WARBIRDS.IO Dev Log

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The turn that wouldn’t bite

Last week we taught the phone’s virtual stick to bank and hold instead of spiralling into the dirt, and we were pleased with ourselves. The next field report was not: “turns are slow and wide, it’s impossible to dogfight — and I can’t go inverted at all.” All three complaints were true.

Too safe to fight

Curing the death spiral swung too far the other way. The new stick would only ever hold a gentle turn: even hauled most of the way over, the plane just leaned and coasted around a wide, lazy arc while a desktop pilot pivoted circles around you. Pull back for a loop and the nose barely climbed. And the roll was capped — past a steep bank the plane rolled itself upright, so there was no way to get onto your back at all. No loop, no split-S, no barrel roll. We had fixed “I can’t control roll” by making the plane impossible to crash — and impossible to fight in.

Command the turn, not the pose

Four things change how the stick flies:

What you can fly now

Let go of the stick and the plane still rolls itself wings-level in about a second, same as before. Aiming is unchanged — your fine-aim cursor still points the guns and turrets exactly where you drag it — and desktop mouse and keyboard pilots see no difference. This is a phone fix, and the plane itself flies as it always has.