Friday, April 3, 2026

Kit Airplane: Wing Part 4 (Pitot Tube & Tie Down)

The underside of the left wing needed the pitot tube to be mounted.

Holding up roughly where the pitot tube will go. Alongside one of the ribs (half of its rivets will also go through a wing rib). I needed to drill a couple holes for the tubes.


Tube holes drilled then filed larger for size.


I marked and predrilled corner holes of the pitot tube mounting base. Next, drew a line between the rib's holes to determine the lateral position. The placement longitudinally is based on the distance from the spar.


Pitot Tube attached!


Alignment looks great with the wing!


The tie down was also drilled for the wing...


It's also along one of the wing ribs; the wing's rib has predrilled holes on its side that align with the tie down's holes. There is an existing slot it pokes out of, but I had to file it larger to get the tie down positioned correctly.


And inside the wing, the tie down clecoed in place.


The holes drilled to final size inside the wing...


And the holes drilled to final size on the outside of the wing...


Monday, March 16, 2026

Kit Airplane: Wing Part 3 (Rear Channel)

Been a long time since my last airplane kit update, but a lot has been done. For this update I'll go over the rear channels which have been completed on both wings.

Laying out all the pieces...

Began assembling them...


Clamping the root to be able to drill doublers...


Drilling the parts...



And prepping the reinforcing L-angle...


Drilling continued...


All drilled...



How the center section looks where the two rear channel pieces are held together...


Monday, February 23, 2026

Campaign Manager: Game Mode Combat

The latest improvement to Campaign Manager adds single player combat to Game Mode. Instead of Game Mode just having branching paths of a story, you can now add engagements that can be fought by the user. Success or defeat at one of the engagements causes the player to go down the appropriate path.


Setting up a combat uses the same framework as everything else in Campaign Manager. Create an encounter with notes (description), navigation options for the outcomes, a background image, music, and finally the participants of the engagement.

At the start of Game Mode, the user can select from a list of pre-defined player characters.

When the user reaches the combat encounter, the music will play and all the characters engaged in combat will show on the screen. Campaign Manager will randomize a turn order and present options to the user for what actions they can perform (based on the items and abilities loaded on that character).

The large built-in monster database within Campaign Manager still needs to be expanded with appropriate battle stats to support this feature, but it's ready to go now for custom adventures!

Get Campaign Manager from Steam:


Or from Itch.io:


Thursday, January 29, 2026

Campaign Manager: Steam Release & Player View

New features for Campaign Manager have focused on the player view.
  • Added option to draw masked areas on the battle map (masked areas are mirrored onto the player's view).
  • Game master can individually remove masked areas as players explore.
  • Added option to draw a pointer that shows on the player's view.



Campaign Manager is now also available on Steam!


You can still get it from Itch.io:



And a new promotional video was released that shows off some of the features of the software:


I'm active on the Steam and Itch.io discussion boards if you have any feature requests.