Most flight sims we fly are closed, paid products, so it is refreshing to see one that stays free and open source while still being worked on hard. This one is early alpha, yet the pace of change already puts a lot of commercial packages to shame in my view. The maker is even trying to raise US$100 for the Steam Direct fee, with a promise that it stays free and open even there.
What stands out to me is the range of aircraft taking shape. There is a new MoonRunner X99 flying wing, and the Corsair got a refreshed model with folding wings, a sliding canopy and thirteen paint schemes. The development source now holds seven fixed-wing airframes across ten configurations, and there is a helicopter and off-road cars in the mix too. The on-screen readout lists a 6-DOF rigid body solver at 240 Hz, which sounds like a solid foundation for feel.
The Aircraft Workshop is the part that grabs me most. Users can tweak supported setups, paint, lights and smoke, resize airframes all the way to a 7.62-meter span, edit programmable RGB lighting, toggle AI pilots, then save, export and test fly their creations. Add JETI USB support with DC/DS recognition and a Mode 2 profile, plus DLSS, DLAA, Reflex and FSR options, and the feature list reads like a wishlist.
It is not finished, to be clear. Flight models still need checking against real aircraft and feedback from experienced pilots, and hardware compatibility needs more testing. The maker has no Mac, so Metal optimization is difficult, and an ARM Linux build is stuck because there is no way to test it. Those are honest gaps for an alpha, and I would rather see them named than hidden.