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module · drop-in viewer
asset⌬ modulemoduleprimary: init.luau·originates fromworld 6ea94b2d-3…

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…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

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.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

SKYWARD: carrier operations and local-player flight. Carrier sortie integration

releaseLook( ) → void

capturePointer( ) → void

centerLook( ) → void

setFreelook(held: ?) → void

argtypedescription
held?

look(delta: ?) → void

argtypedescription
delta?

carrier( ) → void

cross(a: ?, b: ?) → void

argtypedescription
a?
b?

normalize(a: ?) → void

argtypedescription
a?

rotate(v: ?, a: ?, angle: ?) → void

argtypedescription
v?
a?
angle?

approach(a: ?, b: ?, dt: ?, response: ?) → void

argtypedescription
a?
b?
dt?
response?

publishBasis( ) → void

pose(dt: ?) → void

argtypedescription
dt?

lost(reason: ?) → void

argtypedescription
reason?

launch( ) → void

boot( ) → void

ready(player: ?) → void

argtypedescription
player?

reset( ) → void

ground(dt: ?) → void

argtypedescription
dt?

update(dt: ?) → void

argtypedescription
dt?

stop( ) → void

observe( ) → void

Sub-parts

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Showing up to 3 levels deep. Open a part to see what it holds further down.

16+items
·
inputmap · pulled in
❒asset
# Jet controls Adapted from the installed reusable flight input map. Steering keeps shared keyboard/gamepad/touch shaping. W/S pitch, A/D roll; deck A/D becomes gentle nosewheel steering. Q/E rudder. Shift afterburner in flight and engine spool/taxi on deck. Ctrl airbrake in flight and wheel brake on deck. C launches only when the carrier checks pass. Gamepad left stick steers; right stick X rudder; shoulders throttle/brake; North launches catapult. Touch sticks plus labeled throttle/brake/launch buttons. Group flight suppresses only the stock player controls and composes with weapon and UI groups.
▲ 1↓ import
▣
module · born here
❒asset
# Sortie state and lifecycle Shared per-client game state, constants, system registration, ordered update/reset callbacks, UI callback routing, damage, mission outcomes and bounded sound/event history for SKYWARD. The scene entrypoint loads flight, combat, cockpit and environment modules and drives this registry.
▲ 0↑ born
·
inputbinding · pulled in
❒asset
# boost The 'Boost' control.
▲ 0↓ import
·
inputbinding · pulled in
❒asset
# brake The 'Dive' control.
▲ 0↓ import
·
inputbinding · pulled in
❒asset
# launch The 'Launch' control.
▲ 0↓ import
·
inputbinding · pulled in
❒asset
# menu The 'Menu' control.
▲ 0↓ import
·
inputbinding · pulled in
❒asset
# steer The 'Steer' control.
▲ 0↓ import
backing path · game/flight/flight.module

Problems

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0problems
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awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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