[Other] - Dynamic Takeoff & Landing Animations and Procedural Variations

:bullseye: What is your suggestion?
Introduce procedural animation variations and aircraft-category-based dynamics for takeoffs and landings. This removes the current rigid, identical keyframe movement (which feels like diecast models on rails) and gives every arrival and departure a unique, realistic physical presence.

:hammer_and_wrench: How would it work in the game?
​Category-Based Rotation & Pitch Profiles:

​Heavy/Super (Class E/F): Longer takeoff rollouts, slower rotation rates, and shallower initial climb angles.

​Medium (Class C): Quicker rotation rates and steeper initial climb angles.

​Procedural Touchdown Variance:

​Add minor random offsets (e.g., ±30m touchdown zone variance, ±1° pitch angle) so aircraft do not touch down on the exact same pixel every time.

​Approach & Touchdown Dynamics:

​Add subtle yaw/crab angle alignment adjustments on final approach based on current wind direction.

​Vary tire smoke particle intensity and suspension compression to simulate different landing firmness (“butter” vs. “firm” landings).

:balance_scale: Why is this a good idea?
​Enhanced Realism & Immersion: Makes aircraft feel like heavy aerodynamic machines rather than rigid toys on pre-scripted tracks.

​Mobile Performance Friendly: Does not require a full physics engine rewrite; it can be achieved by applying lightweight procedural parameter offsets to existing animation curves.

​Higher Visual Variety: Prevents player fatigue during long observation sessions by making every takeoff and landing visually distinct.

Totally agree with this one, was planning on suggesting a very similar addition. It would make the game feel sooooooooo much more alive.

Agreed 100%!

Airports usually have a minimum climb gradient to be achieved which requires some steep rotations at times

including the landing roll variation too. Just about every airport in the world requires a minimum time on the runway. Essentially to take the first exit available

This would an awesome feature!!

Good point. The thing is, if we add something to the game, we want it to have its full gameplay potential.

For example, if you land a heavy widebody 30–50 meters past the touchdown zone but still need to vacate at the same taxiway, you’ll have to brake harder.

More braking means:

  • more brake wear,
  • earlier maintenance,
  • and therefore higher operating costs.

On the other hand, if the aircraft is allowed to continue to the next available taxiway exit, that would increase taxi time and affect airport flow.

The problem is that this would require dynamic taxi routing. At the moment, our taxi paths are predefined, so supporting this properly would mean reworking the taxi-path system across all existing airports.

So yes, the idea is interesting — but if we do it, we’d want to do it properly rather than add it only as a visual gimmick.

@Charlie thanks for the explanation. I can imagine the redevelopment of the taxiways would be a huge undertaking.

I hope it would be looked into at some point. Not only a visual aspect but would also add the balancing of maintenance costs as well.

Having a think about the maintenance side, would it be too much to potential look an idea of either allowing the plane to have a choice of a longer landing roll (using reverse thrust and less brakes) or a shorter landing roll (using more braking action with reverse thrust)?

It could be an option in the Tower/Ground section of the Tower option (I have included a photo) by doing that, it works for all contracts.

I don’t think Flyboys has the manpower and capability to do this