Real-Time Simulation for Defence

Mission-grade
simulation, built
in real time.

We engineer training and mission simulation systems for the defence sector on Unreal Engine 5: fighter aircraft desktop trainers, unmanned and FPV environments, avionics and sensor simulation, instructor stations and debriefing. Architected to run standalone, on a closed network, fully offline.

Unreal Engine 5 C++ Flight Dynamics OpenXR WGS-84 Air-Gapped
Unreal Engine 5
Real-time runtime
60+ FPS
Desktop target
Fully offline
Closed-network operation
Source & IP
Delivered to the customer
Capabilities

Simulation across the air
and unmanned domain.

Each environment is engineered around the operational question it must answer, from familiarisation and procedure training to sensor employment, mission rehearsal and capability demonstration.

Fighter aircraft over a coastal city in the simulation environment OWNSHIP · flight dynamics
01

Fighter Aircraft Trainers

Desktop-first fixed-wing trainers covering cockpit interaction, flight behaviour, system familiarisation and scenario-based tactical training. Flight dynamics are implemented as a purpose-built C++ layer inside the engine: configurable, tunable with subject-matter experts, and free of third-party simulation licences.

  • Cockpit & PVI
  • Custom C++ FDM
  • Procedure training
  • Mission rehearsal
Unmanned aerial platform over terrain in the simulation UAV · mission profile
02

UAV & Unmanned Systems

Operational environments for unmanned aerial platforms: ground control interaction, payload and sensor representation, and mission profiles rehearsed against realistic terrain, weather and time-of-day conditions.

  • Ground control
  • Payload & sensors
  • Mission profiles
  • Terrain
FPV drone training run with scoring and telemetry overlay FPV · scored training run
03

FPV Drone Operations

First-person-view environments for operator training and evaluation: gated courses, scoring, elapsed and remaining time, speed, altitude and battery state. Low-latency interaction and repeatable scenarios, so operators build and demonstrate skill before airframes are committed.

  • Operator training
  • Scoring & telemetry
  • Night vision
  • Repeatable runs
Photoreal terrain rendered in the engine ASSETS · photoreal terrain & environments
04

3D Asset Production & AI

Photoreal platform models, airfields, air-defence systems, environments and effects produced in Blender, Cinema 4D and the Adobe suite, accelerated by AI-assisted workflows for texturing, iteration and content generation at programme scale.

  • Platform models
  • Environments
  • VFX
  • AI-assisted pipeline
Glass cockpit with primary flight and multi-function displays COCKPIT · primary flight & multi-function displays
Air combat engagement between aircraft in cloud ENGAGEMENT · air-to-air
Aircraft departing the runway under afterburner DEPARTURE · runway operations
Night vision sensor mode NIGHT VISION
Urban low-altitude flight environment URBAN · low altitude
Reconnaissance sensor view with map overlay RECON · sensor view & map overlay
Avionics & Mission Systems

Cockpit, displays and the
sensors behind them.

Instrument panel with primary flight and navigation displays PVI · display framework
Aerodynamic vector visualisation used to tune the flight model FLIGHT MODEL · aerodynamic tuning

Displays & Pilot–Vehicle Interface

Wide-area display pages, HUD and helmet-mounted symbology are built as a display framework rather than one-off screens, so pages can be added, re-laid out and retuned as the programme matures. Interaction is bound to HOTAS axes and key combinations, with per-pilot binding profiles.

PFDHSD TSDNAVIGATION ENGINEELECTRICAL FUELHYDRAULIC ECSICNI A/AA/G SMSEW / RWR HUDHMD

Sensors & Tactical Picture

Sensor models are parametric and functionally faithful rather than physics-exhaustive: the behaviour a crew must learn, without the cost and risk of full RF modelling.

R
AESA Radar

Line-of-sight detection, terrain masking, radar modes and a parametric track lifecycle.

E
EO / IR

Post-process imaging with correct WHOT and BHOT polarity for targeting and observation.

W
EW / RWR

Threat warning and situational awareness logic; emitter and alert modelling.

Contributions are presented as a single fused tactical picture, and weapon employment is modelled through a stores management layer: selection, munition envelopes, release logic and symbology.

System Architecture

Engine-independent
at the core.

Presentation is separated from simulation logic, and simulation logic from the rendering engine. Every subsystem reads and writes one shared state layer, so the same logic runs unchanged on desktop and in VR, and remains portable if the renderer ever changes.

Module integration diagram covering VR, HOTAS, IOS, sensors, flight model and terrain MODULES · VR · HOTAS · IOS · sensors · FDM · terrain
Engine core platform visualisation CORE · engine platform
A · Presentation
Cockpit / PVI
LAD · HUD · HMD
Instructor Station
Scenario editor · control
Debriefing
Replay · assessment
B · Core
Simulation State Core
Engine-independent real-time state & event bus shared by every module
C · Subsystems
Flight Dynamics
C++ FDM · physics
Sensors
Radar LoS · EO/IR · RWR
Weapons & SMS
Envelope · symbology
CGF & AI
Personas · behaviour trees
Scenario & Events
Triggers · failures · save/load
Recording
Event log · replay
D · Platform
Input & HOTAS
Plug-and-play · profiles
UE5 Render
Lumen · Nanite · LWC
Data, Config & SDK
Plugin · data-driven definition
◇ Work Packages
Offline World Terrain
WGS-84 · LOD · packaged, no streaming server
VR / OpenXR
Same simulation state, VR usage mode
Training, Instruction & Assessment

The instructor drives
the training, not the build.

The instructor station is not separate software; it lives inside the same application and runs without any network connection. Scenarios, procedures and assessment are content the customer can grow, not code they have to commission.

Instructor station selecting scenario, threats and weather IOS · scenario, threats & weather
Deployed training environment with desktop stations, HOTAS and VR headsets DEPLOYED · desktop, HOTAS & VR stations
Instructor Operating Station

Live control of the training environment while the student flies.

  • Scenario selection and start conditions
  • Weather, visibility and time-of-day control
  • Entity placement on the map
  • Failure injection with real aerodynamic and sensor consequences
  • Save, reload and resume a scenario in place
Scenario & Procedure Content

Structured training packages rather than one-off missions.

  • Familiarisation, handling, takeoff and landing
  • Navigation, envelope awareness, weather
  • Radar, EO/IR, RWR and fused tactical picture
  • Air-to-air and air-to-ground employment
  • Normal and emergency procedure catalogues
Debriefing & Computer-Generated Forces

What happened, why, and against whom.

  • Full session recording and replay
  • Event log, error analysis and repeat comparison
  • Rule-based AI personas: aggressive, passive, defensive
  • Entities act on their own sensor picture, not absolute truth
Delivery & Assurance

Built to be handed over,
not licensed back.

Defence programmes outlive vendors. What we deliver is engineered so the customer owns the capability outright: source, documentation and the ability to extend it without returning to us.

Ownership

Turnkey delivery with source code and full intellectual property transfer. No licensing model, no revenue share, and no runtime dependency on a proprietary simulation platform.

Documentation & Configuration

A complete document set produced alongside the build: requirements, design, interface, test and plan documentation, plus a user manual.

  • SyRS · SRS · SDD · SWDD · IDD
  • ATP · QTP test procedures
  • PMP · SEP · SDP · TEMP · QP · CMP
  • Version control, baselines and a traceability matrix
Quality & Acceptance

Every phase opens and closes against written entry and exit criteria, agreed before work starts.

  • Unit, integration and functional testing
  • State-scenario and performance testing on target hardware
  • Fidelity matrix agreed with users and subject-matter experts
  • Phase-gate reviews and change control
Programme Approach

From requirement to
running environment.

PHASE 0
Define

Requirements, fidelity matrix and phase-based acceptance criteria are written down and agreed before development begins.

PHASE 1
Vertical Slice

An end-to-end runnable build early: basic flight, input, a working sensor path, so performance and risk are measured, not assumed.

PHASE 2–4
Build & Integrate

Flight dynamics, displays, instructor station, scenario logic, sensors, weapons and computer-generated forces are layered in against phase gates.

PHASE 5
Harden & Hand Over

Platform-specific maturation, optimisation, acceptance testing, user training, source code and documentation handover.

Contact

Tell us what the simulation
needs to prove.

Share the platform, the scenario and the audience. We will come back with a view on approach, fidelity level and what a first runnable build should cover.

Enquiries handled confidentially · NDA on request