
Hi pilots.
First of all, I want to say a huge thank you to everyone who has supported the project and kept testing the builds.
This has been a long phase. There were countless rewrites, endless hours of engineering routine, and honestly, a lot of doubts along the way – wondering if I was doing it right, or if I was just overcomplicating things.
But looking back, it was all necessary. I’ve put together a summary of the changes from the recent updates.
The primary goal of this entire prototyping phase was to integrate and validate JSBSim as a real, uncompromising Flight Dynamics Model (FDM) for the simulator.
I am glad to say that this core prototyping phase is now complete.
Dynamic Map Loading
Rewrote the level loading system. Maps no longer stay permanently loaded in memory. They are now streamed strictly on demand, which drastically frees up RAM.
Modular Architecture (Core Versatility)
All logic has been migrated to Unreal Engine’s Gameplay Ability System (GAS). The system is now completely modular. This means the architecture can support any type of vehicle: conventional planes, ground vehicles, submarines, or even spacecraft. Switching between modes (e.g., from VTOL to plane flight) now happens on the fly.
True JSBSim FDM & Calculated Physics
The flight model is no longer a “black box” or a simplified arcade script. Aerodynamic coefficients (lift, drag, moments) are now mathematically calculated based on the actual 3D geometry of the Scarab, accounting for the mass and inertia of the massive wing-mounted engines.
The JSBSim configuration files are now open. While the core architecture is finished, we will be constantly tuning these aerodynamic coefficients moving forward.
Additionally, the gimbal lock issue in JSBSim has been fixed: calculations were switched to quaternions, enabling true 6 degrees of freedom (6-DOF) in hover mode.
New Input System
Moved away from Unreal’s built-in RawInput in favor of JoystickPlugin. Input is now context-aware: the same stick movement yields different results depending on the active flight mode.
Added deep customization for axes, response curves, and modifiers.
HUD Optimization
The UI has been rewritten as an event-driven system. It no longer polls data every frame (Tick); instead, it only reacts to actual state changes.
All math has been moved to the GPU via custom shaders, which eliminates stuttering and offloads the CPU.
Network Architecture
The foundation for multiplayer has been integrated into the prototype’s core. While active multiplayer is currently disabled in this build, all the internal logic – including the server-side communication module with the JSBSim engine – is fully implemented under the hood.
I Need Your Help
I definitely don’t own every joystick and throttle model out there
So if you configure your device and everything works perfectly, please consider sharing your profile with the community!
Here’s how:
