This is tested and is a way of how to create a flight sim/ 3rd person aerial combat game. Theory : Making all the weapons look like your vehicle and placeing it right in front of you and slightly down could get ya a decent 3rd person view of say a jet or what have you. Give the player an animation that gives you Ureg 180, and set Ureg180 to 128 unless you want to have a limited amount of fuel, in wich case you may want to have fueling stations in places that give you fuel. If all your weapons look the same there is allot of work done right there. Just be sure to make sure all the MD2s are in the same position for each frame. Make sure in stead of blood for the player you are useing an explosion particle for recieving hits. The enemies can be all sorts of simple MD2s, like jets , biplanes, or helicopters. Make sure to give the enemies the ability to shoot while moveing. When an enemy dies, have its death animation explode the vehicle and then decay rapidly as not to leave floating carcasses everywhere. You can make missions where you have to bomb bases, eliminate enemies or just get from one place to the other. The scale tutorial No6 would be real good to use on this type of game. remember to reduce speed of the player to give the illusion that you have a vast level to traverse. Scale your landscape down. Making turns while flying looks really cool, and even if you run outta fuel you will slowly float down. Downside : The only problem I really see is there is no way to make the forward button be pressed constantly without physically holding it. if anyone has an idea on how to fix this problem it would be wonderful. the only way I can see doing it is to use a joystick or joypad that has a "button holder" feature that keeps the button pressed till it is pressed again. If this can be worked out to where forward walk is always on then forward run could be used as an afterburner type thing.