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FlyoutNewsProcedural Munitions Update
Major update

Procedural Munitions Update

Flyout · published 4 Apr 2026, 01:30 UTC · build 22640059

All newsPlayers around this dateRead on Steam

Flyout Munitions Update moves out of testing and into the main branch!

Rafale model made by ATKA on the Flyout Discord

After a brief testing period, we are proud to present the Munitions Update 0.2322 which brings the procedural weapons to Flyout! This update is fairly significant and adds some highly requested features, new parts, and many bug fixes!

New and Improved Parts

  • Functional sensors: FLIR, RADAR, IRST

  • Functional Jammer

  • Solid Rocket Motor

  • Stage Separator

  • Explosive Warhead

  • Missile Core (Seeker) - Can be configured as IR, ARH/SARH, ARM, Laser, directly controlled or simply unguided

  • Procedural Missile Fins

New parts can also be combined with fuselages, fuel tanks and engines to create unique and advanced weapons, also an important note: To have your missile control the throttle of the engine, delete the throttle response in the editor!

If you've been following the preview posts, you'll recognize this image featuring the incredible variety of munitions possible in the new update!

New Editor Features and "Missile Flight Replay"

With the new parts comes new options to tweak and change, RADARs come in a variety of types (Mechanically Scanned, PESA, AESA) and can be configured to fit the needs of your aircraft with several tweakable options. The "Warhead" part can display a preview function that shows the effective radius, the fusing distance, and the fragmentation pattern of your munition. Additionally, the missile will remember its most recent flight and will be able to replay it upon returning to the editor, this can give the creator useful information on the performance of their weapon!

The warhead part preview allows for visualization of the fuse, fragmentation, and explosive radii

On the new Rocket Motor part you will be able to edit the thrust curve to really fine-tune the performance of your missile

The Missile Flight History screen will display the most recent flight of the munition

New Enemy Spawn Options

A very highly requested feature, the ability to select the distance and direction of enemy spawn has been added. A new SAM Radar enemy has also been added for testing of Anti-Radiation Missiles, and enemies are now able to be spawned in the water to simulate ship targets!

Some amazing creations from the members of the Flyout Discord: https://discord.gg/flyout

Change Log for Flyout 0.2322

Added

  • New "SAM Radar" Enemy for early detection

  • Distance/Direction inputs for spawning enemies

  • 9 new Procedural Munitions parts

  • Functionality to RWR, IRST and Countermeasures

  • Ability to drag missile info panel

  • ASL Field to missile info panel during flight

  • Trim+Flares keybind to cycle countermeasure modes

  • Label to "Own Craft" when cycling view with F1

  • Distance to Camera in F1 view

  • Kinematic energy is now accounted for explosions on missiles

  • Jammer and Radar get ability to be hidden

  • Ability to use Radars on launched munitions as companion drones

  • Toggle for random vs. manual enemy spawning

  • Rocket Motor Class Rating in editor and flight

  • Rocket Motor ISP in info panel during the flight

  • Custom fuels for Solid Rocket Motors

  • CEP for missiles in Advanced settings (1m by default)

  • Gain for missiles in Advanced settings

  • Initial Coords for missiles when both Remember Position and Lock On After Launch are enabled. When selected and has coordinates - will fly there like with Coords guidance while trying to find a target

  • Submunitions now get instant lock when fired if they share same seeker type

  • Tab keybind to open Thrust Curve Editor

  • Trim+Flares keybind to cycle countermeasure modes

  • Sounds for Soft Locking/Unlocking an enemy during the flight

Changes

  • Custom Fuel location moved to AppData/Mods/Fuels

  • Button "Release" on hardpoints renamed to "Jettison"

  • F1 to cycle camera targets, most recently fired missile will be first in cycle, Alt-F1 to cycle back

  • Destroyed Targets and "dead" missiles no longer in F1 cycle

  • Scrollbar in editor increased 5x speed

  • Fuel in Turbine and Piston test run now uses actual craft fuel

  • Radar weight now scales with size

  • Easier locking with laser/coord

  • Field "Radar Power" renamed to "Average Power"

  • Cannot cycle Radar modes when radars have no power (shows popup)

  • Diameter/Length fields on Procedural Munitions now go to bounds instead of rolling back

  • Updated Stock Crafts

Fixed

  • Target Drones should be less prone to fly into mountains or water

  • Enemies no longer spawn underwater

  • SAM missiles exploding on firing

  • SAM not seeing player

  • SAM sending missiles straight up into space

  • Missiles going underground

  • Explosion following missile after stage separation

  • Black screen when placing joints on missiles

  • Chaff inside landing gear breaking physics

  • Chaff not affecting SAM's ability to see player

  • Hardpoint Separation Force

  • Missiles not firing when attached to a hardpoint

  • Hardpoints only jettisoning a single part attached to it

  • Cycling of rocket pods

  • Hole Material affecting RCS

  • Dropped fuel tanks still being drained (No more bluetooth fuel)

  • Engines working with all fuel tanks closed

  • Piston and Ramjet black screen error

  • Ramjet reverse thrust bug

  • Deleted turbine throttle input reappearing in editor

  • missing custom fuels not loading the craft or causing previous craft to be loaded instead

  • camera in editor rolling during lag spikes

  • being unable to click under F4 panel

  • F4 panel obstructing UI elements

  • Control bindings not working while under "F2 flight mode"

  • Popup not decaying while paused

  • HUD being visible in editor

  • Static Wick spelling

  • Warhead preview not showing button first time

  • Warhead preview not showing targets

  • Radar settings not being accessible

  • Rocket flame getting inverted at extremely low pressures

  • IRST panel settings

  • PRH missiles not finding targets

  • Direction in Spawn Menu not aligning with compass

  • Default settings on Stage #1 being wrong

  • Small missiles having absurd weights

  • Not being able to type decimal numbers in Direction field

  • Not being able to type decimal numbers in Loft Cut Advanced Guidance setting field

  • Lofting guidance

  • Missile behavior on extremely long ranges

  • "To Target" staging option triggering when no target was present

  • Manual Guidance option showing not related fields

  • Submunitions name not shown when fired

  • Laser missile being guided by FLIR placed on it

  • Fuel Dumps not working

  • Radar searching while no energy present

  • Radar model having flipped text

  • Increased missile stability (wobbling) at lower physics FPS

  • Increased Procedural Fin lift at low AoA

  • Missile trail weird behavior

  • An issue with missile and Target Drone sound effects

  • Piston Engine with 0 idle throttle breaking craft physics

New Keybinds

  • X - Trim, but also modifier for weapons systems

  • F1 - Cycle camera forward

  • Alt+F1 - Cycle camera backwards

  • Tab - Cycle missile types (Rename the "Missile Core" to separate missile groups)

  • F - Fire Missile

  • T - toggle Soft-Lock of the target

  • T+X - force Soft Lock of the target

  • Y - Cycle RADAR modes

  • Y+X Cycle RADAR modes backwards

  • H - Select Laser / Coordinate location

  • X+H - Toggle Air to Ground mode / Air to Air mode for RADAR

  • R - Fire Countermeasures

  • R+X - cycle countermeasure modes

  • F8 - "Microwave" rotation in craft editor

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