PressureVent
A relief port on the Kestrel Wake that no longer holds. Spawned by `game.hazards.buildRig()`; not authored into the scene.
PressureVent
A relief port on the Kestrel Wake that no longer holds. Spawned by
game.hazards.buildRig(); not authored into the scene.
A vent is a rhythm, not an ambush. It rests, then the lip lights up and a stub of plume shows for a beat and a quarter, then it blows for a beat and a third. The glow is the contract with the player: you can see it coming — and if you are still hauling a tonne and a half of plate down the middle of the shaft when it goes, seeing it coming was not enough.
Escalation
Armed from instability 1 (RULES.CFG.ventAtInstability). The rest between
bursts shortens with every plate taken off the wreck; the charge and the burst
stay the same length, because those are the two windows a player has learned
to read. At instability 0 it never cycles and the plume is not drawn at all.
What it does to you
Inside the jet cone it calls hazards.impulse every frame — the shove has to
be sustained to take you off your line, not a single knock. Two things keep it
a hazard rather than an ejector seat:
- Radial falloff. Strongest down the axis, nothing at the rim, so clipping the edge of a plume costs a correction and not the level.
- A per-burst budget (
hazards.CFG.ventMaxDeltaV, 6.5 m/s). In a game with no drag an uncapped jet is a catapult: sit in one for its whole burst and you leave the wreck. With the cap a vent costs a known amount of speed to correct — about two seconds on the RCS brake.
The first frame the player is caught it emits impact(impactAmount, "vent")
once. It never writes the player's transform and never writes
state.integrity.
Fields worth reading from outside
firing, charge (0..1 warning ramp), fires, hits. look can hang the
lip's emissive off charge; shell can warn off firing.
Scoped to this part · feeds back into the world's score.