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Preparing the game and vehicle models. This can take a little longer on your first visit.
DREADNOUGHT COAST · RACE / LAND / SEA / AIR
Race and fight across one connected coast. In Unified battle, defend your flagship, deploy units, clear six team checkpoint gates, and hold capture points to earn team gold. Choose Race for a one-lap heat, or practice on a single battlefront.
← Return to the whole mapLand controls: WASD drives; Q/E aims; R/F raises/lowers the weapon; Shift brakes; Space fires. On touch, use separate Move and Aim sticks, Brake and Fire. Turn an iPad sideways for shared play.
P1 + P3 are Brass. P2 + P4 are Teal. Take a flank around ground cover, leave room to turn at sea, and keep aircraft above stall speed. Defeated vehicles return after 10 seconds. Racecars use the latest checkpoint cleared in order by their team.
Brass: P1 pilot + P2 bombardier share a bomber; P3 is the free pilot. Teal: P4 pilot + P5 bombardier share a bomber; P6 is the free pilot.
First mission: deliver three supply drops into your team's sea zone. The pilot holds course and altitude; the bombardier watches the downward map and chooses when to release. The map shows the zone and observed drops. Free pilots explore five vehicle types with the Vehicles button.
Use Swap roles to trade pilot/bombardier controls and New approach to reset your bomber. Lost vehicles return automatically. Supplies are harmless; this is practice, not a scored physics assessment. Pause to plan or rotate students. The session lasts 10 simulation minutes.
Touch: use landscape; try ½× and Steady flight. Four people can steer while the two bombardiers tap to drop. Throttles stay where you leave them. Keyboard pilots use WASD / arrows; bombardiers use E / slash. Free pilots use touch.
Follow the ordered gates through all six sectors. Use the main road or marked alternatives. B, D and F contain real jump gaps; C is a reserved water route. A missed gate, off-route cut or recovery never earns a lap.
WASD drives and reverses; Space brakes; S brakes into reverse; Shift or X drifts; V boosts; Z jumps forward. Touch uses Move, Brake, Drift, Boost and Jump. Boost has two rechargeable charges; Jump uses both. Back to road returns to the last valid checkpoint.
Four-player touch. Each quadrant belongs to its numbered pilot. Left stick steers, the throttle stays where you leave it, and Fire/Drop acts only for your vehicle. Pause stops the entire world. In face-to-face seating the far pair rotates 180°. One person at a time drives a vehicle; choose an unoccupied unit from the map.
Steady flight. The stick commands a bank and climb angle. Releasing it returns toward level flight. This is an optional arcade control aid, not a full aerodynamic model. Low airspeed still causes stalls. Manual controls retain roll and pitch input.
Combat guidance. The aiming reticle shows barrel direction. It does not predict a future landing point. Combat rounds include random spread. This combat workshop is not yet an assessed calibration lab.
Planes. Along the flight path, m·a = T − k·v² − m·g·sin θ, where θ is the climb angle. Top speed comes when thrust equals drag, so v = √(T/k). Climbing trades speed for height. Banked turns follow v²/r = g·tan φ, and pulling up is limited to 6 g, so the turn rate is at most 6g/v. A slower plane turns tighter. Game rules: the wings keep your velocity pointed where the nose points, and below stall speed the nose drops.
Gyro-copter. The rotor pushes along its own axis. Net force = thrust + weight + drag. It hovers when thrust equals weight, which is the white mark on the throttle. Tilting sends part of the thrust sideways, so you move but need more throttle to stay up. Game rules: the chin gun tilts up and down toward targets by itself, and drag is −k·|v|·v.
Ships. Along the heading, m·a = T − k·v², so top speed is √(T/k). The rudder turns the ship at a rate of v/R, so a ship barely turns when it is stopped. Ships need water at least 3 m deep and stop when they run aground.
Cannon shells. Each shell leaves at the gun’s muzzle speed v₀ at the elevation you set, plus the ship’s own velocity. Only gravity acts after that. For a stationary launcher and equal launch and landing heights, R = v₀² sin 2θ / g, so 45° reaches farthest. A raised muzzle or moving vehicle changes that result. Hide the splash marker and pilots must work out the elevation from the target distance themselves.
Zeppelin. Net vertical force = buoyant force − weight. Up and down change the buoyant force by up to 8% (game rule: venting gas or dropping ballast). Bombs inherit the airship’s full velocity. For level flight, initial vᵧ = 0 and t = √(2h/g), where h is the release height above the landing surface. This practice does not certify written work.
Cars. Chassis retain their mass, drive, drag and grip. Responsive steering and drift are disclosed game assists. Four wheel contacts support slopes; departures and boost jumps use gravity 9.8 m/s² and swept landing contacts. Two finite boost charges recharge in simulation time. Bumpers transfer momentum according to chassis mass and closing speed with a 0.62 restitution coefficient. Contact damage is deliberately gentle; damage and recovery are simplified game rules. The expanded two-island track has six sectors and ordered gates. Model appearances keep the selected chassis physics and hitbox.
Motorcycle. Light and quick, so its drive is limited by grip, not the engine: a bike accelerates at most μ·g. In a corner it leans so that tan φ = v²/(g·r), the same rule a banking plane follows. The screen shows the lean angle.
Hovercraft. It floats on a cushion of air, so there is almost no friction. Turning the hull does not turn your velocity: momentum keeps you sliding the old way until thrust changes it (Newton’s first and second laws). To corner, point the thrust along the change in velocity you want. It crosses land and water, but gravity pulls it down slopes and it cannot climb hills steeper than its thrust allows. Drift shows the angle between where you point and where you go.
Tanks. The same force balance as a car, with different mass and drive force. Tracks can turn the hull while standing still. Tanks use the land routes and cannot cross deep water. The mortar fires only between 45° and 80°, so it uses the high-angle solution: with a stationary launcher and equal launch and landing heights, complementary angles have equal range (except the single 45° maximum).
Flagship battle. Each commander picks a sea, land or flying flagship, including the approved Sol Heirs and Gaian Enclave hulls. SH uses a fixed forward railgun with a ten-second charge and hull recoil. GE uses an articulated ventral energy cannon. Both ships have working secondary weapons and swappable Simple / Two-thumb assisted helms. Stop Turn, Stop Ship and Level are separate commands; assisted altitude is world-vertical, with body-axis trim available separately. Switch local stations for mounted weapon optics, or use Outside view for orientation. Unoccupied AA tracks enemy aircraft within its firing limits and yields when a player takes the station. Optional sight practice remembers learned relationships while updating the current trajectory as you aim or move. This prototype does not provide full cockpit interiors or a shared-hull network crew; flight and weapon balance remain provisional. Units deploy from the marked grid, harbor, airfield or depot. Any team vehicle can clear the next numbered gate: +3 team gold and a new racecar spawn. Hold capture points for +1 gold every 5 simulation seconds each. A human-fired finishing hit on an AI vehicle earns +1 gold; destroying a human-controlled vehicle earns +2 gold. Dredges collect gold for upgrades. Vehicles are free within the team limit and respawn 10 seconds after destruction. Swap vehicles in the command map’s Vehicles menu. Gold buys upgrades only. Small guns do only a fifth of their damage to flagship armour. The objective is to destroy the opposing flagship.
Gun rounds. Plane and gyro-copter rounds leave at 300 m/s relative to the craft, plus the craft’s own velocity. Only gravity acts after that. Not modeled: wind, waves, fuel, real wing shapes.
Scoring. Downing or sinking an enemy scores a point for your team. Crashing into the ground or sea gives the other team a point.
All players paused
Race one lap through all six sectors, following the numbered gates in order. In unified battle, valid courier laps keep earning team gold. Bonus routes reward equipment and careful driving.
Brake before tight corners. Brake overrides Gas and slows sideways motion. Steering becomes gentler at high speed. Back to road returns you safely without advancing checkpoints. Drift with X or slash, boost with V or comma, and jump with Z or period. A jump uses both boost charges; charges refill during play.
Left stick drives forward/back and turns. Right stick aims the weapon; the hovercraft has a limited forward firing arc. Release the move stick to coast. Hold Brake to stop.
P1: WASD move; Q/E turn the weapon; R/F raise/lower it; Space fires; left Shift brakes. P2: arrows move; J/L turn the weapon; I/K raise/lower it; Enter fires; right Shift brakes. P3/P4 use their own touch controls.
Driving and aiming are separate. Pause, leaving the window or rotating the screen clears held commands. Touch areas are labelled Move and Aim.
Each team delivers three supplies into its marked sea zone. The pilot holds course and altitude; the bombardier chooses release using the downward map, release height and ground speed. Crosses mark observed impacts.
Free pilots use Vehicles to explore aircraft, a gyro-copter, a ship, a tank or a buggy. The crew bomber stays reserved for its pair. This first mission tests the controls; the coordinated team rally comes later.
Swap roles exchanges the two crew stations. New approach returns the bomber to its starting course and removes its airborne supplies; delivered supplies and attempt counts remain. Lost vehicles return automatically. Rotate students while paused.
Keyboard: WASD / arrows steer the crew aircraft; E / slash release. Touch throttles stay set after release. Supplies are harmless. This practice does not certify written physics work.
World speed changes playback only. Gravity, launch speeds, and flight times in simulation seconds stay the same.
Leave match · Student Library| Pilot | Craft | Downs | Crashes |
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