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