Free open-source RC sim with physics-first design

Oct 18, 2026 Last reply: 2 hours ago 3 Replies
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The detail that jumped out at me first is the claim that the code is almost entirely AI-written, with the maker personally overseeing the physics. They even put a number on it, calling the project 99.99999999% vibe coding. That is a bold way to build anything, let alone a physics-heavy RC simulator, and it clearly sparks debate about whether AI tooling suits this kind of project.



How it came together: the maker is an engineer who wanted an RC simulator built on real physics first, so they made one. It is open source, free, and they say it will stay free permanently. Anyone is invited to copy, fork or modify it, and the maker wants the RC community to help shape where it goes. New versions drop almost daily.



The parts that stand out: the simulation runs six degrees of freedom at 240 Hz, models wind, turbulence, weather and time of day, and supports night flying with LEDs. Damage is modeled too, with props that break, landing gear that flexes, and friction on ground and grass. The plane lineup covers jets, the well-known Ugly Stick trainer and the Timber, and helicopters are included as well, though some are still in testing. There is even a tornado scenario and a crash cost calculator, itself still in testing. On the input side it works with an Xbox controller, an EdgeTX radio, sim USB dongles or basically any joystick.



The open question: the maker admits the early alpha still needs much polishing because of how deep the physics goes, and planned work focuses on more physics realism and better per-model flight feel. Right now, planes reportedly all fly the same, which seems like the biggest gap between the ambition and the current state.


Putting the crash cost calculator in while it is still in testing seems like a smart call to me. Getting rough damage estimates in front of users early means the community can react to real numbers instead of abstract ideas. The provisional range shown in a crash, from a few dollars to over a thousand, suggests the model is already differentiating between minor dings and total losses. The trade-off is that unpolished estimates could confuse people, but shipping early beats shipping perfect here.

How is the maker handling the per-model flight feel work? They mentioned that all planes currently fly the same and that better per-model flight feel is planned, so I am curious what the plan is for making something like the Extra 300S behave differently from the Ugly Stick trainer. Is it a matter of tuning physics parameters per model, or does each model need its own data gathered from real flights? Either way, that seems like the piece that will decide whether this sim feels truly realistic.

Since the maker wants community input on the roadmap, I would suggest prioritizing the planned per-model flight feel work before adding new scenery or scenarios. A tornado is fun, but if a P-51D and a trainer fly identically, the physics-first promise falls short for experienced pilots. Nailing distinct flight characteristics for even a handful of the existing models would give the simulator a real identity and give newcomers a genuine reason to move from a trainer to something hotter.

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