Hey there
I’m interested in making a unrealistic flight simulation game, thus it doesn’t really need advanced algorithms. If anyone has any tips for me I’d appreciate 
The simplest say seems to be making the aircraft driven by the physics engine and apply forces. Thrust and gravity are straightforward, I just need a good approximation for the lift force. I’m about to test this: (it’s in the direction normal to the plane’s wings and up)
L = constant X velocity^2 X CL
Where CL is the lift coefficient, a function of the angle of attack (I don’t know if I use some expression, a table or unity’s curve thing)
I"ll make some tests 
It kind of worked… It definitely has some wrong angle calculations, resulting in weird behavior when doing fast turns and loops, but other than that I think I’m on the right path 
Arrows or wasd to control and left shift/control to throttle up and down. The annoying cube in the middle of the screen is the velocity indicator, for smooth flights try to not lose sight of it 
web player
I agree that you’re on the right path. I don’t know if you ever played GTA San Andreas, but the way they did the airplanes is pretty good and I think you get a good simulation if you try to mimic it some way. Maybe add a rudder to bank left and right to make it even more interesting to fly 
thanks
I never played GTA (only the first one, with a top down view) but that sounds like the level of realism I’m after.
I really didn’t expect this to come out so easily. I did a little tweaking and it’s fully functional! You can do loops and all that stuff. I’m considering implementing a more interesting control scheme, right now it’s just torque being applied on the plane, in reality it should change the lift coefficient.