WARBIRDS.IO Dev Log

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The last ride: planes fall out of the sky now

We had a rich damage model — per-subsystem hits, asymmetric wing failures fed into the flight model, a smoking engine that windmills — and then every kill ended the same way: an instant despawn and a puff of particles. The drama pass fixes the ending. A killed plane now sheds a wing and corkscrews all the way down.

A crimson Thunderhead shot out of the sky, its right wing torn off at the spar and tumbling clear, engine torched, corkscrewing down behind a helix of black smoke and flame against a pale sky
Wing gone at the spar, engine dead, spinning down its own smoke helix — the five seconds a kill used to skip.

A wreck is still a plane

The trick is that we didn't build a “death animation.” When a flying plane takes fatal fire, the server keeps it as the same aircraft entity — it just stops flying it. It zeroes the most-damaged wing and the engine, hands the airframe to the same flight model the pilot was using a moment ago, and integrates it dead-stick: no throttle, no inputs, full battle damage. The sheared wing's roll bias rolls it onto the dead side; a touch of constant spin adds the tumble. Five seconds later it hits the ground, bursts, and becomes an ordinary corpse waiting on the respawn timer. It is real physics the whole way down, not a canned clip — a plane hit at 30 m just crumples on the spot; one hit at altitude gets the full corkscrew.

Free on every screen

Because a wreck is just the plane entity with a new status byte, it costs zero new bytes on the wire. The five subsystem-health values were already in every plane's snapshot row, so the torn wing and torched engine render themselves on every client from data that was already flowing — and identically, so the killcam replay and every spectator see the exact same wreck. The client's only new jobs are to hold the big explosion until the wreck actually lands (it moved from the kill event to a new crashed event at impact) and to keep your own chase camera on the tumbling airframe for one last plunge before the killcam cuts in.

The bots do it too

The rule is the same for everyone, which matters because most of what you'll actually see is bots falling. Spectate a furball now and the sky is full of little stories: a Thunderhead losing an outer panel and winding down over the destroyers, a Sparrowhawk trailing flame into the sea. Your victims become endings you can watch, protect, or fly through; your own death gives you a last ride down instead of a hard cut to the respawn screen.

This is the marquee piece of the drama pass, but it's built to carry the rest of it. The falling wreck is where the next features hook on — bailouts that pop the pilot out at the start of the fall, persistent burning crash sites that scar the map for the round, and the parachute-and-rescue loop over the sea. The map is about to start remembering how everyone died.