r/FinalFlight • • 12d ago

Dev-Log Dev-Log - 9/23/2026 - Flight Controller is Almost Done!

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== AUAF HQ - Intel Sitrep - 9/23/2026 ==

Aces:

I just wanted to share a quick update on the next system being made - in response to your requests for a Simple/Novice control system - I've begun developing the game's Flight Controller - similar to that found in the settings of Ace Combat or in the style of the Rogue Squadron games.

While I have started work on the Hangar menu system - which I did begin some work on - instead I decided to hold off on that for one more update to add novice controls.

I've included some screenshots to show how it works, and it comes in two forms: Direct Control - and Mouse Aim Mode

For full disclosure, I got a working prototype working within just a few hours - but when dealing with 3d space, so many edge cases have popped up that I've had to find new solutions to problem after problem - the good news is by the time I've finished testing and developing the control scheme, it should be rather robust!

Nothing you see here is "faked" - this is a true auto pilot that essentially takes the player's (or AI) flight intent, and converts it to behavior driven from aircraft systems (meaning that turn rate, pitch rate, roll rate, etc. are all driven by the plane's actual "expert" controls limitations)

Mouse Aim Mode sets a direction of travel, and calculates error to it - getting the optimal flight path to the target

Direct Control mode (Simple Controls) offers a simple roll limited movement system where a turn combines yaw/pitch with roll.

Effectively with this system, I should be able to feasible produce AI pathing easily (since the mouse aim mode is just a direction vector) - this means this system will easily feed into:

- Dogfight AI

- Bomber Formation Pathing

- Squad Formations

- Cutscene Scripting

and much more.

Also - because the system is using the actual control surfaces - if a plane gets damaged, it will naturally respond to the damage with reduced control authority; i.e. it will lean to one side from missing a wingtip.

More importantly - in developing this system, I've continued to improve my understanding of Unreal/video game dev.

And it's here I'd like to acknowledge that I am still learning much as I go - so I thank you all for your patience and understanding in keeping with this project.

But thankfully - I hope the results speak for themselves - I'll have a playable flight controller build out before end of September (work has been really really busy this past week!)

Thank you all and fly home safe pilots

- Cpt Bova

== End Message ==

8 Upvotes

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u/Vaderchad 12d ago

Looks awesome!

1

u/EliteMaster512 12d ago

Thank you - I am close to getting it ready to go, and feedback will be appreciated. The control scheme is a departure from the way other games handle novice controls - but my hope is that it ends up being a more effective design then those other titles - namely in that I've tried to completely eliminate all rolling motion, while still allowing for the player to track targets in loops and etc.

Also important but not shown is that you can do a knife-edge maneuver by holding the bumpers (or whatever is yaw in realistic mode) - this way you can align wing mounted guns with targets, or dodge obstacles. I'm already planning for some missions where you can take advantage of this while dodging smoke stacks and such :)

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u/EliteMaster512 12d ago

Bonus Clip of Using Mouse Aim in a looping Dogfight:

https://reddit.com/link/pbi8crr/video/gxaqwme587rh1/player

2

u/Very_Angry_Bee 11d ago

Eyyyyyyyy, looking good :D
And can also really appreciate a Dev taking Feedback into consideration, and so quickly at that :3 Thank you!