Flight test
Reserved for a genuine in-game capture.
SIMULATION-LEANING COMBAT FLIGHT
A DCS-lite Roblox flight experience built around believable aircraft, physics-driven handling and PvE air-to-ground operations.
FLIGHT TEST ARCHIVE
Real Studio and in-game captures will live here as the aircraft and world take shape. These slots are deliberately waiting for the game—not pretending concept art is gameplay.
Reserved for a genuine in-game capture.
Reserved for a genuine in-game capture.
Reserved for a genuine in-game capture.
Reserved for a genuine in-game capture.
DESIGN INTENT
Depth without demanding a study-level manual before your first take-off.
Momentum, energy and control input matter. The flight model should be readable, but never feel weightless.
Fuel, weapons and tanks alter mass and drag. Choosing a loadout is part of the mission.
Weapons use delivery, seeker and signature logic rather than becoming point-and-click effects.
Countermeasures, over-G and component damage turn mistakes into consequences—not instant resets.
PUBLIC ROADMAP
The plan moves one testable system at a time. “Done” means it has survived a test flight, not simply that code exists.
Build the block-jet prototype and prove the development loop.
A physics-driven flight model with controls that reward good handling.
Vapour, G-effects, feedback and aircraft behaviour that feels alive.
Dynamic fuel, mass, drag, stores and drop tanks with real consequences.
Guns, rockets and free-fall ordnance for the first combat loop.
Targets, missions and repeatable air-to-ground sorties.
Guided air-to-ground weapons, targeting and delivery systems.
Seekers, signatures, countermeasures and missile behaviour.
Component damage, over-G consequences and deeper aircraft systems.
NEW PILOT FIELD GUIDE
Aircraft pages will expand as the roster becomes public. For now, this guide explains the systems the game is being built around.
CURRENT TEST AIRFRAME
The first aircraft is a development testbed for handling, systems and stores. It exists to prove the simulation layer before detailed aircraft are added.
Manage energySpeed and altitude are resources. Spend either carelessly and recovery becomes harder.
Trim the loadFuel and stores change how the aircraft accelerates, turns and stops.
Respect limitsOver-G and damage will eventually affect components, not just a health bar.
DELIVERY SYSTEMS
Guns, rockets, bombs and guided weapons arrive in stages. Each adds weight and drag before it adds capability.
Unguided firstLearn range, dive angle and release timing before relying on guidance.
Know the seekerGuided weapons are planned around seeker limits, target signatures and conditions.
Plan the exitA weapon is only useful if the attack leaves enough energy and fuel to survive.
THREAT RESPONSE
Missiles will eventually model seekers, signatures and countermeasures. Survival will depend on timing and geometry as much as inventory.
Read the threatDifferent seekers demand different defensive decisions.
Counter with purposeFlares and chaff are tools, not a guaranteed escape button.
Protect the aircraftDamage can degrade components even when the aircraft remains flyable.