orbit/js
Brian Fertig 5949bac861 Sharpen range flight feel: smoothed turn, ramped throttle, instant brake
- js/combat/Combat.js: new pure handleFeel() step (smoothed turn
  velocity, ramped/decaying throttle, instant brake) with EXACT
  analytic integration of the eased turn — frame-rate independent by
  construction (dev/combat.test.mjs: feel block, 0 failures).
- data/combat.json: combat.player tuning surface — thrust 2000, drag
  1.8 (now actually overrides ship.drag in the range), rotSpeed 6.4,
  rotApproach 20, thrustRamp 18, thrustDecay 30, brake 0.9.
- js/combat/CombatScene.js: updatePlayer runs the shared feel step.
  ALSO FIXES WASD: this Phaser build's addKeys() object form only
  resolves single KeyCodes names, so {up:'W,UP',...} put every name on
  ONE shared Key with keyCode undefined and isDown polling could never
  see a key-press (WASD was dead). Now keys drive off the working
  keydown-/keyup- event API (the main game's pattern) with real Key
  objects registered for capture; window-blur clears held keys.
- dev/combat-flycheck.mjs: CDP flight-feel check — thrust 60% in ~300
  ms, 30° turn in ~150 ms, sustained spin ≥ rotSpeed, stop from full
  in ~300 ms (headless ~24 fps budgets; PASS).
2026-09-16 00:17:35 -06:00
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build
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combat Sharpen range flight feel: smoothed turn, ramped throttle, instant brake 2026-09-16 00:17:35 -06:00
comms
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config
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dev
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economy
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entities
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galaxy
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mining
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quests
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reputation
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research
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save
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scan
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scenes Integrate combat into the main game with auto-fire and a combat bar 2026-09-15 22:03:07 -06:00
tether
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ui Integrate combat into the main game with auto-fire and a combat bar 2026-09-15 22:03:07 -06:00
utils Add combat sandbox: standalone arena to tune combat before it ships 2026-09-15 20:54:33 -06:00
vendor
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vignettes
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visuals
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main.js Integrate combat into the main game with auto-fire and a combat bar 2026-09-15 22:03:07 -06:00