 In September 1994 , Looking Glass Technologies employee Seamus Blackley told Computer Gaming World that he wanted to create a combat @-@ based sequel to Flight Unlimited , whose development he was directing at the time . The magazine 's Johnny L. Wilson wrote , " If Flight Unlimited can pass the civilian tests , the military version should be right behind it . " In March of the next year , Blackley told PC Gamer US that the sequel " should feel so real that pilots will be afraid . They 'll feel the gun hits . " He dismissed the flight dynamics in other flight simulators , such as Falcon 3 @.@ 0 , in favor of the real @-@ time computational fluid dynamics ( <unk> ) model he created for Flight Unlimited . When PC Gamer 's Bernie <unk> asked why the team had waited to make a combat flight simulator , Blackley responded that they wanted to " <unk> " players first . In September , Computer Gaming World reported that Blackley was designing a combat @-@ based sequel to Flight Unlimited under the working title Flight Combat . Blackley told them that it would " make you into a fighter pilot " , and the magazine commented that it would teach the same material as the Air Force . The team planned to allow players to practice an element and then execute it on a mission , and Blackley said that the game would feature competitive online play . However , a new manager at Looking Glass Technologies , instated by venture capital investors , demanded that Blackley work on Flight Unlimited II instead of Flight Combat . Blackley refused and was fired , leaving the company in late 1995 . 
