Modding Guide¶
For content authors: aircraft, missions, terrain, art, audio and AI behaviour.
A mod is a directory with a manifest.toml in it. Everything else is
optional, and the engine ships builtin fallbacks for every asset class, so a pack that provides
one aircraft and nothing else is valid and loads cleanly.
Start here¶
| Page | What it covers |
|---|---|
| Pack manifest | manifest.toml: id, namespace, version, priority, dependencies |
| Asset formats | The canonical reference for every asset format a pack can contain |
Authoring¶
| Page | What it covers |
|---|---|
| 3D models | glTF conventions, coordinate system, LODs, damage meshes, animation channels |
| Textures | Source vs artifact, channel layout, Basis Universal compression |
| Liveries | Livery TOML and the two-vocabulary rule |
| Flight models | Every field of the aircraft aerodynamics TOML |
| Weapons & sensors | Radar modes, IR, RWR, IFF, datalink, seekers, countermeasures |
| Missions | Mission YAML: coalitions, objects, triggers, objectives, airspace zones |
| Game modes | Teams, scoring, respawn rules, match lifecycle |
| AI scripting | The Lua API: controllers, the world module, and the sandbox rules |
| Satellite terrain | Generating imagery tiles from open satellite data |
| Localization | Translating the game and pack strings |
Rules that bind¶
- Aircraft likeness policy — real types may be modelled, but
sources must be public-domain and every aircraft needs a
SOURCES.md. Read this before starting an aircraft, not after. - Validate before you publish. Every asset class has a
validate-*tool (tools), and the pack CI gates run them. A file that fails its validator will not load.