flight
The flight system starts parked on the carrier deck at the shared carrier constants. There is no airborne spawn. Shift spools engines and taxis forward (maximum12m/s), Ctrl applies wheel brakes, A/D or Q/E steers the nosewheel. Hold Shift while braking for a stationary engine run…
SKYWARD carrier and flight
The flight system starts parked on the carrier deck at the shared carrier constants. There is no airborne spawn. Shift spools engines and taxis forward (maximum12m/s), Ctrl applies wheel brakes, A/D or Q/E steers the nosewheel. Hold Shift while braking for a stationary engine run-up.
C (controller North / touch Launch catapult) checks the launch lane, heading, taxi speed and88% engine spool before firing. A2.8-second physical acceleration run reaches132m/s, followed by remaining deck rollout. The player must pull S to rotate at the bow; crossing the bow without rotation drops toward the sea. Side/stern excursions and unaided bow departures fail.
After liftoff, the same flight map drives inertial6DOF bank/pitch/rudder, thrust/drag energy, G limits, stall recovery, and airbrake. Speed-dependent camera FOV changes gently from72 up to about79; cockpit-local motion is owned by the cockpit system. Existing local player avatar and CameraRig are moved, never replaced.
State includes flightStage, grounded, launchProgress, engineSpool, airborneTime, up/right/forward, longitudinalAcceleration, cameraFov. Combat can wait for airborneTime before engaging. reset returns to parked carrier pose; boot/stop acquire and release only this map claim. observe returns flight/input/camera telemetry.
Scoped to this part · feeds back into the world's score.