Delta Project
A simcade Mirage IIIE fighter game — the depth of a Falcon BMS, without the 600-page manual.
The project
Delta Project is a “simcade” fighter game: the deep simulation of a Falcon BMS or DCS, paired with a gentle on-ramp. A single aircraft — the Mirage IIIE — modelled in depth, and a persistent dynamic campaign where the theatre of war evolves whether you fly or not. An ambitious, team-built project aimed at release.
What sets it apart
Persistent dynamic campaign
The theatre is procedurally generated and evolves on its own — events emerge from the sim, not scripts. Between sorties, the war fast-forwards. This is the Falcon BMS DNA.
Realistic flight & systems
Full nonlinear aerodynamics — stalls, flat spins, transonic effects. The Cyrano II radar as it actually was, faithful missile physics (motor burn, lofting, seekers), and system-based damage.
Accessible, no compromise
Auto-startup by default (full procedure available) and a gentle learning ramp. The aircraft behaves like a real Mirage IIIE — it's the onboarding we soften, not the simulation.
The pilot matters
G-loading, grey-out, black-out, red-out. Sustained G damages both pilot and airframe, and recovery from G-LOC leaves you fragile.
War that weighs
A gritty, tense tone — war is horrible, sorties have weight. Multi-language radio: French, Arabic, intercepted Hebrew, NATO brevity where it fits.
Open by default
AGPLv3 code, human-readable data files, modding-friendly from day one. Free tools and free data.
Setting
1973, the Yom Kippur War — an alternate-history variant. France joined the anti-Israel coalition and supplied Mirage IIIE jets, weapons and pilots. You fly for the Arab coalition, on a front centred on the present-day Israeli border. Real countries, but borders, alliances and force compositions diverge from history.
Download
Windows and Linux builds, delivered through a self-updating launcher — incremental downloads, every file SHA-256-verified.
Changelog
Full changelog →- v2.1New
- Control modifiers (shift layers): Hold/Toggle layers multiply what each input can do, with no double-firing.
- Soft ground bites — dirt and cropland drag you down off-runway, and a fast sideways skid can dig in and tip a wingtip.
- Instant in-place retry (no reload); airbrakes now ramp open/closed while held instead of snapping.
Fixes- Control bindings carry over between builds instead of resetting.
- Fixed a false Mission Over right after a reload, and screen corruption after menu→game cycling.
- v2.0New
- Anti-skid braking (Mirage 2000-era) with touchdown spin-up protection and a cockpit ON/OFF switch.
- Surface-aware ground-roll cockpit shake; variable intake half-cones that slide forward with Mach.
- Drag-chute audio and fuel-state voice callouts (bingo / low fuel).
- v1.0New
- Fully data-driven, remappable input layer with control groups and per-group topology.
- Microburst windshear and layered wind-shear weather presets you can actually fly through.
- Ground effect in the flare; independent left/right wheel braking.
Fixes- Chase and cockpit cameras each remember their own look angle and zoom.
Under the hood
Built with free tools and free data.
Terrain: Copernicus DEM, Sentinel-2 data (Copernicus), OpenStreetMap.