Hi @Jason_Williams,
First up, apologies if this has been discussed elsewhere - I've scoured most places and not seen anything about it. I'm fascinated by the concept of starting a brand new flight simulator like this and wonder just how far you have decided (or been forced) to "start from scratch".
Are you building everything - engine included? Is there particular tooling or applications you have selected? Is there anything "off-the-shelf" that you can grab and then customise?
If someone were to set about creating a new 2d platformer, or 3d FPS, there are some well-known game engines you'd jump straight to and you'd get sprite/model handling, physics, particle effects, etc. "for free". But how does that translate into the world of flight sims?
Did you have a moment of staring at a blinking cursor on a blank screen in your chosen IDE?!
Much has been said about hugely popular flight sim franchises being hobbled and restricted by their choice of underlying engine, but its understandable when you consider the alternative of a ground-up (if you'll excuse the pun) build.
If you're willing to share any of the background techie details about the tools you and the team are using, then I'm genuinely interested. If it's a case of "need to know", trade secrets, then I completely understand, too!
However you're going about it, you have my respect and admiration, as well as my backing and best wishes!
Cheers!