As an opener, I'll have to state the following out to not get immediate whiplash.
This is NOT meant to be an insult to the Aeronautica devs, nor is it just complaints from me. I will be addressing some ways to solve the problems I will be discussing below.
This post is in regards to all military related vehicles, as well as vehicles specifically made for a certain task which is niche or extremely unique.
I do understand that game development is EXTREMELY time consuming, I do NOT expect any of my suggestions in this post to be done within the next week, month, coming months, or maybe even year. It is simply to bring up this topic to developers as well as act as a point for community feedback.
With that out of the way I will explain the issue I have with Aeronautica.
To state it simply, Aeronautica's gameplay is stale and untapped. To me, I felt that this was especially apparent with the recent ship updates, quite literally 80% of the vehicles added did NOT have any jobs to do, not even simple transportation jobs. While sure, the idea of a lot of these ships was to be a flexing thing to show off your wealth... Except there are some ships that were added which were very much fairly priced and of lower rarity which are just completely useless outside of roleplay and community events. I do get that coding jobs for a game like Aeronautica must be excruciatingly painful (due to the flight engine that Aeronautica uses, or just because Roblox is like this) but there are a LOT of vehicles in Aeronautica that just feel like they were put in the game for the sake of being in the game. The main highlight of a game is supposed to be the gameplay, without having that, you end up with a simulator. (nothing against them, but that's not really what Aeronautica is right?)
Experimental aircraft
My specific complaints in this section would be experimental test aircraft (X-15, X-3, AD-1, Tacit blue, Buran, XF-84, V-173, for starters) which suffer the most out of all aircraft in this umbrella. They have ZERO, ABSOLUTELY NO purpose to exist ingame other than being a collector item, other military aircraft (fighters, bombers, helicopters, transports, small trainers) typically at least have airstrike jobs or transportation jobs which they can fulfil, and if they don't have any of the above their excellent flight performance allows them to be good crate hunting aircraft. However, due to their (obvious) experimental nature, a lot of these experimental aircraft can't even serve the purpose of being a semi competitive crate hunter as they are either too slow, too unagile, or just completely unappealing to fly (why fly a brick when you can fly a F-15?)
Ideally jobs which could be given to experimental aircraft would be individualistic with each aircraft performing their area of research (X-15 entering space, Tacit blue performing a stealth demonstration, X-32 performing STOL landings and takeoffs) but that would be extremely time consuming and likely extremely hard to code. This would be an ideal end goal over time, but obviously something that should be of lower priority.
An interim fix to experimental aircraft's lack of jobs would be to have a "flight profile assessment" or "performance test" in which the player must fly the aircraft to it's maximum altitude (which can just be having a waypoint at the maximum altitude of the aircraft, taken from recon jobs) , dive the aircraft until the brink of overspeed causing a crash (speed measuring code taken from the airstrike job), or just a casual cruise which could just take the sightseeing tour job's code and apply it at a higher altitude.
Combat aircraft
Combat aircraft (Air superiority fighters, Interceptors, Attack helicopters, Bombers, Attack aircraft, and Military Trainers) for the most part, DO have jobs which they are able to fulfil. However, the selection of jobs which they do have are extremely limited, in terms of places where the job is offered (Norman is the only place with airstrike)














