
I’ve just finished another stage of the refactoring process. This time, the HUD has been completely reworked to fit the new architecture.
The old UI system was simple but had a major flaw: it constantly polled variables every tick to update the on-screen data, which created unnecessary overhead.
The new system takes a completely different approach – it’s now fully event-driven.
Instead of “ticking,” the HUD reacts directly to the aircraft’s state, which is managed by the Ability System. When an ability changes the flight mode, a gameplay effect is applied to the aircraft.
The HUD manager detects this effect and updates the interface accordingly.
It will react to other effects the same way – like breaking the sound barrier or taking damage.
This change continues the recent architectural overhaul of the simulator. Now, both the physics and the interface operate within a unified, modern, and flexible framework. In practice, this completely resolves the “freezing” issue when switching flight modes.
Work continues!
