serve as templates for new players who do - the game does allow players to save their own engine presets, but does not currently offer any. As the game is still in Early Access, perhaps those will be included in a future update. INSTRUMENT PANELS Remember having to find novel and interesting ways of messing around with basic game elements to make functional instruments in the early days of SimplePlanes? Well, you're not going to need that kind of wizardry here. Flyout comes right out of the box with a whole set of working instruments and customizable dials, so it is possible to create functional instrument panels with minimal effort. There's even a programmable AoA indexer! Some of the instruments have certain quirks or work in unnatural ways (such as the altimeter lacking the usual two or three pointers), but for a game in Early Access, this is to be expected. These instruments are an incredibly useful and welcome addition I was pleasantly surprised with. FLIGHT AND ENVIRONMENT What would be the point of a game where you design airplanes if you couldn't take them for a test flight? Flyout lets you test your creations starting either at an airfield or at an initial altitude and airspeed of your choosing. Jet ready for its first test flight Testing the aerobatic airplane out - look at those sweet working instruments! While we do not know exactly which aerodynamic modelling is used, it is safe to assume it's a highly simplified model - I've seen some players with wild expectations of something like CFD being implemented, and well, if you've worked with fluid simulations you know how unlikely that is in an application which requires real-time rendering. Nevertheless, the flight model feels good and it's got everything you could ask for in a game like this. Showcasing the game's flight model with some aerobatics There's even an option for visualization of lift and drag forces acting on your aircraft. Notice how you can even see the lift distribution on the wings! While testing your creations, in-game menus provide a plethora of options, such as spawning practice targets, activating "cheats" for infinite fuel or looking at real-time data on your aircraft's performance. The Flight Data menu displays all sorts of parameters in real time. With regards to the environment, Flyout's world is an earth-sized planet with procedurally generated terrain, featuring an atmospheric model based on the earth's. It works excellently for the purposes of test-flying your airplanes, and looks pretty good from above. However, my greatest complaint about this game is that the environment feels a bit bland - Using your creations to explore the world and discover new places is one of the major driving factors in other games of this genre (such as reaching new planets in KSP), and Flyout currently lacks major incentives to do so, leaving players to fly their creations in a vast expanse without much interesting going on. There are a handful of other airfields scattered across the map, but no clear directions on how to reach them. The large size of the map means one is unlikely to come across them by chance, just flying around. In my opinion, the addition of even more airfields, as well as navigation aids and landmarks linked to achievements, would greatly benefit this game. Here it is important to point out that one of the planned features listed by the developer for the full release is the addition of missions and combat, so consideration is being taken for giving player creations a "home" in which to perform, at least for combat aircraft. In the current Early Access build, testing out weapons is already possible in a limited fashion: Players can spawn enemies for practice, such as tanks and target drones. COMMUNITY Veterans of this particular subgenre of flight simulators will know that for such games, the community can be just as important as the developers in shaping player's experience, adding and expanding content, and overall keeping the game interesting and alive. Though Flyout's community is still relatively small, it is already starting out promisingly strong. A quick search in Youtube reveals a plethora of tutorials made by fellow players, covering the gaps left by the game's present lack of tutorials. And, despite the lack of a Steam workshop or other built-in method of sharing one's creations, players have been eager to show and share their creations with the world through other means, such as the Flyout Discord server. In the interest of contributing to this nascent community, and especially to new players just getting into Flyout, we'll be making the two aircraft I've made for this article available for download. Fly them around, reverse-engineer them to get a grasp of how to make basic creations in-game - it's up to you! CONCLUSIONS With its procedural fuselage tool and in-depth engine mechanics, Flyout is a promising title which brings a plethora of new features to the world of "builder" flight simulation games. Nevertheless, when looking at this game in its current state, it is important to remember it is in Early Access, and is missing many of its planned features. Flyout isn't an easy game, and the lack of in-game tutorials and presets for critical parts such as engines means the learning curve is very steep. If you wish to play this game as it currently stands , please bear in mind you need at least some understanding of basic aircraft design principles or experience with similar games. Even so, I have been pleased to see multiple updates being released in the timeframe of slightly over a month ever since this game entered Early Access, some of them bringing much needed quality of life improvements. It is clear the developer is putting a lot of care into this game - and the fact this is a one-man project makes its achievements all the more impressive. Games such as this are passion projects, driven by the time and effort put in not only by the developers, but also by the players themselves. I look forward to seeing what the future holds for Flyout, and once more features are implemented and fleshed out, I fully expect this title will earn its place alongside the classics of this unique genre. 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 currently studies aeronautical engineering and pursues his hobbies of drawing, writing and flight simulation on his spare time. See Staff Profile .

  • Indie Highlight 002: Aggressors F.A.C., Modern Jet Fighters Online

    The indie flight game focused series continues with a new contributor Hey, howa’ doin. My name is Matthew Nguyen, otherwise known by my online handle: FlyAwayNow. I am the writer and producer of Project Wingman and its ongoing developments, as well as beyond. I think I can fairly say that I understand combat flight action, arcade flight sims, Acelikes, Ace Combat, at least better than most, and I have from a young age. I’ve been working on games that involve easy access combat dogfighting since I was 15, and I’m 28 now, and if it means anything, me and Ace Combat share a birthday, separated by only two years. This wasn’t what I set out to do as a young man; in college I dual majored in both Political Science and American Studies in order to serve the political campaigns that I knew would always come around every few years in the United States, but an offhand conversation I had, along with my pre-history of also working on another combat indie game flight project as a young teenager, lined up for me my part in Project Wingman, and well, the rest is History. In the time since Project Wingman has released, I’ve traveled far and seen many things, and I’ve seen the beginnings of many more combat flight indie games and I’ve come to know quite a few of the devs behind them. The series that I present to you with the help of Skyward Flight Media is a unique insight to perhaps what would be the next generation of combat flight games, inspired by all that came before, and even things that have yet to come to pass. Ace Combat’s eighth entry is yet to arrive as we crest over the 30th anniversary of the series, and indeed for as much as they define what we know in this arcade segment of flight sims, there are still yet other factors yet to consider: other games that might very well leave a mark that as all things must, upon this genre in its broadest definitions and then its narrower focus. This is why in these following articles I offer questions, answers, and then insight for those that could very much change the landscape, or the sky more rightly speaking, of the games to takeoff. I sat down with multiple developers in this genre, some of whom I work with even now to bring their games to you, the player, and started a dialog so you can get to know both game and developers behind what might be your new favorite game in the future!  - To start us off, we have to get a good idea of who we’re working with, and, in the indie space more than anything, the person making them is far more of a consequence than institutional or studio-based productions. Indie projects are very much advised by the people making them just by reality of the lesser amount of hands in their creation, and therefore, the tighter control one would have over what is made. The particular main creator identity of Undertale, as an extreme example, is far more apparent in this way than, say, the creators of Call of Duty’s entries. You can identify game elements specific to a person, and just as much you would learn about them through the game, vice versa is also true. Now not all creators are particularly illuminated by this relationship between the Thing and then Themselves, but it is a place to start. So I approached this mostly new generation of flight devs, and I asked them these, or at least variations of, these questions: Who are you? Why did you decide to start working on your game? What do you want your game to be? Here is how they answered. Some had more to say, some had less to say, and some I was compelled to push a little further, but it just shows you the diversity of thought we have in the future for us! Enjoy! Aggressors: Fantasy Air Combat Website Links: Game | Developer Who are you? My name is Sani , and I'm primarily a 3D artist. I really don't know how to describe myself, but people have told me I'm an eccentric individual who is passionate about many things, but above all else, I simply love to create things. Why are you making this game, and this type of game specifically? The core idea for Aggressors came from my experience switching back and forth between simulator flight games like DCS World and the arcade gameplay of Ace Combat. I found myself thinking about what I loved and disliked in both and began to wonder what would happen if you combined them. This led to the game's central concept: a fascinating contrast between grounded realism and imaginative fantasy. I'm a huge fan of military aviation, and real-world history. but I'm also an otaku who loves sci-fi and fantasy anime settings. Aggressors is my attempt to make a setting that is just everything I love. I'm want a game with mechanics that are a line between true-to-life and not because I want to explore an interesting form of gameplay: in a realistic scenario, how would one actually deal with the fantastical, over-the-top threats you see in games like Ace Combat, and how can that translate into fun, compelling gameplay? I believe that experimentation is what pushes games forward. I am not the first to attempt to make a game like this, in the past during the early 2000s there were many older aircraft games that tried to tackle this- but they often had poor sales due to the nature of video games back in the day. However, in the modern day, If you do things too straight, you just end up making more of the same and it does not stand out. By doing something unexpected with the setting or gameplay, you might just create the next fresh experience, and it might sell well. This philosophy also extends to the game's setting itself, which is based on a science-fantasy universe I've been writing for years with a friend. This game is my first opportunity to share a part of that universe with people. I don't expect my game to do well, but I think this is a blessing as it encourages me to try many new things. What do you want this game to be? Aggressors is simply my dream game, that's all I want it to be. But my ultimate hope is for the end result to inspire at least one person to passionately create something of their own, just as I have. This is my first real attempt at developing a game, and it's a journey I've undertaken mostly by myself, with occasional help from a small number of friends. I believe we have to create our own purpose in life, and I want mine to be building things that inspire others. If Aggressors can leave a lasting mark on even a single person and encourage them to create, then I will consider it a success. Hyperlink to post. From what you've put out there and from what you've shared with me, yeah this gameplay, if it's not more "realistic", I would say it's rather more tactical and conservative in terms of the absolute capability of the player. As in, just for example, in Ace Combat you have at base an aircraft with nearly 100 all aspect missiles that can deal with literally every target in those games. You've avoided something like this. How far do you think you'll push that aspect of Aggressors? Firstly, I want to clarify my philosophy on "realism." For Aggressors, it means modeling the real-world elements I find fun and discarding anything that obstructs that fun. A perfect example is missile defense: you can notch and beam an enemy's missile to evade it instead of using countermeasures, but for the sake of keeping things fun the player, your own missiles can't be notched or affected by ground clutter. Similarly, the game has a simplified flight model that allows for intense, low-speed dogfights and high AOA maneuvers, but I refuse to model things like G-force damaging the aircraft, as that's just an obstacle to the fun. This creates a unique dynamic I'm already feeling happy with as it makes the game incredibly fast paced due to the unrealistic gameplay meshing well with the semi-realistic elements. Though to answer your question directly, Aggressors is absolutely designed to be more tactical. You need to prioritize targets and effectively manage your wingmen. The gameplay becomes a balancing act of asking yourself, "What should I focus on killing?" versus "What can I afford to ignore?" or even "I'll let my wingmen handle that." While missions will still feature large-scale battles, the core loop is about completing your objective while simply trying to survive and doing as much damage as possible along the way. You will almost always have the option to return to base to rearm and repair, but you have to be mindful of ammunition costs also. I know this more deliberate style of gameplay won't be for everyone. That’s why I’ve already implemented optional modifiers, like an "Arcade Weapon Load" for those who just want to shoot things down, as well as toggles for other hardcore mechanics. But you are right—at its core, my approach is a more tactical take on it. What do you think you'll keep from Ace Combat to put across from your take here. The control scheme. It's perfect. For a gamepad, the way those games handle is something I've grown to love, and I see no reason to change it aside from adding extra inputs for the manual airbreak control and counter-measures. I'm also taking some general inspiration from its UI layout. Worth to mention, the game will be able to be played without a gamepad, but I think the experience greatly benefits from anything with an analog input. Beyond that, however, my goal is to diverge significantly from the Ace Combat formula. My approach to storytelling, for instance, will be far less direct instead of it being essentially an audio drama. The game will feature a hub world where the larger narrative comes together, while dialogue during missions will serve more as small-scale banter or clues to the bigger picture. Ultimately, it will be entirely different. The most accurate comparison isn't another acecom-like game. Instead, a closer description would be a 3rd-generation Armored Core title that plays like Ace Combat with a JRPG style of story telling. Which sounds actually not that great when I put it to words, but I think it can work great.  Hyperlink to post. Any closing thoughts or things you want to say? Thank you so much for the interview. I'm incredibly grateful for the chance to be given a chance to talk about my project. It means a lot to be able to be on some people's radar. I'd also like to take this moment to give a huge thanks to the friends who have supported me. While this project has largely been a solo endeavor, it wouldn't be what it is without the help I've received along the way. A special thanks to my best friend "N", with whom I've been building this science-fantasy universe for years and is a huge contributor; this game is the first real opportunity to share a piece of that world, and I'm so excited to finally do so.  To everyone who has followed the development, offered encouragement, or shown interest in this passion project—thank you. Your support, no matter how small, has been invaluable in keeping the motivation going. There's also a few who have given me financial support; don't worry. You are not forgotten. This game is my dream project, a combination of everything I love. My greatest hope with it is that all this passion and experimentation results in something that might inspire at least one other person to go out and create something they want to make. Thanks again for everything. Modern Jet Fighters Online Website Links: Game Who are you? I'm wh00ps with Freak Games, the developer of Modern Jet Fighters Online . I grew up playing IL-2 Sturmovik, DCS, War Thunder, and Ace Combat. These games shaped my vision of what air combat should feel like in games — where every attack is a decision, and every victory is earned through skill, not luck. Beyond games, I’ve always had a deep fascination with real-world aviation — especially jet fighters. There’s something timeless and powerful about these machines: the speed, the precision, the danger. That passion is the foundation for everything I’m building.  Why are you making this game and this type of game? Because there’s still no truly compelling air combat game on mobile devices. We’re taking the best elements from PC simulators and arcade shooters and making them fast, tight, and most importantly — exciting and intuitive to play on a mobile platform. You don’t need to buy a joystick, sit down at a PC, configure TrackIR, or spend time “preparing for a match.” In Modern Jet Fighters, you launch the game and you’re in the sky within 30 seconds, facing other players. Whether you have five minutes or half an hour — you’ll get a real battle, powerful emotions, and that unmistakable feeling of being a fighter pilot. What do you want this game to be? I want to create the best flight combat game on mobile. A game where, with just a tap, players can drop straight into the heart of a dogfight — no waiting, no loading screens, no unnecessary prep. What matters to me is that every battle feels like a scene from iconic movies (Top Gun, Independence Day, or Stealth.) As a kid, I was filled with excitement and awe watching those films — the aircraft, the tension, the spectacle. Modern Jet Fighters Online is a reflection of those childhood emotions — brought to life and made playable. And if the game can pass on even a fraction of those feelings to players — then I’ll know I’ve done it right. MJF Online very much punches above its weight in terms of the visual and audio design of it; I have to ask if you do have wider experience developing games or productions like this. Yes, I’ve already developed and released several mobile games, for example: Sector Invaders, Pests Buster. However, I’ve always been drawn to session-based online shooters with competitive gameplay. That passion led me to create StarCombat and Zombie Legends later. StarCombat gave me the technical and creative foundation to build a high-quality air combat experience. Modern Jet Fighters is a natural evolution of that journey. I’ve had a fascination with modern aviation since childhood, and this project let me finally bring that interest to life in a polished, competitive mobile format. As for the audio design—music has always been a part of my life. I play guitar, write instrumental tracks, and have a strong background in audio engineering. That definitely helped shape the game’s sound direction and gave me the tools to craft an immersive, reactive audio environment around the action. Hyperlink to post. So what is the typical gameplay loop of MJF Online? Is it similar to War Thunder's PVP experience for comparison? Is there a place for people in your game that don't enjoy PVP gameplay? I didn’t try to reinvent the wheel—I build on proven, familiar gameplay systems, but tailor them specifically for mobile and try to bring our own flavor to the genre. The core gameplay loop, especially in early progression, revolves around short, intense battles where players earn experience and currency to unlock upgrades and new aircraft. As they rank up, the gameplay expands with new maps, advanced gear, and competitive features. At the high end, the game introduces systems like weekly tournaments. Every player is automatically entered, and at the end of the week, the top 10 performers receive premium rewards, exclusive titles, and unique skins. Their names are added to the in-game Hall of Fame—a permanent place in the game's history. Example of gameplay on a mobile phone. As for PVE—while I don’t offer traditional offline missions, try to make space for PVE-focused players within live sessions. For example, destroying all ground targets can lead the team to victory. Players who prefer a more tactical or support role can make a real impact without having to chase air-to-air kills. That said, I am actively listening to players who want offline missions or narrative-driven campaigns. Exploring ways to integrate these into the experience without breaking the competitive spirit—or the economics—of a free-to-play game. But for now, our focus is firmly on delivering the best possible session-based online combat. I would also like to draw your attention to the fact that the result is not just mine, since I use the services of freelancers, purchase music, ready-made sounds and game assets on the appropriate sites on the Internet. All this is done by very talented people and the way the game looks, sounds and feels is also their merit.  Any closing thoughts or things you want to say? Thanks so much for the opportunity to share the story behind this project and the ideas that inspired it. Over the years, I’ve had the chance to collaborate with all kinds of people — freelancers, early te sters, and passionate community members across our Discord , TikTok , and X . Interacting with the audience has always felt like a breath of fresh air and a reminder that what we’re building truly matters to others.  I’d also like to express my gratitude to my partners at MicroProse. I’ve been fortunate to receive support and guidance behind the scenes, which has played a major role in shaping the project’s vision. Their involvement created the conditions that finally allowed me to bring many long-standing ideas to life — ideas that have directly influenced what the game looks and feels like today.  Now, after five years of development — and thanks to a bit of luck and a lot of support — the game is finally nearing its next big milestone: closed testing, planned for the coming months. Looking back, it’s been a long, sometimes chaotic, but deeply rewarding journey — and I’m incredibly excited for what’s ahead. About the Interviewer Matthew "FlyAwayNow" Nguyen Artwork by alice (@atrousyolks) Producer, writer, incidentally personified online as a rooster. One of the three main developers of Project Wingman and now working across the board on several other combat flight videogames, audioplays, podcasts, and books. Advocate for indie creators, fanfiction, and critical analysis of what you love. [ Bluesky  / Linkedin  / X.com ]

  • DCS MB-339: Accidental Purchase, Genuine Interest

    One of the best "mistakes" I have made in this simulator This is a story that I'm somewhat embarrassed by, but proud enough to tell in public. Back in November 2022, some of the Skyward Flight Media staff were eager to get their hands on the Aermacchi MB-339A created by IndiaFoxtEcho for Digital Combat Simulator. As always, when a new official module or unofficial mod is released for this simulator, we coordinate content ahead of time. After a bit of a mix-up, we missed our usual window to acquire the aircraft. It was during a pre-planned night of fun with friends and stiff drinks that we realized this, and I accidentally acquired a copy of the MB-339 for myself and not our primary DCS content creator, Santiago "Cubeboy" Cuberos . After some laughter, Cubeboy got his copy for the review he wrote, but I found myself now owning an aircraft that I previously had little to no interest in. Making the best of it, we decided to test multicrew functions as a part of Skyward's review of the MB-339 . With me flying in the trainee seat, studying the aircraft seriously for the first time, I found myself genuinely having a great time. Despite my roughly two years of experience with DCS, in a way, the "Macchi" is teaching me some new things. With the bulk of my experience being with 4th generation naval aircraft and dabbling in a few mods, the flight characteristics and capabilities of the MB-339 are training me to fly a bit differently. It represents the basics of land based fixed wing aircraft operations. With less thrust, fewer flight systems and limited armament, the finer details of each sortie were now more important than ever. Having no radar warning equipment or radar at all forces me to revert to better flight planning and more reliance on visual scanning while in combat. While this jet trainer/light attacker is technologically limited, it is still combat effective when flown in missions that are within its ability. Using gun pods for a SEAD mission may not be the best tactic, but it excels in quick strike missions that dump bombs or rockets onto a target in one or two passes. I've also had success with loitering in an area, using smoke rockets to mark targets for allied units to obliterate a short time later. Thanks to the simplicity of the MB-339, it's easier to learn while still having relevant flight control and navigation systems in the cockpit. The cockpit flow is easy to understand with clear labelling. Within three or four sorties (and two tail strikes on takeoff), I was airborne, navigating and fighting. With weapon deployment in particular being more hands on than usual as I had to maintain specific speeds, dive angles and altitudes to ensure the reticle depression setting of my gunsight remains accurate until the attack is complete. Maintaining the correct launch parameters from the start to the end of the attack is a very different experience. Even aged attackers like the Su-25 Frogfoot have laser range finding equipment and guided air-to-ground weaponry. In the MB-339, it's all down to the pilot. Pilotage and fine control dictate everything the Macchi does. The way I learn to fly aircraft in flight simulators is slow. Before trying to learn a new aircraft, I prefer to understand at least 80% of all systems and armaments and have enough experience to reliably use them. This is something that's relatively easy to attain with the MB-339. Within a week of seriously focusing on the aircraft, it can become an easy to reach for airframe. It's a lot of fun for relatively little effort in comparison to learning many other modules in Digital Combat Simulator. I can now personally recommend this aircraft for people looking to change things up, and even to newcomers that are in the market to purchase a genuine jet trainer to begin their DCS world experience. 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.

  • DCS Mission Editor: SAM Map Appreciation

    Hoping a Simple Addition Becomes a Consistent Trend One of the hardest parts about mission editing in Digital Combat Simulator World (DCS) is knowing where to start. Even the free Caucasus and Marianas maps are highly detailed with hundreds of miles of fields, oceans, buildings, railways... all without much of a way to find them easily. At most the map layer in F10 may have a few hints at useful locations if you know what you are looking for. Which map? Where to start? Are there unmarked military facilities in the grid square you randomly chose, or will you commit to the arduous task of building custom villages, revetments and bases from scratch? Are you willing to do some research of the countries and regions of each map to find what you are looking for? There were some maps in DCS that offer fast references important for easier mission building. Not enough to effortlessly create missions like 107th Joint Aviation Squadron's Through The Inferno multiplayer servers or Reflected Simulations single player campaigns, but a solid building block towards greatness. In a simulator focused on combat aviation, nothing is more important than air defenses. F/A-18C deploying multiple ADM-141 decoys into air defenses. TRADITIONAL METHOD Here is an anecdote on this subject from my time mission editing. One of my tried-and-true methods in creating new missions is scrolling through maps grid by grid. Zooming in and out constantly to see individual buildings, fields, vehicles etc. Cycling through the different map layers to see all details. Any notable areas or objects I see are then added to a text file, spreadsheet or some other type of document for later reference. While planning a scenario in the Syria Map by Ugra-Media , I found an important historical part of the country's military history. Deep in the open terrain of the southern half of Syria, near the borders of Jordan, Iraq, Israel and Lebanon I found a pair of circles made up of smaller circles. In no way was this a natural landform. The "mysterious circles" that started it all. Reviewing the F10 map also yielded no information. This mystery structure had all the markings of a traditional Surface to Air Missile (SAM) Site. Specifically in the SA-2 Guideline configuration, but by standard doctrine, it had too many TELs or "missile rails". Mouse dragging my way through grid squares of surrounding desert, similar circles were revealed. Each of them strategically placed across the southern part of the country. Upon finding a second double ringed complex with no references on map, I took to the internet for days to research. Eventually I found declassified documents from the American Central Intelligence Agency Freedom of Information Act Electronic Reading Room. In particular the " SA-5 SAM Complex Construction " and " SA-5 Complexes and Associated Facilities in Syria " were very illuminating. More research and declassified documents later, I had an entire portion of the Syrian Integrated Air Defense System (IADS) reasonably modeled within the simulator. Samples of information from declassified documents. Now of course DCS World itself is not 1 to 1 real world accurate in many aspects, exact GPS coordinates on maps being one of them. However, all of this got me close enough to model things out as needed. Now for this part of the Syria map I have a go-to set of large-scale air defenses to increase or decrease, augment with other air defenses or use as a backdrop for smaller missions that can occur in that area. It is a starting point any mission in a combat flight simulator could use. THE NEW WAY Fortunately, DCS: Sinai Map by OnReTech and DCS: Cold War Germany Map by Ugra Media are providing a new, simple in-game feature that streamlines this process. As much as I could go on about the unbelievable amount of human level detail in the Cold War Germany map, players are definitely more interested in the more combat oriented aspects of the map. Understandably so. The Fulda Gap isn't going to fill itself after all. Though, the baseline of every potential mission on the map could include the larger parts of the Integrated Air Defense networks in both North Atlantic Treaty Organization controlled West Germany and Warsaw Pact controlled East Germany. If even a quarter of it was modeled in a mission, it would be a significant backdrop to all air operations. Important military facilities, such as SAM sites and early warning radar locations, are marked on the maps with easy-to-understand icons. Missile Icons for SAM sites and Radar Icons for radar stations. In the mission editor these icons occupy the Geo Names layer, where the names of cities and towns are displayed. Sample of Cold War Germany Map radar and SAM site icons. Without doing any research, these sites can be populated with mission appropriate air defenses at the discretion of the editor. Feel free to switch out those old MIM-23 HAWK batteries for new IRIS-T launchers if your modern scenario calls for it. Though, with a bit of entry level research (e.g. search terms like "West Germany HAWK Sites", "East Germany cold war early warning radars", etc.) these positions can eventually be populated with era appropriate units. My favorite example of this being the keystones of the Warsaw Pact SAM Belt: the SA-5 Gammon bases. Mission editors will need to manually place units into the correct positions for each location, but this is a welcome change from the traditional method. Once the medium and long-range air defenses are in place - as many or few as the editor chooses to include - missions can be created beneath their air defense umbrella with editors knowing they can focus up on the finer details of their primary objectives. Map icons, and by extension air bases and heliports at notable locations, are something that I hope other third-party companies that create terrain include in future and current maps available in this simulator. SALUTING USER FILES Digital Combat Simulator has been around for over a decade now in one form or another, so it should come as no surprise that devoted users that go above and beyond to enhance their preferred flight sim have tackled this subject before. The User Files section of the official website for DCS world is mainly compromised of liveries and downloadable missions, but unit and location templates can also be found. In fact, in the File Type dropdown menu there is a Static Template sub-category. Further templates outside of that category can also be found with the search bar using terms like "Persian Gulf Template". These templates are jam packed with units - both static and active units. They are placed in known real world locations or contain pre-made areas to fill out parts of maps. While running these templates as is could be problematic as they are quite heavy. Mission editors are encouraged to save a copy of the template as a new mission. Afterwards they should trim out parts of the template they do not want to keep, then add their desired units for the scenario they have in mind for the sake of maintaining in-game performance for players. I send my regards to the dedicated experts that build these templates in the 'traditional way'. As shown in my personal example, it takes hours or days of research. 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 ]

  • FlightSimExpo Releases 2026 Travel Details

    Following the biggest-ever FlightSimExpo in June, Flight Simulation Association is excited to welcome the community to Saint Paul, Minnesota in 2026! Deals on flights and hotels are available now at flightsimexpo.com . Attendee registration opens in December. Flight Simulation Association (FSA) published travel details and discounts for FlightSimExpo 2026, taking place June 12-14, 2026 , at the Saint Paul RiverCentre, just 15 minutes from Minneapolis/Saint Paul International Airport (MSP) in Minnesota. FlightSimExpo is one of the world’s largest dedicated flight simulation events and has welcomed almost 10,000 attendees to shows in Las Vegas, Orlando, San Diego, Houston, and Providence since 2018. The convention features developers, non-profits, virtual airlines, live ATC, seminars, product announcements, off-site tours, and much more. 2026 Schedule As in past years, attendees can expect a jam-packed weekend of announcements, hands-on exhibits and demos, product updates, developer Q&As, workshops, and more. FlightSimExpo will begin on Friday, June 12 and end on Sunday, June 14, with optional add-on tours happening on Friday, June 12 and Monday, June 15. “At our past shows, attendees have enjoyed behind-the-scenes access to air traffic control towers, airports, aerial dogfights, museum visits, and more,” says FSA Co-Founder Phil Coyle. “We’re working on offering similar experiences for FlightSimExpo 2026’s attendees, with more details on these to come in early 2026.” For the full event experience, attendees should plan to arrive in Saint Paul by Thursday, June 11 and leave on Monday, June 15. The Venue FlightSimExpo 2026 will be held 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. Located on the banks of the Mississippi River, Saint Paul—Minnesota's Capital City—features stunning venues, full-service hotels, and a sustainable convention center. Over 100 languages are spoken in this diverse city that cares for its heritage, its people, its natural places, and for those who come to visit. Amongst many other attractions, the venue is just 20 minutes from the Mall of America®, a leading retail, entertainment, and attractions destination, welcoming millions of visitors from around the world since 1992. Travel Discounts for Attendees Discounted hotel rates are available for FlightSimExpo attendees, with options ranging from $149 to $159 per night, plus local taxes. For 2026, the primary hotel is the InterContinental Saint Paul Riverfront, which offers elevated accommodations with sweeping views of the downtown skyline and is a 8-minute walk from the event venue. Alongside the InterCon, FlightSimExpo has secured discounted rates at a variety of nearby properties, including Hilton and Hyatt brands. Attendees can also use links from the FlightSimExpo website to save on flights from Delta Air Lines, United Airlines, Southwest Airlines, and codeshare partners like Air Canada and WestJet. Learn more at flightsimexpo.com/discounts . Event Registration Opens in December Attendee registration for FlightSimExpo will open in December, with special rates available to FSA Captains for a limited time. For more information about registration and to be notified when tickets become available, join the FlightSimExpo mailing list . Recordings from FlightSimExpo 2025 Each Friday, FlightSimExpo will be publishing 2025 event seminars on YouTube , free for everyone to enjoy. These community-inspired seminars feature tips and tricks from simmers, developers, content creators, and more. Dropping Friday, watch “Simulating our Real-Life Trip to FSExpo 2025!”, where YouTuber FlightChops shares how he his simulator to match the actual avionics of a real-world RV-14, and how he uses it for training. 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 flight simulation. Join the community today—free—at flightsimassociation.com for resources, learning content, webinars, and discounts on top add-ons and simulation hardware.

  • Getting back into DCS World: How hard can it be?

    After several months of being grounded for one reason or another, I decided to finally dust off my controllers and start retraining myself to fly in DCS, which I knew was going to be quite the process depending on if I had actually retained the information from the last time I flew. I stopped flying consistently around January, and spent months without a proper flight on an actual simulator, leading to me feeling as if I had lost a part of myself. I yearned to get back into the rabbit hole that is learning systems on aircraft I would never get to fly IRL. My boys and I got together and actually, for once, booted up the simulator and started flying. At first, I was a bit shocked at the fact that I somehow managed to convince my friends to fly again in DCS. We hadn't gotten a proper flight in so long that I thought it would have been an impossibility, yet, here we are. I focused all of my training hours to reacquainting myself with Heatblur's masterpiece, the Phantom. If any plane would knock the rust out of me, it would be the archaic flying brick. I didn't even need to learn the start-up again, thankfully I remembered everything and I had my bird in the air in record time. Now, the issues started when I tried doing anything that wasn't just flying. Weapon deployment was easy enough to relearn, especially the superficially-complex but practically-simple AGM-65. With a bit of patience, I was putting warheads on foreheads in no time. I did struggle a lot to start rippling them at several targets in a short span of time, but I got pretty confident at handling one target per pass. The sight certainly doesn't help with its atrocious image quality, but it gets the job done. Bombing-wise, I got some proper practice with DT mode and Direct bombing modes. For the latter, I practiced buddy lasing with Blue and dropping GBU-12s. Coordinating with another aircraft to get ordinance on target was extremely refreshing. It reminded me that DCS is not just training hell, but an experience better enjoyed together. As for DT mode, oh boy. I had to basically relearn everything. From telling Jester my parameters, to locking the ground to acquire the position, and then the smooth pull-up after hitting the pickle button to get the bombs on target. It was such a pain, but it was well worth it. After that, I even hit up the tanker for my first refuel in 5 months, which actually ended up with me successfully refueling most of my tanks after the tanker decided to turn way too sharply. In the end, it ended up being one good, successful restart of my life as a dumb virtual pilot! The next step is just getting back into public multiplayer servers and doing the same missions I used to do. To answer the question I posed on the title: No, it is not. Go do it. 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

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