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0.0.3.5. Flight Model Improvements

Airbrake Pitch Behavior Previously, deploying the airbrake caused a strong nose-up reaction, almost like an extra elevator.This happened because the aerodynamic effects behind the brake weren’t modeled correctly. The drag values have been corrected for the actual brake angles, and the airflow behind the brake now properly affects the tail. Result: The airbrake still feels […]

The Scarab Takes Flight!
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The Scarab Takes Flight!

This update introduces the first major feature built on the new architecture: the Scarab now has a conventional flight mode. You can now switch from VTOL to wing-borne flight and back again. Getting this to work required a deep refactor of the project’s core. I’ve moved all the gameplay logic to Unreal Engine 5’s Gameplay

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0.0.2.0 Forging a New Core: The Flight Simulator’s Architecture Reimagined in Unreal Engine

Every complex project eventually reaches a point where its foundation must evolve to support new ambitions. For this flight simulator, that moment has arrived.I’m excited to share the results of a major architectural overhaul – transforming the project from a functional prototype into a dynamic, modular, and future-proof core. Focus: From Monolith to Modularity The

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