Hello, and welcome.
So you want to make a WWII combat flight simulator. It is certainly possible. Panda3D is not specialized on any particular game genre. But such a task is certainly not done in two or three weekends. Perhaps you should first try something more simple to get familiar with the engine, something without combat, perhaps a game where you are walk around and collect items.
This is my opinion:
Do not start making models.
Do not start finding out how to implement paging terrain.
Do not start with flight dynamics.
Take a big (and I mean big!) pile of paper, several pens, and (assuming you are old enough) some spirits of your taste. I prefer vermouth.
Then make up your mind about what your game should look like and be like. The technical term for this is design document. Writing a design document takes more than one or two hours! I think I have seen a post here on the forum with an example of such a document. By IPKnightly if I remember right.
You should start with writing down what the aim of your game is. Just a few examples of questions you should ask yourself:
Will it be mission based? Will there be a score system? Mission goals or points for killed enemies? Where does a session start? On the runway, the briefing room, or already airborne? Will you allow the player to choose between different airplanes? What will be the enemies? Fighter, bomber, ships, buildings, how many? How much flight realism do you want (since you want a “WWII combat flight SIMULATOR”)? What controls do you need? Which input devices? Configurable input? What kind of damage system for the player craft / enemy craft? Simple 100% “health” that decreases with every hit. Or separate damage for every system in the plane, e.g. gears jammed, fuel leaking, aileron damaged, radar dead (um… forget the last, WWII planes didn’t have on-board radar if I am right). What weapon systems in your plane? Ground based anti-aircraft guns? Enemy AI?
Then, when you are settled with the game itself, you should think about what you game should look like. Cockpit view or “shoulder view” (not wise for a combat game :-), HUD or panel, 2D or 3D panel? What instruments on the panel? A different panel for each plane your player can fly, or a generic one? Simple sky or realistic weather effects? Terrain is certainly required, but how much (how far will your aircraft fly)? What details levels? Buildings and vegetation? Or just a heighfield with orthoimages as texture?
When you are done with the brainstorming, put everything in a structure and write it down. Now you are ready to start playing around with Panda3D. Pick one bullet from your design document and find out how to do this with Panda3D (or other libraries you might use for e.g. joystick input or flight dynamics).
For example the instrument panel. Learn about Panda3D’s GUI system, search through the forum (the “Jungle Engine” has a nice compass for example :-). When you are pleased with your results keep it for later use. Then (probably on the next day or week) pick the next bullet, and so on. Might be you have to adapt your design document while you learn Panda3D.
Finally, when you have all the pieces together, write your game. It won’t be difficult now.
enn0x