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Arioh-Core_Gyro-0.1.10 icon

Core Gyro

Centered pilot cockpit, standing mast-grip passenger and a Surtling Core searchlight aimed forward/down at 45 degrees. 22 m/s, 55-degree bank, fast rudder, hover, held brake, cargo, parking and multiplayer.

By Arioh
Date uploaded a day ago
Version 0.1.10
Download link Arioh-Core_Gyro-0.1.10.zip
Downloads 17
Dependency string Arioh-Core_Gyro-0.1.10

This mod requires the following mods to function

ValheimModding-Jotunn-2.30.2 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.30.2
denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2351

README

Core Gyro 0.1.10

A two-person, Surtling-core-assisted gyrocopter for Valheim: one centered pilot seat, one standing mast-grip passenger, a cargo chest and a single forward/down 45-degree exploration light. Built from Valheim timber, copper, leather and cart parts, with positional engine/rotor audio and a flight HUD.

Changes in 0.1.10

  • Aim the central under-deck Core survey light forward and down at 45 degrees below the horizon, instead of straight down.
  • Follow the gyro's heading while keeping the 45-degree depression angle stable through pitch and bank, so H illuminates terrain ahead during exploration.
  • Preserve H, engine power requirement, light brightness/range/cone and replicated light state.
  • Keep the centered pilot/stick/dashboard, standing mast passenger, recipe, speed, flight controls, Hover, parking, timber infill, cargo and other behavior from 0.1.9.

Install or update

Close Valheim before replacing the mod. In Thunderstore Mod Manager, select your Valheim profile, install BepInExPack_Valheim by denikson and Jotunn by ValheimModding, then use Settings > Profile > Import local mod and select the whole CoreGyro-0.1.10.zip. Do not extract the ZIP for this option. If asked, use package name Core_Gyro and version 0.1.10. Replace the previous local Core Gyro import and keep only one CoreGyro.dll in the profile. Start with Modded.

For an already published release, use Download/Update in Get mods after the uploading team has published this version. Import profile / From file is for .r2z profiles and is a different feature.

Manual installation: copy BepInEx/plugins/CoreGyro/CoreGyro.dll to the same relative folder in the modded game/server. Dependencies are installed separately.

Every player and the server must use the same Core Gyro version. With in-game Start Server, the host's modded game is the server. Dedicated servers also require the mod and dependencies.

Build

Use the normal Hammer > Crafting > Core Gyro, near a Workbench. Discover the materials to unlock the recipe. Place on clear, level ground or water with room for the rotor.

Material Amount
Core Wood 20
Copper 15
Bronze Nails 20
Deer Hide 10
Surtling Core 5

This replaces the old one-of-each testing recipe. No Crystal and no consumed fuel. One centered pilot seat, one standing passenger position and an eight-slot cargo chest remain; cargo weight increases vehicle mass.

Controls

Key Action
E on pilot chair / mast / cargo, on foot Sit as pilot / grab mast as passenger / open cargo
Left Shift, held Start engine and raise stored throttle toward 100%
Left Ctrl, held Lower stored throttle toward 0%; engine switches off at zero
S / W Nose up / nose down in cruise; selected pitch holds after release
A / D Helicopter-style banked left / right turn in cruise, target up to 55 degrees
Q / E Faster rudder left / right, up to 60 deg/s in flight, without commanded bank
H Toggle the forward/down 45-degree survey light while the engine runs
R, held Reverse on land or water, up to 5 km/h at full throttle
V Switch Hover / Cruise; engaging Hover requires engine on and at least 50% throttle
Space / C Rise / descend vertically in Hover, default 5 m/s; release to hold height
Right mouse button, held Horizontal brake; release to let propulsion resume from stored throttle
E, held 1.5 seconds while parked, engine off Leave the crew position; applies to pilot and passenger
Mouse / wheel Normal look / seated camera zoom

E has two contexts: while driving it is right rudder. To leave, land or float on the surface, brake below 1 m/s, reduce throttle to zero to switch the engine off, then hold E for 1.5 seconds. There is no timed airborne E bailout, so a long rudder turn cannot eject the pilot. Release the boarding E press before using it again. Space remains Hover ascent and C remains descent.

Release the boarding key after sitting before steering. The mast passenger cannot issue flight commands. Native use, weapon-block, autorun, walk-toggle and pickup-toggle actions are suppressed while seated, with one frame of exit grace; ordinary on-foot input resumes afterward. F is no longer the exit binding.

Throttle and flight

The 0.1.5 throttle scheme is retained. Shift adds 30 percentage points per second; Ctrl removes 40 by default. Release both to keep the selected throttle. Ctrl takes priority if both are held. Ctrl changes throttle, not a separate altitude target.

Maximum horizontal powered speed is 22 m/s (79.2 km/h). The HUD still displays km/h. Powered speed scales with stored throttle and changes gradually. R requests reverse only on a surface, with braking through zero before direction changes.

Hold the right mouse button to brake horizontal motion, including surface reverse and lateral drift. This is a held input, not a toggle: button transitions send a fresh command immediately, subject to network delivery. Cruise propulsion is suspended while the brake is held; stored throttle, pitch and vertical lift are retained. Releasing resumes propulsion gradually from that stored throttle. The brake does not stop a gravity-driven fall or replace Hover altitude hold. In Hover it brakes without pulling back to an older horizontal hold point, while vertical controls/hold remain active. AirbrakeDeceleration defaults to 8 m/s squared. The HUD shows BRAKE HELD.

Banked turns and rudder

A/D targets up to 55 degrees of roll in airborne cruise, scaled down at low forward speed. The physics controller builds the roll rather than snapping the body; actual bank adds bounded inward acceleration and changes the heading into the curve. Release A/D to return toward level. This is helicopter-inspired assisted steering, not a full helicopter aerodynamic simulation.

Q/E remains a separate rudder input, now 60 deg/s in flight (surface steering uses 55% of that rate). It can counteract or reinforce the heading change without changing the requested bank angle. Combined heading rate is bounded. In Hover the airframe remains level, with Q/E rotation and the existing A/D heading input.

R is held reverse, not engine start. Use it in Cruise on land or while floating, with the engine running. First slow with RMB or Ctrl, then hold R; the motor brakes through zero before moving backward. Reverse speed follows throttle, up to 5 km/h. Release R to resume forward propulsion. R does not request airborne reverse and is inactive in Hover.

Rotors take about 1.2 seconds to spin up. In cruise, level pitch at about 50% throttle commands a neutral vertical target; higher power adds climb and lower power adds sink. S/W adjust the persistent pitch angle at 25 degrees/second, limited to 35 degrees in flight and 8 near the surface. Nose angle and actual forward speed also affect climb/descent.

At 0% the engine stops, the survey light goes off and Hover disengages. No powered thrust or gravity-cancelling lift remains: momentum persists, drag slows the craft and gravity makes it fall. Restart with Shift and allow spin-up. Lost pilot input ramps throttle down. Water buoyancy remains active with the engine off.

Vertical flight and Hover

  1. Start the engine, reach at least 50% throttle and let the rotor spin up.
  2. Press V. The gyro brakes first and captures the stopping position.
  3. Space rises vertically; C descends vertically, targeting 5 m/s by default. Release to capture and hold the current height.
  4. Q/E yaw without banking. Hover levels the airframe, so cruise W/S pitch and surface reverse are inactive. A/D still contribute heading input while Hover keeps the craft level.
  5. Press V again to return to cruise; retained throttle resumes forward propulsion gradually.

Hover applies bounded physics forces to correct position, velocity and height. It does not teleport or rigidly lock the body. Obstacles, waves, loading and network conditions can affect the hold. Below 50% throttle, an already active Hover sinks and the HUD shows LOW POWER; raise power again to regain height hold. At zero, all powered Hover forces stop. Surface contact prevents downward Hover force from pushing the craft through land/water.

The new HoverVerticalSpeedV2 setting defaults to 5 m/s so an old 2.5 m/s setting will not mask the update. The actual speed accelerates toward the target rather than changing instantly.

Centered cockpit and standing passenger

Aim at the centered pilot chair and press E to sit and fly. The control stick, base, seat pads, dashboard and gauges are aligned with the new centerline. The passenger chair and its pads have been removed.

Aim at the mast/holdfast and press E to Hold mast. The passenger is attached to the vehicle using Valheim's existing attach_mast animation; it is not free walking on the moving deck. The native stance's sideways/forward offset is reused and rotated to the left of the mast, leaving the cargo chest on the right accessible. The mast has a leather grip and copper collars. There are still two crew reservations, with normal occupancy checks and only the pilot authorized to fly.

The existing E-hold dismount rule applies to both crew: land/float, stop below 1 m/s, engine off, hold E 1.5 seconds. Exit offsets lead out to the appropriate side rather than through the center cockpit. The wider orbit camera and HUD also work for the standing passenger. The exact hand contact, character proportions and two-client animation still need a live game check.

Forward/down 45-degree Core survey light

Both front-facing lamps and bezels are removed. A single native Surtling Core sits in a copper yoke and protective ring below the middle of the deck, above the wheel-bottom clearance. Its emitter sits beneath the mount so the deck does not cover the forward/down beam.

Press H with the engine running to toggle a warm spotlight angled 45 degrees forward and down. Its direction follows the craft's heading, while the depression angle stays 45 degrees below the horizon through pitch/bank. At level ground, the center of the beam lands approximately one emitter-height ahead, subject to terrain and the configured range. The light uses a 70-degree outer / 45-degree inner cone, 60m configured range and intensity 12. Effective visibility depends on height, ambient light and game lighting settings; this range is not a promise of equal brightness at every distance. The normal rear engine core remains.

Light state uses the existing owner-authorized H action and replicated light flag. Each graphical client creates one real-time per-pixel spotlight; headless servers create no rendering light. Zero throttle/engine shutdown switches it off. The legacy local config entry Headlights=H is retained for compatibility and now controls the survey light.

Automatic ground parking

The craft has a 600 kg base mass; cargo adds mass as before. On static solid ground, when at least two wheels have nearby support, the engine is off and motion has settled for 0.75 seconds, parking chocks lock the rigidbody against incidental pushing. The HUD shows PARKED. Walking into the parked gyro does not launch it away.

Starting the engine with Shift releases parking immediately. Water, Hover, missing support, and moving platforms cannot retain the static-ground lock. Support is checked every owner tick, even while parked, so removing the supporting floor releases it. It does not freeze a powered or falling aircraft in midair and does not lock a floating craft to the water. Water buoyancy remains independent of the engine. Combat damage and destruction still work while parked.

Camera and HUD

The wider camera retained from 0.1.6 focuses on the whole gyro, starts approximately 8 m away and supports wheel zoom from 5-20 m. Mouse look remains normal. Camera collision ignores this gyro's own colliders and characters, checks world obstacles and handles water clipping. Nearby walls may bring the camera closer. On-foot zoom is restored on exit. This override applies only to the local seated gyro crew.

The attached pilot/passenger HUD shows PARKED / SURFACE REVERSE / BRAKE HELD status alongside throttle, horizontal speed in km/h, height above the nearest detected solid/water surface, signed pitch, hull condition, engine readiness and Hover/Cruise state. Menu, inventory and console hide the panel. Values are read from the network owner; the HUD does not capture mouse input.

Durability and water

Colliding with trees, logs, rocks, terrain, buildings, players or creatures causes no collision self-damage. Colliders still block and deflect the vehicle. The gyro does not damage trees by ramming them.

Weapon/projectile combat remains enabled through Valheim's native damage path: PlayerHit, EnemyHit, Turret and Catapult, plus Undefined hits carrying an attacker for mod-weapon compatibility. Generic impact/environment categories are ignored for this gyro only; unrelated structures are unaffected. Combat can still destroy it at zero hull. Repair with the ordinary hammer. Third-party damage without a recognized combat category or attacker may be ignored.

The retired tree collision component is no longer compiled or attached. The structural support destruction fix remains enabled: this dynamic vehicle does not use building support wear. Four-point buoyancy samples native water surfaces independently of engine power, enabling water landings, floating, surface reverse and takeoff.

Multiplayer and configuration

Only the current network owner applies physics. Pilot commands validate peer ownership, seat identity, distance, finite bounded axes and sequence order. Passengers cannot pilot. Seat reservations, ward checks, occupied-removal protection, disconnect cleanup and input timeout remain. Vehicle/cargo state persists through native network data and inventory storage.

Configuration: BepInEx/config/arioh.valheim.coregyro.cfg. Flight tuning synchronizes through Jotunn as admin-only settings. Keyboard bindings remain local. Restored Left=A and Right=D reuse the 0.1.5 entries. New ExitSeatHoldV2=E selects the contextual held dismount key; old Dismount and ExitSeat entries are ignored. New RudderLeft=Q and RudderRight=E are independent. The 0.1.6 YawLeft, YawRight and ExitSeat entries are ignored. Hover retains HoverMode=V, VerticalUp=Space and VerticalDown=C. Camera distance is under [Camera] SeatedDistance.

New MaximumBankAngleV2=55 and RudderTurnRateV2=60 avoid older 20-degree bank / 35 deg/s turn values masking the new steering. TurnRate still controls surface/level A/D heading input.

New MaximumSpeedMpsV3 defaults to 22 m/s, replacing both old km/h keys so an existing 72 km/h setting cannot override the update. ThrottleIncreasePerSecond, ThrottleDecreasePerSecond, PitchRate, MaximumPitchAngle, PoweredClimbLimit and PoweredSinkLimit retain their meaning. Old pre-throttle LiftSpeed/ClimbRate/DescentRate/MaximumSpeed/Engine settings are obsolete. All peers must update together because the validated input packet now carries a separate rudder axis and validated reverse/brake flags.

Publishing the update

Upload this complete ZIP to Thunderstore's Valheim community using the same team and package name Core_Gyro. Version is 0.1.10. Do not rename the package or change teams to update the existing listing. Editing CHANGELOG.md alone does not release new code; the new manifest version and DLL must be uploaded together. Earlier versions stay in the listing's history. This same ZIP works for local app import; no second archive is needed.

Validation and assets

Compiled against installed Valheim 1.0.20 / Unity 6000.0.75, BepInEx 5.4.23.5 and Jotunn 2.30.2. Release build, installed-game API checks, control/damage/camera audits, numerical flight/Hover checks and package integrity checks pass. Live verification of this revision's centered cockpit, mast-grip hand placement/animation, survey beam brightness, physics, water, save/reload and two-PC multiplayer remains outstanding.

Meshes and materials are referenced from the installed game at runtime. No game DLLs, extracted models, textures or native audio are redistributed. The engine loop is generated by the mod. The timber infill, centered cockpit and mast grip use installed game meshes/materials. The standing pose comes from the native raft mast attachment. The survey light references the installed Surtling Core mesh. No new external asset bundle is required.

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

  • Add a visible engine-to-propeller drive shaft, mount braces and guard supports.

  • Raise side guardrails with uprights and copper joints.

  • Replace blue crystal headlight lenses with Surtling Core models in copper cages; warm amber light. No Crystal is required.

  • 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.

  • Preserve normal combat/collision damage, all flight controls, 20 km/h speed limit, both seats, cargo, lighting, sound and the five-material testing recipe.

  • Add a production-assembly regression check against the installed native support-damage branch.

  • 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.