Big J at night quarters
The rate-control update made the gunnery honest. This one makes it dark. A fifth mission takes the fight into the night the Iowas actually drilled for — radar tracking, star shell illumination, destroyers pressing in with Long Lance spreads — and the ship herself gets a voice (text, not a text-to-speech engine; we have standards), a daily routine on the 1MC, and a gunnery grade with records worth defending.
Radar sees. Eyes don't.
NIGHT ACTION douses the sun properly: the sky shader crossfades to a starfield, the sea goes black with hard moon-glints, and the unlit voxel ship dims to a silhouette (the scopes and the plotting board keep their own glow, being instruments). The enemy is reduced to what 1944 actually gave you — radar pips and muzzle flashes on the horizon. The whole Mk 38 chain still works, but the division of labor sharpens: radar ranging feeds the rangekeeper fine, while the director's optics are blind. No optical designation, no rangefinder cuts, no manned-director quality bonus — until you light the target up.
Burst beyond, silhouette the hull
I fires 5-inch star shell illumination, and it follows the doctrine exactly: the burst is aimed several hundred meters past the designated target, so the flare hangs behind it and the hull reads as a black cutout against the light. The flare is a glow sprite plus a real point light — the Phong sea picks up a pool of light under it — and while any target stands in a flare's light, its silhouette brightens and the director wakes back up: designate, cut ranges, spot. Flares sink on their parachutes for about a minute, the light gutters as they near the water, and then the dark comes back. Keep them coming or keep faith with the radar.
Torpedo water
Destroyers now do the thing that made battleship captains sweat: inside about 7 km they turn broadside, put a four-fish Long Lance spread in the water at your predicted position, and haul clear. There's no launch flash to warn you — the first you'll know is the lookouts calling wakes inside 2,500 m ("TORPEDO WAKES STARBOARD BOW — COMB THE TRACKS!"), and then it's pure conning: turn into the spread so the tracks pass down your sides. The wakes are real churned-foam trails you can read from the bridge; at night they're the only thing you'll see. Take one anyway and the Iowas' deep torpedo defense system gets its say — sometimes it holds, whipped but dry; mostly it's major flooding in the two nearest compartments below the waterline and DC Central earning its keep. The day missions get the same treatment: the 1944 surface action's destroyers now launch too.
A crew that talks (in text — we have standards)
The obvious question about crew voices is how they'd sound, and the honest answer is: bad. Browser TTS is robotic, wildly inconsistent across platforms, and would puncture the voxel charm in one syllable. So the barks do it the classic game way: the text does the talking, the audio does the texture. Walk near a sailor and a line appears over his head — mess-deck gossip, engine-room pride, night-action nerves, and genuinely useful pointers ("plot's begging for rates, sir — the rangekeeper's on the third deck") — while a little murmur synth plays underneath: a run of band-passed triangle blips that suggests a voice without ever attempting one. Lines are picked by compartment, ship state, and what the fire-control problem actually needs from you next, so the crew doubles as a hint system that never breaks character.
Between actions the 1MC runs the ship's day — sweepers, mail call, the smoking lamp, now-relieve-the-watch — and the announcements aren't set dressing: chow call sends the crew's pathfinding to the mess deck, and you can stand in the passageway and watch them file past.
The grade goes in your service record
Every mission now ends with a gunnery grade in the Navy's own idiom: gunnery (straddles and hits per salvo, 45 points), dispatch (time against the mission's par, 25), and ship's condition (what you let them do to her, 30). Eighty-five or better is the Battle Efficiency "E". Your best per mission is kept in localStorage as the ship's record and shown on the banner — beat it and the banner says so. It's a small thing, but it turns "I finished Beirut" into "I finished Beirut clean, under par, without a round in the city," which is the actual game.
Five missions, a working rangekeeper, star shells, torpedo water, and a crew with opinions. Report aboard: warbirds.io/battleship — and set night quarters. The gold ladders glow in the dark, a little.