First-person jet intercept mission over a sunlit ocean and volumetric clouds. Each joining player receives a ViperPilot prototype with its own JetBody, CameraRig and AudioListener. The scene entrypoint loads the persistent flight, combat, cockpit and environment modules.
First-person jet intercept mission over a sunlit ocean and volumetric clouds. Each joining player receives a ViperPilot prototype with its own JetBody, CameraRig and AudioListener. The scene entrypoint loads the persistent flight, combat, cockpit and environment modules.
W/S pitch, A/D roll, Q/E rudder, Shift afterburner, Ctrl airbrake. Space or left mouse fires the cannon; M or right mouse launches a missile after lock; Tab selects a target. Enter starts/restarts a sortie and Esc pauses. Destroy three hostiles to win; hull loss or sea impact ends the sortie.
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# 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.
# Carrier deck markings
Produces a 308 m tiled non-skid lane with centerline, catapult rail, yellow guides, hold line and three arrestor cables at deck height 25 m. `laneX` moves the complete lane laterally; default -14 m. Tested at -10 and restored to -14 with successful live cooks. Promoted as `carrier.deckMarkings` for reuse.
# SKYWARD combat
Three generated naval fighters, steering AI, cannon ballistics and guided missiles. Registers with game.shared at order20. Boot activates the weapon input map; reset clears the encounter; update spawns the patrol eight seconds after carrier departure, advances AI and projectiles; stop releases controls and every owned temporary object. Weapons stay safe on the deck and during the catapult stroke.
Space / left mouse / right trigger fires from a finite600-round inventory at15rounds per second. The gun sits2.5m right,0.8m below and5m ahead of the flight viewpoint, using the aircraft's actual banked pose. Tracers converge on the boresight at1200m. M / right mouse / left trigger launches one of six missiles after holding the selected enemy within a15-degree seeker cone and4km range for1.15seconds. A press during acquisition queues the missile for up to4seconds; changing targets cancels it. Tab / gamepad north cycles living targets. Touch exposes labelled buttons.
Missiles eject from alternating wing mounts4m either side,1.4m below and3m forward, then accelerate and steer toward a predictive intercept point. A bright motor and persistent smoke show their trajectory. Damage requires a geometric proximity hit; cannon and hostile rounds use swept line collision. Three kills calls the shared victory state. Hostiles maneuver to intercept and only shoot when their nose aims at the player's flight path.
s.weaponStatus is the HUD status string. s.missilePending is queued time remaining in seconds, zero when inactive. s.lastLaunchReject and s.lastLaunchRejectTime describe the most recent refused request. telemetry() exposes launch requests and reasons, actual mount origins, missile position/speed/smoke, and hit counters.
Aircraft geometry has twin fins, paired engines and retracted landing gear. Units are meters, Y up and forward -Z. Owned entities are temporary and unsynced; each encounter stays local to the player's peer. Game lifecycle drives updates without a polling task loop.
# 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.
# Naval flight environment
Volumetric cumulus sky and FFT ocean frame USS Horizon's 330 m carrier departure. Scene-owned hull and procedural runway persist through reload. Flight contact matches deck height25m and cockpit eye28m.
Engine audio follows spool, airflow volume/pitch rise with airspeed, the cannon uses a sustained heavy loop while firing, missiles and catapult have distinct launch sounds. Engine and airflow loops are baked with a350ms smooth crossfade; airflow loopSeam verified seamless with worst ratio1.70 (threshold8).
The environment registers the compatibility reflection shader module required by this engine build before creating PBR ocean/cockpit content. Runtime environment/audio entities are temporary, OwnerOnly where appropriate, and stop removes them.
# SKYWARD cockpit and interface
Registers the cockpit system with game.shared. Creates a true generated 3D naval cockpit attached to the local player's camera, two live green instrument readouts, a flight/target HUD and responsive briefing, pause, victory/defeat and retry screens. Pitch ladder follows bank; heading, speed, altitude, G, ammunition, missiles and targeting follow the shared flight/combat state. Uses game.cockpit.ui for keyboard/gamepad/touch menus and the generated title art texture.
The scene calls boot, ready, update, onCallback and stop through game.shared. Per-player geometry and UI are temporary, recreated from this saved module on every launch. The referenced generated cockpit and title texture are persistent assets. See game/cockpit/verification.md for actual button tests and visual limitations.
# carrier.deckMarkings
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