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Core Gyro
Two-person Surtling Core gyro: overweight characters can board and fly. Center pilot, standing passenger, cargo, searchlight, hover, banked turns, reverse and boat-like buoyancy. Multiplayer with BepInEx and Jotunn.
By Arioh
CHANGELOG
Changelog
0.1.12
- Allow overweight characters to board and pilot the gyro, and to use the standing passenger position.
- Remove only the encumbrance check on local seat requests; retain seat occupancy, reach, peer/player identity, ward and attachment checks.
- Keep flight, floating/deep-water recovery, R reverse selection, controls, camera/HUD, cargo mass and recipes unchanged.
- Native on-foot weight limits remain active. No global encumbrance patch.
- Build and focused code/API checks pass; live overweight boarding/flight verification remains pending.
0.1.11
- Use native liquid lookup plus loaded X/Z water-column recovery instead of relying solely on a point overlap inside the volume.
- Strengthen four-point buoyancy and apply mass-scaled continuous forces, with damping and saturated displacement to limit deep recovery speed. Retain water contact beyond one metre, water drag and surface leveling.
- Keep passive engine-off/cargo buoyancy and release ground parking in water.
- Change R to a latched reverse/forward selector with HUD confirmation. Add 2 km/h powered reverse creep at low throttle, retain 5 km/h cap and braking through zero. Suppress powered takeoff while surface reverse is active.
- Preserve Shift/Ctrl throttle, zero engine shutdown, Hover, RMB brake, centered cockpit, mast passenger, 45-degree survey light, models, recipe and damage rules.
- Add hard splashdown, deep recovery, mass and wave/roll numerical checks, native water/force audits and R selection checks. Live water/reverse/multiplayer checks remain outstanding.
0.1.10
- Aim the under-deck Core searchlight forward/down at 45 degrees below the horizon.
- Follow horizontal heading while stabilizing the depression angle against pitch and bank.
- Retain H, existing light state, engine requirement, intensity/range/cone, cockpit, standing passenger, recipe and all flight controls.
- Release build/API/package checks pass. Actual beam brightness and terrain coverage still require an in-game check.
0.1.9
- Remove the passenger chair and pads; add a standing mast-grip crew station using the native raft attach_mast pose, with the source stance offset preserved and rotated clear of cargo.
- Center the pilot chair, upholstery, animated stick pivot/base, dashboard panels and gauges. Update crew hover labels and side-specific detach positions.
- Preserve both crew reservations, pilot-only flight authority, normal attach/animation replication and existing E-hold dismount/camera/HUD behavior.
- Remove both front core lamps and bezels; add one protected core fixture below the center deck and a vertically stabilized downward exploration spotlight.
- Retain H and the existing replicated light state, engine power requirement, headless rendering exclusion and rear engine core.
- Keep 22 m/s, 55-degree A/D bank, 60 deg/s Q/E rudder, R reverse, held mouse brake, Hover, parking, timber infill, cargo and construction costs.
- Update English documentation and package icon. Build/API and cockpit/flight/crew-rule regressions pass; live grip alignment, survey lighting and two-PC verification remain outstanding.
0.1.8
- Add native timber plank infill below the left/right rails and around the swept front, preserving open cockpit, lights and cargo access.
- Raise A/D cruise bank target to 55 degrees and use actual roll for bounded lateral acceleration and coordinated heading change. Releasing input levels the craft.
- Raise separate Q/E rudder rate to 60 deg/s in flight; retain reduced surface steering and level Hover.
- Keep R as held surface reverse, up to 5 km/h with a running engine. Add SURFACE REVERSE HUD state.
- Increase base body mass to 600kg plus cargo and add owner-only static-ground parking after settling; release immediately on engine start, water or lost support. Add PARKED HUD state.
- Replace the test recipe with Core Wood 20, Copper 15, Bronze Nails 20, Deer Hide 10 and Surtling Core 5.
- Preserve 22 m/s, stored throttle, held mouse brake, E hold dismount, Hover, wide camera, buoyancy, cargo, lights, sound and combat-only durability.
- Update English documentation, production audits and numerical flight/parking/recipe checks. Live physics and multiplayer verification remains outstanding.
0.1.7
- Restore A/D bank-and-turn and add independent Q/E rudder without commanded bank.
- Change dismount to hold E for 1.5 seconds when on a surface, below 1 m/s and engine off. Airborne/running-engine E stays rudder and cannot trigger a timed bailout. Space remains Hover ascent.
- Add held right-mouse horizontal braking. Suspend cruise propulsion while held, preserve throttle and vertical lift, and release braking on button release. Replicate brake state in the HUD.
- Raise maximum powered horizontal speed to 22 m/s (79.2 km/h). Add MaximumSpeedMpsV3 so old km/h configurations cannot mask the change.
- Keep the wider camera and Hover; double default vertical Hover speed to 5 m/s with HoverVerticalSpeedV2.
- Remove tree/log collision self-wear. Contact with obstacles causes no hull damage; native weapon/projectile combat still applies.
- Preserve persistent throttle, engine shutdown at zero, W/S pitch, surface reverse, buoyancy, seats, cargo, lights, sound and testing recipe.
- Update authenticated input packets and English documentation. All players and the server must update.
- Release/API, brake-release/throttle, seat policy, flight/Hover and package checks pass; live gameplay and multiplayer verification remains outstanding.
0.1.6
- Move yaw from A/D to Q/E while seated. Move dismount from E to F to prevent steering from ejecting the pilot.
- Add scoped native-action suppression so reserved vehicle keys do not also trigger use, autorun, guardian power or movement/pickup toggles; restore on foot.
- Add a centered wider orbit camera, own-vehicle collision exclusion, world obstacle checks, mouse-wheel zoom and restoration of on-foot zoom.
- Add V hover mode: brake then hold horizontal position, altitude hold, Space ascent and C descent; Q/E yaw while level.
- Retain throttle controls; hover requires 50% power, sinks at low power and releases at engine-off zero throttle.
- Add hover/cruise state and mode-specific hints to the flight HUD.
- Preserve cruise pitch, speed, buoyancy, appearance, cargo, lights and durability policy.
- Numerical hover disturbance/settling checks and camera/button API regressions pass; live hover/camera and two-PC checks remain outstanding.
0.1.5
- Replace held climb/brake controls with persistent 0-100% throttle: Shift starts/increases, Ctrl decreases, released keys hold the value.
- Shut the engine down at zero throttle; stop powered thrust and lift while preserving momentum and gravitational fall. Water buoyancy remains independent.
- Add S nose-up / W nose-down pitch control with bounded persistent pitch; couple pitch and forward airspeed to the powered vertical target.
- Raise maximum powered horizontal speed to 72 km/h with a new configuration key that supersedes the old 20 km/h setting.
- Add a seated flight HUD: throttle bar, speed, surface height, pitch, hull and engine readiness.
- Update authenticated input packets and replicate throttle/pitch/HUD state. Lost pilot input ramps power down.
- Preserve existing model, surface reverse, seats, cargo, lights, sound and combat/tree-only durability rules.
- Numerical throttle/pitch/shutdown/water and policy checks plus API checks pass; full live UI/flight/multiplayer testing remains outstanding.
0.1.4
- Change Shift to rotor-assisted takeoff after spin-up, independent of forward airspeed; ready rotors maintain hover when throttle is released.
- Change Ctrl to horizontal braking plus controlled descent, with priority over Shift. Add DescentRate; retire LiftSpeed.
- Add a dedicated low-friction wheel contact material and explicitly clear inherited rigidbody constraints.
- Limit collision wear to native trees/tree logs. Ignore walking, creatures, floors, terrain, rocks and building contact.
- Add a gyro-only damage RPC filter allowing melee/projectile combat while blocking incidental impact/environment damage; retain bounded owner-applied tree wear.
- Add pilot control hints and rate-limited drive diagnostics.
- Preserve appearance, water buoyancy, speed limit, seats, cargo, lights, sound and testing recipe.
- Numerical motor/takeoff/brake/descent and damage-policy regressions pass; the exact live movement fault is not conclusively reproduced and this update still requires gameplay testing.
0.1.3
- Add four-point owner-only water buoyancy using native wave heights; allow water placement, surface reverse, dismounting and takeoff.
- Replace inherited cart impact behavior with bounded self-damage: gentle contacts ignored, closing-speed scaling, maximum 20% durability per accepted impact, one-second cooldown and brief load settling grace.
- Preserve normal combat damage and destruction at zero durability.
- Add swept front rails and braces, a tapered bow and split angled dashboard.
- Add a visible bent pilot control stick with leather T-grip, animated from replicated throttle/steering state.
- Replace square lamp cage outlines with faceted copper bezels while keeping Surtling Core lamps.
- Retain the structural-support destruction fix, 20 km/h maximum, original controls, two seats, eight cargo slots and five-material one-each testing recipe.
- Automated buoyancy/collision/rules and API checks pass; live gameplay, rough-water and two-PC tests remain unverified.
0.1.2
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Add a visible engine-to-propeller drive shaft, mount braces and guard supports.
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Raise side guardrails with uprights and copper joints.
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Replace blue crystal headlight lenses with Surtling Core models in copper cages; warm amber light. No Crystal is required.
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Fix immediate destruction after placement: disable building-support damage for the dynamic gyro. The previous true m_noSupportWear value enabled the native unsupported-building destruction path.
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Preserve normal combat/collision damage, all flight controls, 20 km/h speed limit, both seats, cargo, lighting, sound and the five-material testing recipe.
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Add a production-assembly regression check against the installed native support-damage branch.
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Requires a fresh in-game placement/flight check after updating; multiplayer remains unverified.
0.1.1
- Set the maximum forward speed to 20 km/h, with an explicit km/h configuration field to supersede the previous units.
- Start the engine by holding Shift; remove the separate start key.
- Change R to hold-to-reverse on the ground, capped at 5 km/h. Direction changes brake through zero.
- Preserve Ctrl braking to zero in both directions, with priority over throttle/reverse.
- Reduce the testing recipe to one of each of the five materials; remove Crystal from the recipe.
- Add dark timber, brown seat cushions, aged copper fittings, dashboard details and a stationary rear propeller guard.
- Preserve two seats, native cargo, lights, sound and normal mouse camera controls.
- Live flight and two-PC multiplayer remain unverified.
0.1.0
- Initial Core Gyro build with separate pilot/passenger seats and an eight-slot cargo chest.
- Assemble the vehicle from installed Valheim meshes and materials.
- Add Surtling-assisted flight, Shift acceleration/climb and Ctrl braking to zero.
- Add A/D turning with visible banking while preserving the normal camera.
- Add R engine control, H headlights, animated rotors and generated positional sound.
- Add validated network input, seat leases, ownership handoff handling and occupied-vehicle removal protection.
- Include English installation, controls and publishing documentation.
- First-release validation: compilation, installed API audit and automated rules checks; live gameplay and two-PC multiplayer remain unverified.