WHAT CHANGED

A RUNNING RECORD · UPDATED 21 OCTOBER 2026

JET3D has been in active development since 19 August 2026 — around 250 changes across 25 working days at the time of writing. This page is the honest version of that: what changed, why, and in several cases what was tried, measured, and taken straight back out again.

The reverts are here on purpose. A flight model is tuned by guessing, measuring and throwing away the guesses that do not survive contact with a stopwatch, and a changelog that lists only the wins describes a project that does not exist.

November 2026

1 November — a lead circle, mouse aim, bots that defend, and cars that burn

October 2026

31 October — TEAM BATTLE, RANKED, and bots worth fighting

29 October — a front door, a career, and towers that come down

21 October — where shots land, who you are, and what time it is

20 October — a city worth fighting over

17 October — F hands you the aeroplane

The Cobra is gone. F now decouples the nose from the flight path: the engine idles, you keep sliding the way you were going, and you can point anywhere — including backwards — while you do. Point it at an incoming heat-seeker and the seeker loses your exhaust.

14 October — measuring why bots hit mountains

Bots occasionally fly into terrain during a long chase. The suspected cause was that a bot has no sense of what a turn costs: it holds full stick at eighty metres a second and keeps holding it, while the flight model charges for that turn in proportion to the square of how hard it is and the inverse square of how fast you are going.

A harness was built to measure it properly — a real match, real bots, reading the actual network snapshots rather than a simulation of them. It produced a useful surprise: terrain now kills a bot roughly once every eight minutes, against thirteen combat deaths a minute. The dramatic version of this problem had already been fixed months earlier and nobody had re-measured.

Then the obvious fix — ease off the turn when slow, which is what a real pilot does — came out worse on every measurement and was reverted. Easing the pull does not make a turn cheaper; it makes it longer, so the saving per second is handed straight back.

14 October — advertising moved off the game

Adverts used to sit on the main menu and on the between-match scoreboard. Neither is a screen anybody arrives for, and both are now gone — along with the entire mechanism behind the between-match one, deleted rather than switched off. Adverts live on the flying guide and the about page, and nowhere the game is playing.

7 October — the camera through a Cobra

Pugachev's Cobra — the manoeuvre where the nose swings past vertical while the aircraft keeps travelling the way it was going — was landing correctly but the camera arrived late, so the last half-second looked broken. The view now rejoins the aircraft on exactly the clock the manoeuvre itself runs on, rather than on a fixed guess.

6 October — the Cobra, and the week it took to work

5 October — the room, the hangar and the phone

2–4 October — accounts, moderation and the move to Cloudflare

September 2026

23–30 September — fuel, and a map with no ring

17 September — chat, a tutorial, and a bug eating whole ticks

1 September — somewhere to fight

A city was built into the middle of the map: a skyline with supertalls, room to fly between them, facades that read at speed, and towers that stop bullets. The buildings are capped at the cloudbase so the fight stays underneath the weather.

August 2026 — building the thing

31 August — phones

Touch controls, fullscreen from a home-screen icon, and three fixes for problems that only exist on a handset: silent audio, a HUD crowded with text, and a menu button that did nothing.

26 August — weapons, sound, and the netcode checkpoint

19–25 August — the flight model, four times over

The first week was mostly the same argument with the aeroplane. A jet that flew where it was pointing but not where it was going; a camera that swung off-frame during a roll and locked up near vertical; rolls that went the wrong way; a plane that kept turning after the stick was released, then tumbled when it did not.

Four separate attempts at auto-levelling were written and three were reverted, because every one of them fought the player for the stick. What survived is the rule the game still runs on: the flight path is pinned to the nose, and the pilot is never argued with. Slow flight genuinely falls, tracers stopped lying about where the rounds actually go, and the bug that made the fastest aircraft the worst fighter turned out to be in the bots' aim, not the aeroplane.

Underneath that: server authority, client-side prediction, snapshot interpolation, and a scale test to forty aircraft at sixty frames a second inside a measured bandwidth budget.

How this page is maintained

Written by hand from the project's own commit history, and updated when there is something worth reporting rather than on a schedule. Entries are grouped by the day the work landed. If something here is wrong, the suggestion box reaches the person who wrote it.

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