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Fighters Legacy documentation

A general-purpose combat flight simulator engine with a first-class mod and plugin system.

Start with the guide that matches what you are doing. Every page belongs to exactly one of these four. Nothing lives in two places, so when a page here does not answer your question, one of the other three owns it.

I want to… Guide
Play the game — install it, fly, fight, fly with friends User Guide
Run a server — configure, secure, monitor and administer it Server Ops Guide
Make content — aircraft, missions, terrain, liveries, AI scripts Modding Guide
Work on the engine — build it, understand it, contribute to it Developer Guide

User Guide

For players. No configuration files, no build tools.

Page What it covers
Installation Getting the game running, system requirements, content packs
Quick start Your first flight, in about five minutes
Controls The key map, gamepads, HOTAS, and the camera modes
Wingman & voice Ordering your flight by menu, chat or voice, and talking on the radio
Replays & photo mode Watching a match back, scrubbing it, and taking pictures
Multiplayer Finding and joining servers, and what to expect from the netcode
Linux gamepad setup Controllers, HOTAS and joysticks on Linux

Server Ops Guide

For anyone running a dedicated server.

Page What it covers
Server configuration Every server.toml key, every CLI flag, and the admin command reference
Admin API REST endpoints, bearer-token auth, and the health probe
Agent surface (MCP) Exposing the server to AI agents, and the security model that bounds them
Metrics What --metrics-json reports, and how to read it
Lobby API Registering with a lobby so players can find you

Modding Guide

For content and mission authors.

Page What it covers
Asset formats The canonical reference for every pack asset format
Pack manifest manifest.toml — the file that makes a directory a mod
Missions Mission YAML: objects, triggers, objectives, airspace zones
AI scripting The Lua API — controllers, the world module, the sandbox rules
Flight models Aerodynamics TOML, field by field
3D models glTF conventions, LODs, damage meshes, animation channels
Textures · Liveries Authoring and compressing pack art
Weapons & sensors Radar, IR, RWR, seekers, countermeasures
Game modes Scoring, teams, respawn and match rules
Satellite terrain Generating imagery tiles from open data
Localization Translating the game
Aircraft likeness policy What you may model, and which sources you may use

Developer Guide

For people working on the engine itself.

Page What it covers
Development Prerequisites, presets, building, testing, fuzzing
Architecture Layering, module boundaries, the content-pack system
Design · Roadmap · Prior art Where the project is going, and why
Project management Issues, epics, labels, milestones, the release process
Network protocol The wire format — message table, records, extension tags
Replay format .flrep — the first format that outlives its build
AI architecture The provider seam, world-state API and agent surface
Tools Every CLI tool in tools/, and what each is for
Debug console Developer console commands and the sandbox key map
Voice · Haptics · Rendering · Audio Subsystem references
Load testing · Demo recording Tooling guides
GNS backend · References Transport internals, and upstream docs per dependency
Decision records Frozen spike resolutions — history, not guides

Project documents

Contributing · Governance · Support · Changelog · Code of Conduct · Security policy