Airbase: Click to start engine โ taxi with W (forward) and A/D (steer) โ reach the runway โ press R to align โ full throttle (W) โ lift off near stall speed. Carrier: Throttle up (W) on the catapult. Steam catapult auto-launches you at full power.
The runway is straight ahead from your parking spot. Taxi onto it, press R to snap into alignment, then push W to max throttle and you'll rotate automatically.
FLIGHT (MOUSE AIM)
MOUSE Move to aim โ plane auto-steers toward your crosshair W / S Throttle up / down (in flight) A / D Yaw left / right (rudder) SHIFT Toggle afterburner (3.5ร fuel burn, +45% thrust) B Airbrake toggle X Cruise control (hold current speed, W/S cancels) SCROLL Adjust camera distance (3rd person)
Click to lock mouse pointer. The crosshair is where you aim โ your plane smoothly follows. Speed is life, altitude is insurance.
COMBAT
LEFT CLICK Fire gun (always fires cannon) SPACE Fire selected weapon (missile or bomb, press 4 to cycle) RIGHT CLICK Zoom in (hold) Q Deploy flares + chaff Z โ Toggle targeting pod (FLIR) for ground attack T โ Cycle time warp (1ร/2ร/4ร/8ร) (spam multiple pops to defeat missiles!) TAB Cycle target lock (closest to crosshair) R Lock closest target (in flight) / Align to runway (on ground)
Yellow cross = gun lead pipper. Place the pipper on the enemy and fire โ your bullets fly straight from the nose. Lock tone beeps faster when missile is ready. Flares need 3โ4 rapid pops to defeat a missile โ one is not enough!
AIRCRAFT SYSTEMS
C Toggle 1st person cockpit / 3rd person chase cam G Landing gear toggle (auto-deploys on approach) L Navigation lights on/off (auto-on in night missions) ESC Pause menu (controls / audio / display settings) [ / ] F-14 wing sweep manual override ยท \ reset to auto
Each aircraft has unique hardpoints in the briefing screen. F-14 wings auto-sweep with speed. Stealth planes use internal bays.
WEAPON SELECT & REFUELING
1 Select Gun 2 Select Missile 3 Select Bomb 4 Select Flares/Chaff LEFT CLICK fires the selected weapon type AERIAL REFUELING:
1. When your fuel drops below 30%, a tanker spawns 2km ahead
2. Look for the cyan โฝ TANKER icon on your radar
3. Fly toward it and match its speed (~200 knots)
4. Get directly behind it: within 80m, same altitude (ยฑ30m), facing same direction
5. “REFUELING...” appears โ hold position for ~7 seconds
6. Radio call: “TEXACO: Tanks full, good hunting!” when done
7. One refuel per mission. Tanker departs after use.
F/V/Q still work as dedicated fire keys. The weapon selector is an alternative that lets left-click fire any weapon type.
PHYSICS & G-FORCE
Realistic lift/drag: stall below min speed. Sustained G above 7 causes tunnel vision; extreme G causes blackout (G-LOC). Hard turns bleed energy. Altitude reduces engine power. Transonic drag near Mach 1. Shield (if equipped) absorbs one missile hit. Ascended/Mythic planes have abilities (Z key).
Manage your energy: don't turn fight at low speed. Climb, accelerate, then engage. Watch the G-meter bar on the bottom right, near the radar.
LANDING
RTB: After completing objectives, a green RTB arrow guides you home. Slow below 250 kts, descend, lower gear (G). Airbase: Runway auto-catches you on touchdown. Then taxi to the yellow HGR marker on radar to park and complete the mission. Carrier: Approach low and slow for a trap. Mission auto-completes on successful wire catch.
Carrier missions auto-complete on trap. Airbase missions require taxi to hangar after touchdown.
SYSTEM CHECK
Click RUN to start diagnostics
1v1 DOGFIGHT
Peer-to-peer combat. One player hosts, the other joins with the room code. No servers needed.
SETTINGS
10
NO
1
ON
60%
ON
70ยฐ
ON
ON
ON
REALISTIC
U
HIGH
REGULAR (5)
1=Easy bandits ยท 5=Normal ยท 10=Near-impossible
UPDATE LOG
v7.9
v7.9 — War Thunder Flight Model
NEW Energy-fighting flight model — sustained hard turns now BLEED speed, controls turn mushy near the stall, and a full fuel/ordnance load makes the jet noticeably heavier. Manage your energy like a real pilot.
NEW Structural limits — yank past your airframe's G-limit and the wings rip off; overspeed past Vne and the airframe lets go. Pull and hold and you can grey out (G-LOC).
FIX Landing gear, bomb-bay and weapons now sit centred under the airframe on off-centre models (no more stray dark block beside stealth jets like the J-20).
FIX Landing gear now rests wheels on the runway for every aircraft (no more floating biplanes or hidden gear) — the gear re-fits to each model on the ground.
NEW Flight Model setting (Settings → Flight Model): SIM, REALISTIC (default — the new feel), or ARCADE for the old forgiving handling.
v7.8
v7.8 — Weapon Mounts & Fixes
June 2026
NEWYour loadout now hangs on the aircraft. The missiles, bombs, tanks and pods you pick in the loadout screen show up on the matching hardpoints — an AIM-9 on the fuselage rail appears on the fuselage, wing missiles under the wings, etc. The number of stores matches your loadout, and they disappear as you fire them
NEWRealistic mounts. Gun-only aircraft (the WW1 fighters, recon birds) correctly carry no external stores; stealth jets keep theirs in the bay until it opens
FIX The Sopwith Camel (and other biplanes) no longer sit sideways on the runway — biplanes whose wingspan is wider than they are long are now oriented nose-forward
FIX Aircraft no longer sink into the runway — every plane is seated so its wheels rest on the surface
CREDITS Re-textured fighters this update use CC models by bohmerang, 42manako, citizensnip and manilov.ap (more on the way)
v7.7
v7.7 — Textures, Landing Gear, Biplanes & the Hangar
June 2026
FIXAircraft & the carrier are no longer dark/untextured. Corrected the lighting pipeline (sRGB output + image-based environment lighting) so every real 3D model shows its actual paint and markings. The carrier is now a proper textured ship instead of a flat black shape
NEWLanding gear, spinning propellers and bomb-bay doors now appear on the real 3D models — gear drops for takeoff/landing, props spin, bays open when you drop ordnance
NEWEvery career starts in a WW1 biplane. The Sopwith Camel is the new starter, and every research tree now begins with a row of WW1 biplanes (incl. the Bristol F.2B fighter-bomber and R.E.8 recon)
NEWScience Contracts — a dedicated ๐งช button on the home screen lists every Science-paying mission, with today's featured contracts paying ×2. No more hunting for where Science comes from
CHANGEBombers are now as versatile as fighter-bombers — any contract a fighter-bomber can fly, a bomber can fly too. Fighter-bombers still fly all fighter missions
CHANGE Skin Shop removed; Redeem Code kept as its own menu entry
v7.5.1
v7.5.1 — Aircraft Orientation Fix
June 2026
FIXPlanes no longer sit or fly at weird angles. Every 3D aircraft is now auto-oriented from its own shape — nose forward, wings level, belly down — so models built on different axes (the F-117 lay flat, the F-16 lay on its side) all line up correctly on the runway and in the air. Verified across all 109 aircraft
FIX Five flying-wing / odd models that pointed tail-first (B-21, RQ-170, GJ-11, S-70, Vulcan) now face the right way
FIX Cleaned up three bad source models caught in a full sweep: the J-8 shipped as a 2-plane formation (trimmed to one), the P-38 came with a scenery base (removed), and the MiG-23 now falls back to its built-in model
v7.5
v7.5 — Research, Airframes & the Hangar
June 2026
NEWRESEARCH TAKES TIME. Unlocking an aircraft is now two steps: first research it (spend Science + wait — higher-tier jets take longer, up to several minutes), then build an airframe (spend points, no Science). The research tree shows a live countdown while a design is being researched
NEWAIRFRAMES. Each plane has a stock of airframes shown in the hangar. Crash and you lose that airframe — build another (points only, no re-research) to fly it again. The hangar tracks how many of each aircraft you've built
CHANGEFighter-bombers are versatile — they can now fly BOTH fighter missions AND strike/bomber missions. Missions are also sorted by aircraft type within each difficulty so you can find the right job for your jet
NEW Real 3D carrier (new model), and ground targets — SAM sites, AAA, tanks and vehicles — now use real 3D models too
v7.4
v7.4 — EVERY Aircraft Now Has a Real 3D Model
June 2026
NEWALL 109 aircraft now fly real downloaded 3D models — the last 39 are in, including the B-2 Spirit, SR-71 Blackbird, XB-70 Valkyrie, B-1B, Su-57, F-35, F/A-18, KAAN, J-50 and more. No matter how huge the source model was (one F-104 was 90MB!), KTX2/Basis texture compression brings every one down to 1–5MB so they load fast
NEW The F-117 Nighthawk, HAL Tejas and MiG-35 now have real models too (70 of 109 aircraft). These were huge (16–32MB) so the textures are now KTX2/Basis compressed — the F-117 dropped from 32MB to 1.8MB with no visible quality loss, and loads in a blink
CREDITS CC-BY: karelkiers (F-117), dimal965 (Tejas), 42manako (MiG-35) on Sketchfab
v7.2
v7.2 — 67 Aircraft with Real Models
June 2026
NEW20 more aircraft got real 3D models (67 of 109 now) — the WW2 fleet is nearly complete (B-17, B-29-era bombers, Lancaster, Mosquito, Catalina, Il-2, Ju-87 Stuka), plus the Cold War strikers (Su-17/24/25, F-84, F-105, Hunter, Canberra, Viggen, Harrier, AC-130), the F-2, Su-34, Su-47, J-36, B-21 and the MQ-1 Predator. Heavy models are meshopt-compressed (the B-17 went from 5.7MB to under 1MB) for fast loading
CREDITS Aircraft 3D models are Creative Commons (CC-BY) from Sketchfab artists: manilov.ap (Il-2, B-17, B-47, Canberra, Catalina, Hunter, Su-17/24/25), helijah (AC-130, Lancaster), scorpion81 (Stuka), jpo1703 (Mosquito), 42manako (Su-34), Tim.Ferbeek (Viggen), SIpriv (Harrier), KojfDiscord (F-105), matrixnio (F-84), SiTitan (F-2), Astrophage (B-21), positivevubez4eva (J-36), HappyMexicano7 (Su-47), ttostikov (MQ-1) — plus poly.pizza and OpenGameArt contributors. Thank you all
v7.1
v7.1 — Real 3D Models, Hunted Online
June 2026
NEW47 aircraft now fly with real downloaded 3D models (up from procedural) — sourced from Creative Commons libraries (poly.pizza, OpenGameArt) and converted to GLB. Includes the F-14, F-15, F-16, F-22, MiG-29, Su-27 family, plus correct WW1/WW2 birds: Sopwith Camel, Fokker Dr.I, SPAD, Spitfire, Bf 109, P-51, Zero — and the A-10 Warthog, B-52, Avro Vulcan, MQ-1/MQ-9 drones, and more
NEW Loader upgraded with DRACO + Meshopt decompression and a VRML fallback, so a much wider range of downloaded models load correctly. Any aircraft without a real model still uses its detailed per-plane procedural model
FIX TrueFlight feel pass — snappier nose authority, the flight path tracks the nose more tightly, calmer air, and stalls still bite when you over-pull. Fixed the broken B-2 / Global Hawk models
v7.0
v7.0 GIGAPATCH — A Century of Air Combat
June 2026
FLEETEVERY FICTIONAL AIRFRAME RETIRED. The fleet is now 100% real — 109 aircraft from the Sopwith Camel to the J-50, every one famous or mass-produced. WW1 biplanes (Camel, Dr.I, SPAD, D.VII), the legends of WW2 (Spitfire, Bf 109, Zero, P-51, Corsair, Il-2, Stuka, B-17, B-29, Mosquito), the jet age (Me 262, F-86 vs MiG-15), the Cold War (U-2, B-52, Tu-95, Vulcan, F-4, MiG-21), to the modern era (F-22, Su-57, J-20, B-21) and the drone age (Predator, Reaper, TB2, RQ-170, S-70, GJ-11)
NEWTRUEFLIGHT PHYSICS — the plane now has a real velocity vector. The nose and flight path separate (true AoA), idle jets glide and zoom-climb on stored energy, engines spool, fuel burn lightens the jet, every mission has wind and low-level gusts. Blade-element wings: each wing half computes its own lift — wing-drop, accelerated stalls and spins all emerge naturally
NEWCANNON.JS DESTRUCTION — kills now shed real tumbling wreckage with physics: debris arcs, bounces off the terrain, burns and smoulders where it lands
NEWGLB MODEL PIPELINE — drop a real 3D model at models/<plane-id>.glb (or carrier.glb) and the game uses it automatically, procedural model as instant fallback. Real planes → real models, exactly as planned
CHANGE Hangar tree rebuilt by aircraft type: ATTACK / FIGHTER / FIGHTER-BOMBER / BOMBER / SPY & RECON, with the DRONE route splitting off the recon line. Ranks now follow real history — Rank I is WW1, Rank X is the modern day
CHANGEMissions are type-locked — every op is flown by one or two aircraft types (intercepts want Fighters, deep strikes want Bombers/Fighter-Bombers, recon wants the Dragon Lady). Bomber-escort missions removed
NEW Swing wings now sweep on every variable-geometry airframe (F-14, F-111, Tornado, MiG-23, Su-17, Su-24, Tu-22M, B-1B) and all heavy bombers open real bay doors on release
NEW Briefing cinematics v3 — a scored soundtrack, spoken radio dialogue for every line, and a living flightline: ground crew walking out to the jet, a marshaller waving lit wands. More people, less plane-staring
NEW Afterburner plume now burns through an animated flame texture — rolling combustion streaks, white-hot core, shock diamonds
FIX WW1 starters now correctly unlocked for everyone; hangar thumbnails are cached and built lazily (no more load-in stutter); fictional weapons and the old ability system retired with the fictional fleet
NEWv7.0.1 โ REAL 3D MODELS IN-GAME: 39 real models now load automatically โ F-16, F-22, F-15, F-14, every classic MiG (15/19/21/25/29), J-8, J-10, J-20, JH-7, F-86, F-4, F-5, F-100, A-4, A-6, A-7, F-111, Eurofighter, Mirage III, Rafale, P-51, A6M Zero, B-2, Sopwith Camel, Fokker D.VII, DH-2, Global Hawk drone, the USS Kitty Hawk carrier, real hangars, SAM radar vehicles, T-72 tank targets, M163 AA and Humvee convoys. Flight physics re-tuned: snappy fighter nose response, the flight path hugs the nose, calmer winds โ stalls and energy bleed stay real
CREDITS 3D models by: Captain_Ahab_62 (CC0 โ jets, MiGs, WW1 aircraft, tanks, USS Kitty Hawk via OpenGameArt), PierreEVEN (MIT โ F-16), ruben3d/retroflightsim (MIT โ F-22, hangar, SAM radar), NASA (Public Domain โ Global Hawk), bart @ OpenGameArt (CC-BY 3.0 โ P-51 Mustang, Mitsubishi Zero), MNDV.ecb / Eric Buisson (CC-BY 3.0 โ Stealth Bomber), plus community Sketchfab models for the F-15, F-14 and fuel tanks. Thank you all o7
v6.2
v6.2 — Full Research Routes
June 2026
NEW41 NEW AIRCRAFT — every research route in every nation now climbs all the way to Rank X: F-16XL, F/A-XX, X-44 MANTA, F-22X, F-47 PCA, YF-12A, SR-91 AURORA, F-15E, B-21 RAIDER, MiG-23, MiG-35, Su-75 CHECKMATE, Su-37, MiG-50, Su-60, MiG-44, MiG-55, Su-24, S-70 OKHOTNIK, PAK-DA, HARRIER GR.9, MIRAGE 4000, EF-2030, FCAS, NGF, JAS-41, TEMPEST FX, TARANIS-X, VULCAN II, F-2, J-10C, KF-XX, J-8F, F-15J KAI, J-XX, JH-7A, GJ-21, H-20, J-36, J-50 and more — with full 3D models, tiered stats, rebirth gates and Science costs
CHANGE Tree connectors — the root now fans out through clean elbow lines (drop → shelf → drop) instead of diagonals slicing across other columns
CHANGE Routes end at Tier 10 for every nation; X-PROGRAM still runs to Rank XIII with the Ascended and Mythic airframes
v6.1
v6.1 — Research Tree, Cinematic Briefings, Clean UI
June 2026
NEWRESEARCH TREE HANGAR — the aircraft screen is now a real tech tree: role columns (Multirole / Air Superiority / Interceptors / Strike), rank rail, connecting research arrows, and a golden SPEC OPS premium column. Every node shows a live-rendered 3D thumbnail of that aircraft
NEW Research prerequisites — you must research the previous aircraft in a line before buying the next, like a proper tree. Click any node for the full stat card, cost breakdown and RESEARCH / SELECT buttons
CHANGEBRIEFING CINEMATICS REBUILT — the blocky 2D cutscene is gone. Briefings are now full 3D: your actual jet sits on a lit runway (or a night ramp) with blinking nav lights while the camera flies three slow cinematic passes
NEW Radio dialogue — Control, Command, AWACS and your own callsign talk through the operation line by line: enemy picture, ground order of battle, AA warnings, objective and clearance. Typewriter text, click to advance, fully skippable
CHANGE Research routes now grow from a single Tier-1 root that splits into the role lines (Spec Ops column stays independent), with fan-out arrows from the starter jet
NEW Briefing dialogue expanded — real two-way exchanges: your wingman JESTER 2 talks back, and SIGINT patches through intercepted enemy radio (enemy lead and wingman) before you launch
v6.0 — MEGAPATCH: Real Flight, Real Seekers, Real 1v1
June 2026
NEWFLIGHT MODEL REBUILT — bank-to-turn physics. The jet now rolls into turns, pulls G-limited pitch, pushes over in shallow dives, and flies real loops, split-S and inverted lines. Roll rate, lift-limited G at low speed, structural G caps and supersonic control stiffening are all per-aircraft
NEWSEEKER SIMULATION — missiles need a real lock now. IR seekers: 28° boresight cone, ~1s acquisition, 10 NM. Radar BVR: 60° cone, ~1.6s, 30 NM with a 2 NM minimum. New on-HUD boresight ring shows ACQ %, OFF-BORE, range and solid-red LOCK
NEW Missile flight physics — motor boost → sustain → coast with drag, G-limited proportional navigation, energy bleed in hard turns, 65° gimbal limit (they can lose lock), and radar missiles now ignore flares
FIX1v1 DOGFIGHT OVERHAUL — you can finally LOCK and shoot missiles at the other player. Real bullet trajectories replace the old fake auto-aimed shots, positions dead-reckon between packets, damage is peer-authoritative, and matches are now first-to-5 with 3-second respawns, scoreboard and opponent HP bar
FIX Menu background crash (_isTracer) that spammed the console every frame on the title screen
NEWAFTERBURNER PLUMES — layered white-hot core, blue sheath, violet glow and five pulsing shock diamonds, additive-blended like a real F-14 in full reheat. Old fake cones removed. Plus a transonic condensation collar that wraps the jet near Mach 1
NEWTHREE CAMERAS — C cycles CHASE → COCKPIT (true 3D pit: MFD screens, gauges, canopy bow, G head-lag) → HUD. Hold U (rebindable in Settings: U / V / Tab / middle-mouse) for free look; release snaps smoothly back to the rear view
NEW Sun & moon rebuilt — layered corona sprite that tints orange at sunset, cratered moon with halo, tinted star field
FIX Z-fighting on base pads and runway markings (polygon offsets + decal lift) — no more flickering ground
NEW Carrier detail pass — painted angled-deck markings, rotating radar, masts, deck-edge safety nets, parked jets and a foaming wake. Airbase gets fuel farm, windsock, ground vehicles, blast fences, PAPI lights and a lit perimeter
NEWSCIENCE — new currency earned from 🧪-tagged missions. Three featured dailies rotate every day and pay ×2. Tier 5+ aircraft and elite upgrades now need Science (elite upgrades also need Rebirth 1+)
NEW 12 new missions — SAM ALLEY, RED STORM (12-ship), VOLCANO RUN, TANKER WAR, URBAN SHIELD, MOUNTAIN FORTRESS, THUNDER RUN, SILENT HUNTER (F-117), ARCTIC CONVOY and three SCIENCE ops
NEWFLAK + SAMs — aa-flagged missions put up leading flak barrages with proximity damage, and SAM sites now launch on HARD+ (not just Impossible)
CHANGE Bandit AI flies the new physics — G-limited turns by speed, energy bleed in turns and climbs, visible banking, and varied defense: split-S, barrel rolls or flare-and-jink
NEW Pre-mission cutscenes — blocky pilot walks the flightline while the mission card types in. Skippable, toggle in Settings
NEW Hangar reorganized into continent unlock trees — AMERICAS / EUROPE / ASIA / RUSSIA / X-PROGRAM tabs, tier-sorted
NEW Drone now performs a real takeoff — spawns on the runway, rolls, rotates and climbs out instead of popping into the air
NEW 8 new weapons — BRIMSTONE, SPEAR-3, GBU-53, TAURUS, Kh-38M, PL-17, R-74M2, PYTHON-5
NEW Settings: Field of View, Camera Shake, Vapor Effects, Mission Cutscenes and Free-Look key binding. UI restyled across every screen — clipped military buttons, HUD backplates, subtle scanlines, hover states, custom scrollbars
NEW Audio — afterburner rumble layer, flak thuds, UI clicks
CHANGE Catapult launches now pitch UP on release (sign bug), real Mach tuck is nose-down, and G-force readout derives from the actual commanded pitch rate
v5.9
v5.9 — AI Drone, Real MP Modes, Combat Groundwork
April 2026
NEWAI DRONE — consumable inventory item bought in the briefing loadout panel (right side, 8000 PTS each). Auto-deploys 5 seconds after you go airborne, free-flight wanders around the map by default. Press N to open chat and give natural-language commands
NEW Drone chat commands — type things like “hey drone, destroy that target”, “follow me”, “scout ahead”, “rtb”, “hold position”, “status”, “close” to dismiss the panel, or “recall” to despawn. Drone replies in the log
NEW Drone auto-recovery — if the drone survives, it follows you back and lands a few seconds after you do, ready for the next mission. If destroyed by enemies, it explodes and is consumed from inventory
NEW2v2 TEAM BATTLE — real implementation. Both peers spawn one cyan AI ally each. Spawned bandits are team-tagged. Allies only attack opposite-team enemies, never their own side
NEWFREE FOR ALL — multi-peer netcode. Host accepts up to 3 joiners (4-way deathmatch). Host relays peer positions so every player sees every other player. Manual START NOW button on host screen as joiners arrive
NEWSPECTATOR MODE — join a room read-only. Your aircraft is hidden, position broadcast suppressed, weapons locked, HP pinned at 9999. Camera locks chase-cam onto the host’s plane
NEW Multi-connection MP infrastructure — _mpConns[] array of peer entries, role handshake, broadcast helpers (_mpSend, _mpSendTo), per-peer opponent rendering, automatic cleanup on screen transitions
CHANGELock indicator overhauled — target box only goes pure green when truly locked AND in missile range. Green saturation scales with lock strength (0–100% — live readout in the corner accent). Out-of-range tracking shows orange instead
CHANGE Gun lead pipper now only renders when target is closer than 5nm — no more useless pipper at BVR ranges
CHANGE Missile range caps — AIM-9 / R-73 / IR seekers limited to 10nm, AIM-120 / R-77 / radar BVR limited to 30nm. Out-of-range fires get a TONE: TARGET OUT OF RANGE callout
CHANGE All missiles now require nose on target (60° cone, was 120° for BVR). Off-axis launches blocked with TONE: NOSE NOT ON TARGET
NEW Enemy long-range missiles — ~25–60% of bandits (scales with mission level) get BVR-capable seekers, can fire up to 30nm. Tracked by orange-tinted missile bodies and longer life
NEWBUNKER OPS mission pack — 6 new strike missions in the missions list (I – STEEL RAIN through VI – DOOMSDAY). Hardened bunker HP from 350 up to 2500 (boss). All flagged for heavy precision bombs (GBU-12 / JDAM)
FIX Mission's bunkerHP flag is now actually honored at spawn time (was hardcoded to 200 / 500)
NEWSPEED REVIEW tutorial mission — quick veteran-mode refresher (~2 min, 6 essential controls only). Lives in the tutorial section in the missions list
FIX Boss respawn loop — bosses were re-spawning every minute or so after kill (the spawn check only gated on !V.bossActive, which cleared on death). Now gated by V._bossKilledThisMission: at most one boss per mission
CHANGE Airbase terrain brighter — runway 0x555555 → 0x7a7a7a, biome ground colors lifted ~40%, apron + terminal got mild emissive. Easier to taxi and find your gates
CHANGE Menu background scene polished — star count 1200 → 2500 with warm/cool color tints, added a moon disk and a horizon glow ring
FIXSettings now persist — every slider and dropdown auto-saves to localStorage on input/change. Reload the page and your sensitivity, volume, gfx quality, etc. all stick. Loaded values are pushed back into all UI controls on page load
FIX Benchmark “Apply Recommended” button now actually applies. Was looking up set-gfx but the real element id is s-gfx. Also dispatches the correct change event for the <select> and updates both the main menu and pause-panel labels
FIX Drone chat panel + status chip now hide on every screen transition (no more stuck chat box on the home screen between missions)
CHANGE Homepage button strip realigned — 5 evenly-sized buttons (DAILY · RANKED · REPLAY · TEAMS · MEDALS) replacing the old 6-column grid that left an empty slot. Pink TUTOR button removed (Speed Review lives in missions); homepage GET DRONE button removed (drone purchase moved to briefing loadout)
CHANGE Old AI Wingman feature deleted — replaced by the new AI Drone
v5.3
v5.3 — Flight Feel Update
April 2026
FIX Landing completely reworked — no more scripted descent. Fly the plane down with normal physics; the moment wheels touch near your base, the sim auto-switches to taxi mode. Feels natural now.
FIX RTB touchdown protected from crash damage when within 2.5km of base at reasonable speed — no more dying on a slightly firm landing
CHANGE Ground rollout friction ~3× gentler during RTB — lets you coast the runway like a real plane instead of slamming to a halt
CHANGE Maneuver drag ~2× stronger — hard turns bleed speed noticeably. Yanking 6G at 800kts now hits the airframe hard
NEW Post-maneuver residual drag — energy leak persists a couple seconds after a hard pull, so cornerspeed doesn't come back instantly
NEW Wingtip vapor streamers — white tail condensation from the edge of each wing during hard maneuvers (2G+, high AoA, or transonic)
NEW G-LOC white-out — blacking out under extreme sustained G now flashes the screen bright white instead of the old tunnel vision, for the real pilot feel
v5.2
v5.2 — Big Polish Patch
April 2026
CHANGE Weapon selector simplified — removed number-key direct select (1–0). Now press 4 alone to cycle through all loaded weapons in your loadout. HUD updates + radio callout on every switch
FIX Landing physics overhauled — smoother flare authority, reduced touchdown bounce, gentler ground handling. Finally lands like a plane, not a brick
FIX Tutorial weapon-select step rewritten for the new 4-cycle control scheme
FIX Replay Tutorial button (pink/red ๐ icon) now actually launches the tutorial — was using wrong screen id and function name
FIX Stall physics — gentler initial sink and softer nose drop. Deep stall still dangerous, but shallow stall no longer falls like a brick
FIX Airbrakes much weaker at low speed — below ~150kts they bleed gently instead of slamming you to a halt
FIX Bad weather no longer destabilizes the plane so hard — storm shake reduced ~60%, rain/overcast barely noticeable
FIX Bomb CCIP now stays accurate in bad weather (finer physics step)
FIX Mission intro 'PRESS ANY KEY TO BEGIN' now actually listens for a keypress
NEW Main menu rearranged — 6 rounded buttons in a 3×2 grid: Daily ยท Ranked ยท Replay ยท Multiplayer ยท Tutorial ยท Achievements
NEW Auto-aim for touch devices and gamepads — soft pull toward locked target. Desktop mouse is unaffected
NEW Console / gamepad support — PS5, Xbox, any HTML5 gamepad. Left stick = aim, right stick = yaw, RT = throttle up, LT = brake, A/X = guns, B/Circle = missile, X/Square = bomb, Y/Triangle = flares, LB/L1 = lights, RB/R1 = afterburner, D-pad = target cycle
NEW Auto-bomb drop (toggle in Settings) — CCIP releases bomb automatically when over a ground target
NEW Two tutorial paths — ROOKIE (full 29-step walkthrough) and VETERAN (6 key controls only) picker on first launch
NEW Tutorial HUD highlights — pulsing ring around the relevant HUD element per step
NEW Tutorial unlimited missiles/bombs/flares — learners can't run out mid-lesson
NEW Tutorial 'shoot ahead of moving enemies' hint added to gun step
NEW Tutorial 'release brake' follow-up step after brake-on
CHANGE All main-menu buttons now have rounded corners to match the new V5 icon buttons
v5.1
v5.1 — Achievements & Tutorial Polish
April 2026
NEW 50 new achievements — combat milestones, speed/altitude records, weapon mastery, survival feats, ability usage, ranked tiers, daily grinder, boss hunter, tutorial graduate, pilot levels, night owl. Total: 15 → 66
NEW Tutorial “TAB to skip step” keybinding — no more waiting on info-only timer steps
NEW Tutorial step-complete polish — green flash + scale pulse + chime
NEW Tutorial graduation bonus — +500 credits, +100 points, Graduated achievement on first completion
NEW Tutorial progress bar in the prompt box
NEW 'REPLAY TUTORIAL' button on main menu
FIX Tutorial step 13 no longer mixes 'lights off' with 'gear toggle'
FIX Tutorial time-warp step has a 1s fallback (in case warp auto-cancels)
FIX Tutorial missile-evasion step now restores HP if you're about to die
CHANGE Tutorial info-timer steps tightened from 5-8s to 2-3s
v5.0
v5.0 — Big Feature Drop
April 2026
NEW Pilot XP & level system — every mission grants XP. Level up for bragging rights and to unlock achievements
NEW Daily challenges — 3 random tasks per day (kills, missions, boss, Mach 3, etc). Credits + points rewards
NEW Boss aircraft — 1100 HP BOSS VANGUARD spawns randomly in high-difficulty missions. Red halo, extra missiles, tracks you
NEW Global Ranked Ladder UI — 7 tiers Bronze → Grandmaster. Wins/losses adjust your rating
NEW Flight Replay recorder — records your last mission at 1 frame/0.5s. Playback as a 2D path on a canvas
NEW Death killcam — 3s slow orbit around your death point before the fail screen
NEW Mission briefing cutscene — fullscreen title card with mission name, map, pilot, bandits. Fades to the game
NEW Enhanced explosions — debris cubes + auto screen shake based on blast size + distance
NEW Extended multiplayer modes — 2v2, FFA, Spectator, Casual (no-rating) via the existing PeerJS protocol
NEW 4 main-menu icon buttons for the new panels
v4.0
v4.0 — Wingman & Combat Overhaul
April 2026
NEW AI Wingman — a friendly fighter flies with you on missions with 3+ enemies. Press Y to give orders: COVER (formation) or ATTACK (engage enemies). Wingman gets kills and radio callouts
NEW Accuracy tracking — shots fired vs hits tracked. Accuracy % shown on debrief screen
NEW Carrier landing grade — LSO grades your trap: OK, FAIR, NO GRADE, or BOLTER based on approach speed and AoA
NEW Missile warning direction — red/orange arrow on HUD points toward incoming missile. Gets brighter as missile gets closer
NEW 4 new missions — CONVOY GUARD (escort trucks), VOLCANO BOSS (1000HP target + 10 aces), NIGHT CITY (urban night), METEOR SHOWER (5 waves of 4)
NEW Coordinated enemy AI — enemies near each other attack together instead of one at a time
CHANGE IR vs BVR missiles — heat-seekers (AIM-9, R-73) need target in 60° front cone. Radar missiles (AIM-120, Meteor) can fire at 120°
CHANGE Lock indicator — target box turns GREEN when locked (was yellow)
FIX Tutorial references to removed F/V keys updated to Space
v3.9
v3.9 — Combat & Multiplayer Polish
April 2026
NEW 1v1 opponent rendering — opponent plane model spawns in multiplayer, position/rotation synced smoothly, name tag shows distance in NM
NEW Multiplayer combat — gun fire events sent to opponent via P2P, opponent sees incoming bullets
NEW Kill camera — 0.8s slow-motion when destroying an enemy, camera looks at the explosion, then smoothly returns to normal
NEW Mission grades — S/A/B/C/D rating based on kills, HP remaining, speed, and fuel efficiency. Large grade display on debrief screen
NEW Enhanced debrief — damage dealt stat added to post-mission results screen
NEW Convoy ground target — 3-truck convoy that moves across terrain. New target type in the rotation
NEW Nuke sound effect — OP weapon explosions (B61, antimatter, nova) now play deep 4-second sub-bass rumble instead of normal explosion
NEW SIMULATOR nav tab — direct link to the flight sim from the website navigation bar on every page
CHANGE Controls reworked — Mouse=gun always, Spacebar=fire selected weapon (missile/bomb). F and V keys removed
CHANGE Bomb aim fixed — bomb velocity now exactly matches aircraft movement speed (0.5). CCIP prediction matches
FIX 1v1 instant mission complete — multiplayer now skips objective check, match continues until opponent is defeated
v3.8
v3.8 — Accounts & Polish
April 2026
NEW Cloud save accounts — register with username, email, and password. Progress saves to server database. Log in from any device to restore progress
NEW Pilot profile page — click your username to view stats: points, rank, missions completed, aircraft unlocked, skins, upgrades, rebirths, codes redeemed
NEW Loading screen — animated progress bar with status text (Building terrain, Spawning enemies, Placing targets) while mission loads. No more frozen screen on launch
NEW Post-high-G stability fix — clamped auto-level and catch-up slerp to prevent violent quaternion snapping after hard maneuvers
FIX Login stuck — doLogin() referenced undefined email variable, causing ReferenceError on every login attempt
FIX Multiplayer screen overlap — #multiplayer was missing from both CSS display:none list and scrs[] array
FIX Profile screen overlap — #profile-screen was missing from scrs[] array
FIX Main menu overflow — reduced title size, button padding, and spacing so all content fits on screen without scrolling
CHANGE Fuel reduced from 5× to 3× base — fuel management matters more
v3.7
v3.7 — Combat Systems & Multiplayer
April 2026
NEW Countermeasure effectiveness — IR missiles (AIM-9, R-73) defeated by flares, radar missiles (AIM-120, R-77) defeated by chaff. OP missiles are immune
NEW Tactical mission map — briefing screen shows top-down canvas map with base, targets, enemy zones, flight path, and distance in NM
NEW Improved audio — deeper explosion sound (sub-bass boom + crackle + rumble), better gun sound (crack + low thump), nuke sound effect for OP weapons
NEW 1v1 Dogfight mode — WebRTC peer-to-peer via PeerJS. Host creates room code, other player joins. Google STUN servers for reliable P2P connection
NEW Weapon damage stats — every weapon has a damage multiplier. Mk-82=1×, JDAM=1.8×, GBU-28=4×, MOAB=12×, B61 nuke=25×, Void Bomb=100×
NEW Dynamic weapon selector — HUD shows actual loaded weapons from your loadout (e.g. “AIM-9 6” instead of generic “MSL”)
NEW 19 OP weapons added — CUDA, Kinzhal, DARKFIRE, MOAB, B61 nuke, Antimatter, God Rod, Void Bomb, Starfire, and more (70 weapons total)
NEW 20 new skins — Storm Cloud, Copperhead, Black Widow, Sakura, Predator, Frostbite, Volcanic, Supernova, Quantum Shift (51 skins total)
NEW Tanker radar icon — cyan fuel icon on radar when tanker is active, with off-radar arrow when out of range
NEW Damage smoke — grey smoke trail when HP<50%, black smoke + fire particles when HP<25%
NEW Screen shake — camera shakes on bomb impact proportional to weapon damage and distance
NEW Day/night auto-lights — aircraft lights auto-activate when sun drops below 10%
CHANGE Codes rebalanced — max code gives 1500 PTS, most give skins or 100-600 PTS. 5 limited-time codes with 2-month expiry
NEW Pylon-based loadout system — each aircraft has numbered hardpoints (5-13 pylons depending on class). Click each pylon to assign a weapon before launch
NEW 13 weapon types — AIM-9, AIM-120, R-73, R-77, Mk-82, Mk-84, GBU-12, JDAM, AGM-65, HARM, Drop Tank, ECM Pod. Each with unique cost and pylon restrictions
NEW 6 pylon templates — light (5 pylons), fighter (7), heavy (9), strike (11), bomber (12), super (13). Each aircraft mapped to appropriate template
NEW Pylon type restrictions — wingtip rails: IR missiles only. Wing pylons: missiles + light bombs. Inboard/heavy: anything. Centerline: fuel/bombs/ECM
NEW Default loadout free — stock missile/bomb count loaded for free. Extra/upgraded weapons cost credits. Drop tanks add +3000 fuel. ECM pods add +15% evasion
CHANGE Mission briefing screen now shows upgrades AND loadout configurator. Click any pylon slot to pick a weapon from the popup menu
NEW In-game weapon selector — press 1 (Gun), 2 (Missile), 3 (Bomb), 4 (Flares). Left-click fires the selected weapon. HUD shows current selection
NEW 19 OP weapons — CUDA, Kinzhal, DARKFIRE, MOAB, tactical nuke, antimatter, void bomb, and more. Extremely expensive (300-3000 PTS)
NEW 20 new skins — Urban Grey, Storm Cloud, Copperhead, Black Widow, Sakura, Predator, Frostbite, Supernova, Quantum Shift, and more (51 total)
NEW Limited-time codes — special codes with a 2-month expiry timer. First redeemer starts the clock for everyone
CHANGE Codes rebalanced — removed all mega-PTS codes. Max single code gives 1500 PTS. Most give skins or 100-600 PTS
CHANGE Tutorial expanded to 30+ steps — covers weapon selector, countermeasures (IR vs radar), damage model, aerial refueling, tactical map, and loadout system
FIX Code redemption tab was invisible when no skins owned — shop else-block caught codes tab and returned early
FIX Loadout weapon popup was invisible — fixed positioning from fixed to inline relative
v3.5
v3.5 — Immersion & Damage
April 2026
NEW Day/night cycle — sun moves across the sky during missions. Full cycle = 20 minutes real time. Lighting, fog color, and ambient shift dynamically from dawn to dusk to night
NEW 2 new map biomes — Volcanic Wasteland (lava fields, volcanic peaks, dark terrain) and Urban Sprawl (city grid terrain, building-like features)
NEW 4 new missions — HELLFIRE (volcanic strike), URBAN WARFARE (city intercept), CITY STRIKE (urban bombing), RING OF FIRE (volcanic bunker raid)
NEW Damage model — subsystems degrade as HP drops. Below 75%: sluggish controls + minor fuel leak. Below 50%: engine power loss + major leak + radar degradation. Below 25%: critical failure across all systems
NEW Chaff countermeasures — 40 chaff + 80 flares. Q deploys both together. Flare/chaff count shown as “80/40” on HUD
NEW Aerial refueling — tanker spawns automatically when fuel drops below 30%. Fly behind the tanker (close + aligned) to refuel. One use per mission. Radio callouts included
NEW Damage counter — tracks total damage dealt during the mission. Pops up with each hit. Can be toggled off in ESC → Settings → “Damage Counter”
CHANGE Fuel reduced from 10× to 5× base — more realistic fuel management on the 320km map
v3.4
v3.4 — Expanded World & Combat
April 2026
NEW Map expanded 10× — terrain is now 320km × 320km (was 32km). Massive operational area for long-range strike missions
NEW Fuel ×10 — all aircraft get 10× more fuel to support the expanded map
NEW Time warp up to 64× — press T to cycle 1×/2×/4×/8×/16×/32×/64×. Essential for crossing the 320km map
NEW “Warp: Ignore Bandits” setting in ESC pause menu — when ON, time warp won’t auto-cancel when enemies are nearby
FIX Cruise control now properly maintains speed — auto-adjusts throttle to hold the speed you had when pressing X, instead of just freezing throttle position
NEW SAM missile launches — on Impossible and Legendary missions, SAM and AAA sites fire guided missiles at you (8km range, 6s cooldown). Evade with flares!
CHANGE BLACKBIRD RUN reworked — recon waypoints now at 60,000ft+ altitude (was near ground). Checkpoints spread over larger area with bigger hitbox. Timer extended to 300s
CHANGE Enemy fighters in strike missions now patrol near target areas instead of circling the airbase (intercept missions unchanged)
CHANGE Ground targets spawn 15-36km from base on the expanded map (was 5-12km)
FIX Targeting pod lock indicator now accurately tracks the locked target position instead of being fixed at screen center
v3.3
v3.3 — Graphics, Physics & Bomber Overhaul
April 2026
NEW ISA Standard Atmosphere — realistic air density, temperature, and speed of sound vs altitude. Thinner air at high altitude means less lift, less drag, higher true airspeed
NEW Compressibility effects — Prandtl-Glauert lift correction near Mach 1, Mach tuck (nose-down pitch moment) in transonic regime
NEW Improved stall dynamics — asymmetric wing drop, autorotation tendency in deep stall, pre-stall buffet warning, persistent spin direction
NEW Atmospheric scattering sky — sun disk with glare ring, Rayleigh-like horizon glow, altitude-based haze
NEW Animated ocean — real-time wave displacement shader with Fresnel reflections, specular sun highlights, 3 wave frequencies
NEW Multi-layer cloud system — low cumulus, mid altocumulus, high cirrus. Clouds drift slowly across the map
NEW Engine contrails — persistent white contrail trails at high altitude (3000m+), dual trails from engine nacelles
NEW Afterburner flame — visible glowing exhaust cone when AB is engaged. Flickers realistically, turns blue at supersonic speeds
NEW Low-altitude turbulence — terrain-induced bumps when flying near mountains and rough ground. Intensity scales with terrain roughness
NEW Enemy engine glow — enemy aircraft have visible orange engine exhaust
NEW High Altitude Bomb Aim upgrade — extends CCIP bomb sight to 35,000ft for strategic bombers (B-2, FB-22, XB-70, F-15EX, F-117, Su-34, Tornado, A-10, AC-130)
NEW Terrain edge skirts — terrain borders slope down to water level, hiding map edge gaps
NEW Runway and taxiway PointLights — actual light sources illuminate the ground around runways, taxiways, and apron. Control tower beacon added
CHANGE Tree variety expanded — palm trees in tropical, layered conifers, double-canopy deciduous, low bushes
CHANGE Rock variety expanded — different shapes and biome-appropriate colors
CHANGE Dynamic fog density — fog thins at high altitude for clearer long-distance views
CHANGE Camera far plane increased from 65km to 80km
CHANGE Bomb velocity now matches aircraft ground speed — CCIP accuracy improved at all speeds
CHANGE Nav light dots (red/green wingtips, tail) always visible on aircraft model
CHANGE A-10C, B-2A, and AC-130J cannot use afterburner — realistic non-afterburning engines
FIX Fixed critical rendering bug — dynamic fog code produced NaN density on first frame, making all terrain and objects render as solid black
FIX Fixed NaN physics cascade — low-altitude turbulence referenced undefined variable, corrupting all flight data
FIX Fixed cloud shadow flickering caused by z-fighting between overlapping cloud geometry layers
FIX Removed ground shadow octagon that z-fought with terrain surface
v3.2
v3.2 โ Strategic Overhaul
March 2026
NEW Targeting Pod (FLIR) โ press Z to toggle targeting pod display showing ground target tracking, range, and bearing. Works in both 1st and 3rd person view
NEW Time Warp system โ press T to cycle through 1×/2×/4×/8× time acceleration. Auto-cancels when enemies are within 3km
NEW Massive ground detail โ trees, rocks, ice formations, village clusters with buildings and roads scattered across terrain. Scales with graphics quality
NEW Graphics Quality setting โ choose Low/Medium/High/Ultra in settings or pause menu. Controls detail objects, pixel ratio, and effects density
NEW Credits currency system โ earn credits from missions to unlock special operations aircraft
CHANGE Missile lock beeping overhauled โ beep speed now directly tied to lock quality (slow=weak, fast=strong). No beep at danger close range (<0.15 NM). Frequency rises 600-1800Hz with lock strength
CHANGE Ground targets spawn 5-12km from base (was 3-7km). Use time warp for long flights
CHANGE All planes get 50% more fuel to support longer missions and time warp travel
CHANGE Landing deceleration is now gradual and speed-dependent โ faster at low speed, slower at high speed (no more instant stop)
FIX Fixed plane becoming unresponsive when heading crosshair is near aim point โ reduced damping deadzone from 4.6 degrees to 1.7 degrees
FIX Fixed occasional black screen on mission start โ added error recovery, forced resize, and initial render frame
FIX Fixed critical black screen bug where all menu screens were invisible after clicking any button โ caused by broken HTML nesting that hid the entire UI
CHANGE Tutorial expanded with 2 new steps: time warp usage and missile lock tone explanation (now 23 steps total)
v3.1
v3.1 — Flight Model Overhaul
March 2026
NEW Energy-based flight physics: climbing costs speed, diving gains speed. Real energy fighting
NEW Realistic lift curve with stall break at 18ยฐ AoA, post-stall lift dropoff, deep stall modeling
NEW Induced drag from lift production (CLยฒ) โ hard turns bleed significant speed
NEW Ground effect: +25% lift when within one wingspan of the ground
NEW Transonic buffet: airframe shaking between Mach 0.85โ1.15
NEW Animated control surfaces: ailerons, elevators, rudder move with flight inputs
NEW Trailing edge flaps auto-deploy below 250kts, leading edge slats deploy at high AoA
NEW Exhaust nozzle petals: 8 animated petals per engine, open/close with throttle
NEW Cockpit interior visible through canopy: instrument panel, HUD combiner glass, ejection seat, side consoles, control stick
NEW Ventral fins on twin-engine fighters, wing fences on Russian/delta aircraft
NEW Missile detail: cruciform fins and dark seeker heads on wingtip missiles
NEW Model nav lights baked in: red/green wingtip, white tail strobe, red beacon, formation lights
NEW Afterburner exhaust cones on model with pulsing blue/violet animation
NEW Canopy sun glint effect that shifts with viewing angle
NEW Heat shimmer behind engines at high throttle (3rd person)
NEW Speed brake visual that opens when braking
NEW Control stick in cockpit animates with your pitch/roll inputs
CHANGE Maneuvering drag increased 4.5ร with quadratic G penalty โ energy fighting matters
CHANGE Enemy turn rate reduced to 75% โ bandits no longer spin in circles
CHANGE Enemy evasion now uses actual turn rate instead of hardcoded value
CHANGE Improved stall: progressive wing rock, accelerating nose drop, yaw departure in deep stall
CHANGE G-force model: centripetal calculation based on turn rate ร speed, negative G when inverted
NEW 8 new aircraft: F-4E Phantom II, F-104 Starfighter, Tornado GR4, Su-35S Flanker-E, MiG-25 Foxbat, J-35 Draken, TF-X KAAN, Tejas Mk2
NEW 10 new missions: Canyon Dogfight, Fleet Defense, Scramble, Wild Weasel, Night CAP, Bridge Buster, Top Gun, Volcano Run, Midnight Thunder, Wolfpack
CHANGE Enemy AI overhaul: bandits use proper BFM โ lead pursuit, overshoot detection, extend & re-engage instead of circle-chasing
CHANGE Enemies break off after 4s of ineffective turning, extend to regain energy, then re-attack
FIX Cockpit HUD pitch ladder was inverted โ pitching up now correctly shows nose-up
FIX Fixed update log broken HTML preventing BACK button from working
v3.0
v3.0 — Ascension Update
NEW 7 new aircraft: ASCENDED (Tier 12) and MYTHIC (Tier 13) with unique abilities
NEW Ability system: Z key activates powers (Phase Shift, Plasma Cannon, Swarm Missiles, Time Slow, Orbital Strike, EMP Burst, Divine Shield)
NEW Skin Shop with 33 skins across 5 rarities, 4 crate tiers
NEW Spec Ops planes purchasable after Rebirth 4
CHANGE All costs doubled, rebirth scales exponentially (5000 x 1.6^n)
v2.1
v2.1 โ Tutorial Overhaul & Bugfixes
March 2026
NEW Tutorial now teaches full startup sequence โ engine start, taxi with W/A/D, runway alignment with R, then takeoff roll (21 steps, up from 18)
FIX Tutorial step 1 previously skipped taxi and asked for throttle during taxi phase where W controls taxi speed, not throttle โ now properly guides through startup โ taxi โ runway โ takeoff
FIX Escort missions: bombers were invincible โ enemy damage reduced HP but death was never triggered. Bombers now explode when destroyed with AWACS callout
FIX Restarting a mission from pause menu now properly clears all HUD overlays (NVG, G-LOC, MWS, laser heat, CCIP, RTB indicator)
CHANGE How To Play reorganized: split into Takeoff, Flight, Combat, Systems, Physics, and Landing sections. Fixed incorrect claim that guns auto-lead. Fixed G-force threshold description
CHANGE Tutorial lights step no longer awkwardly mixes lights-off and gear toggle โ each concept is clearly separated
v2.0
v2.0 โ Missile Overhaul & Combat Rebalance
March 2026
NEW Missiles defeatable by maneuvering โ both player and enemy missiles lose tracking when the target pulls hard turns or cranks perpendicular
NEW Enemy missile evasion AI โ bandits detect your missiles at 2000m, break turn at 4.5 rad/s with aggressive pitch changes, speed boost during evasion, and pop flares simultaneously
CHANGE Player missiles: tracking penalized up to 55% when target is evading or crossing perpendicular. Proximity fuse shrinks 25% against maneuvering targets. Lead prediction reduced. Lifetime shortened (5+1.5รtier)
CHANGE Enemy missiles: tracking weakens up to 65% based on player G-force (2G=none, 5G=36%, 7G+=65%). Hit radius 16m (was 22m). Lifetime 7s (was 10s)
FIX Fixed enemy evasion never triggering against player missiles โ now detects missiles + bullets
FIX Fixed missile tracking penalty formula โ was comparing wrong vectors, perpendicular crossing speed now correctly calculated
FIX Main menu buttons now uniform width (280px)
v1.0
v1.0 โ Full Release
February 2026
NEW Radio chatter system โ AWACS and wingman callouts: kill confirmations, damage warnings, bingo fuel, weather advisories, takeoff clearance, RTB acknowledgment
NEW Kill combo system โ rapid kills within 5s build streaks: DOUBLE KILL โ TRIPLE โ QUAD โ RAMPAGE โ UNSTOPPABLE โ GODLIKE. Best streak shown in mission results
NEW Visual damage model โ smoke trail when HP < 60%, black smoke + fire particles when HP < 30%. Damage is visible from any angle
NEW Dynamic weather โ missions cycle through clear, overcast, rain, and storms. Rain particles fall around the aircraft. Storms bring heavy turbulence and reduced visibility
NEW Afterburner flame effects โ visible engine exhaust cones that scale with throttle, flicker dynamically, and shift color at max power. Twin-engine and single-engine variants
NEW Weather fog system โ visibility dynamically adjusts: 5000m clear โ 1500m rain โ 800m storm
NEW Ace callout โ special radio message on your 5th kill
CHANGE Mission results now show best kill streak and weather conditions
NEW 8 SPECIAL OPS missions โ each locked to a specific aircraft with unique gameplay: gun runs, stealth bombing, Mach 3 recon, gunship orbits, carrier strikes
NEW 4-engine aircraft support (B-2, AC-130) with quad nacelle geometry
NEW Scroll wheel zoom โ adjust camera distance in 3rd person (12โ120 range). Camera height scales proportionally
FIX Slow/heavy planes (AC-130, B-2, A-10) can now take off โ minimum thrust boost during roll, 70% less gear drag on ground, liftoff at 95% stall speed (was 110%)
v0.9.4 โ Lock & Engage
February 2026
CHANGE Missiles require facing target โ must point nose within ~60ยฐ cone to fire. No more rear shots
CHANGE Lock tone only beeps when facing AND in range. HUD shows "FACE TARGET" when not aligned
CHANGE Enemies spawn in intercept mode โ no more lazy patrol before engaging
CHANGE Instant behavior transitions โ enemies attack on sight with zero delay, no timer gates
CHANGE Enemies fire missiles during intercept approach (dot > 0.7, 4s cooldown)