0.0.2.2 Reworked the HUD to React to the Ability System

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!

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