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DEVLOG - MILESTONE 2

4/5/2026

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​We’ve shifted our focus toward making the flight simulator feel like a cohesive experience, moving from "abstract blocks" to a functional game loop. Here’s a breakdown of what’s new:

User Interface & Navigation: 
Menu Logic: The Options menu now triggers correctly via the UI button.

Atmosphere & Environment:
Day/Night Cycle: Full support for both daytime and nighttime flying.
Solar Positioning: We can now manipulate the sun’s position, allowing for beautiful golden hour flights or pitch-black midnight navigation.
Weather Foundation: "Sunny" conditions are fully polished. (Cloudy and Stormy skies are currently in the forecast for next week!)

Takeoff Experience & Assets:
The Airfield: We’ve added a high-detail Airport, Command Tower, and Tarmac.
Traffic: The runway is no longer empty; other planes have been added to the scene to increase immersion.
Takeoff Logic: We successfully implemented the "Move landscape away" logic. Instead of the plane just floating, the ground now recedes realistically to simulate that stomach-dropping lift-off.
Movement & VFX:
Cloud Motion: To give a sense of speed even at high altitudes, we’ve implemented Cloud Movement. Seeing those wisps of white zip past the cockpit really sells the velocity of the aircraft.

High-Fidelity Interaction: The Seatbelt System:
Tactile Buckling: Using collision triggers and actor attachment, players can now physically "buckle up." We even added a Cable Component to the belt so it stretches realistically as you pull it.
Audio & Visual Cues: The iconic "Seatbelt Sign" and "No Smoking" signs are now functional Blueprints, complete with the classic chime sound and emissive highlighting when active.
Smart Logic: The system knows if you’re being a "rebellious" passenger—the belt highlights if you unbuckle while the sign is still on.
Mechanical Realism: We’ve implemented a one-button release (Press A) and a smooth retraction animation for when the belt is released.
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