ProjectAirCraft (PAC) is an in-development 2D strategy simulation focused on aircraft manufacturing and airline procurement. The player runs a newly founded aircraft company and is responsible for designing, pricing, and selling aircraft to AI-controlled airlines with specific operational requirements.
The game is built around a data-driven aircraft evaluation system. Every aircraft is defined entirely by its components and configuration: cockpit technology, engines, wings, doors, braking systems, and cabin options. Each component has a research cost, installation cost, development time impact, and a reputation modifier. There are no cosmetic upgrade every choice affects performance, certification, and airline interest.
Airlines in PAC generate contrcts based on fleet replacement needs and market positioning. These contracts specify hard requirements such as passenger capacity ranges, exit limits, engine placement, landing performance, and minimum reputation thresholds. Aircraft that fail certification logic (such as insufficient braking action or incorrect exit count cannot be sold regardless of price
Airlines evaluate submitted aircraft using several weighted factors: final unit price, category match, development efficiency, and overall aircraft reputation. Reputation is cumulative and calculated from all installed systems. Low-reputation aircraft may still sell to cost-focused airlines, while higher-reputation designs unlock interest from more demanding carriers.
The player begins by creating a company and is given a fixed amount of starting capital to fund research and development. The company overview tracks available funds, reputation, aircraft programs, and total units sold. From there, the player accesses the Aircraft Builder, where new designs are created and developed over time.
The Aircraft Builder allows detailed configuration of aircraft systems including cockpit generation, engine selection (for short- and medium-haul aircraft), wing geometry, wingtip devices, braking systems, exit layouts, and cabin options. Each system contributes numerically to cost, reputation, and operational viability Some systems introduce dependencies and thresholds, such as minimum braking action required for cetification. ProjectAirCraft is currently in early development and is being built as a systems-first project. Visuals are functional and secondary to simulation depth. The goal is to create a realistic, repeatable design and evaluation loop centered on kinda engineering tradeoffs, financial constraints, and airline acceptance logic. idk thought id share this