= = = GS BIBLE = = = =

Live HTML project documentation [P5.7.173 COMPLETE]

1. Game description

Gunship 2D / Gunship 2K uses one common canonical simulation. GS2D and GS2K are not two different game logic: the same data, ballistics, units, WORLD geography, damage and mission state are only drawn by two renderre paths.

2RenderersGS2D + GS2K over shaded simulation
49WORLD profilesTERRAIN autohoring in editor
519U.S. canonical unitsindependent career / unit authority
76Global ALLY / OPFORidentity entries; period / camp alignment
55awardsmedal / ribbon metadata
690canonical objectsP5.7.129 Object Library QA

GS2D and GS2K

Profiles and career

GS2D and GS2K have separate mutable save / profile namespaces, own simulated- time snapshot and own persistent camp / world state. One user _ profile may contain more PLAYER_PILOT Career. Active pilot has his own career timeline and his own roster active pilot + 4 wingmen; other players are not wingmen.

Career is Time-scale service axisnot a fixed number of missions. Free Flight is a career- neutral sandbox and does not change career awards or persistent campaign state.

Authorities: historical tables of the original Gunship 2000 may exist as research / reference, but are not parallel runtime damage / weapon authority.

P5.7.110 - player flight a WORLD selection

Player flight has up to five separate machines: leader + FOUR wingmen. Each member has its own assigned helicopter, loadout, fuel and ammunition. Flight can be divided into two different missions before the mission GROUP A / GROUP B / SOLO; the group shares callsign st and individual machines retain the serial number of the flight slot. Tactical Map can hold different group waypoint routes and command REGROUP The groups reunite.

Click on the physical map in Command Center to open a separate FULL WORLD MAP Screen. Only here is the choice of WORLD / theater area; the wall map is no longer a direct AO selector.

P5.7.129 - current system status

This Bible revision is no longer snapshot P5.7.110 / 111. It documents the current P5.7.129 contract: the force-integrated helicopter flight dynamics, the source-aware ballistic / terminal-effect piperine, WORLD / ERA Snapshot architecture, the current GAME- quality model of the pipeline and the uniform orientation of 3D models for Encyclopedia, Hangar / Loadout i gameplay.

Important resolution of authorities: "canonical schema" means a mandatory data contract and provenance rule; "runtime implemented" means a truly active simulation path. WORLD research / planning catalogues are not automatically installed runtime maps. The Bible does not mix these layers.

Render- independent invariants

  • GS2D and GS2K use the same mission / world / weapon / damage state; renderer must not create a second gameplay authority.
  • Canonical axis of model is RIGHT=+X, FRONT/nose=+Y, UP=+Z. The heading 0 ° in flight is + Y.
  • Encyclopedia FRONT looks from + Y to -Y and Hangar / Loadout front-view uses the same orientation; the UI must not correct the wrong model by turning it around.
  • TETHREF and explicit simulation baseline are the authority. Unverified historical numbers remain PENDING instead of estimation.

P5.7.135 - shaded flight / AI / NE Bohemia runtime checkpoint

GS2D and GS2K use common HelicopterFlightModel for PLAYER physics and waypoint autopilot. Wingman separation / avoidance is renderer- neutral shaded guidance; renderer must not have its own different physics or security AI.

  • W / S i A / D cyclic is evaluated in the current helicopter body frame and uses persistent incremental trim: release holds the desired tilt, the opposite input takes away; inertia belongs to speed, not the old direction of thrust.
  • AP holds speed / height, brakes into the waypoint capture and terrain-following uses AGL + look-ahead.
  • Wingmans keep an eye on PLAYER and other wingmen during all draws and they break down the common waypoint into safe arrival slots.
  • GS2D CLASSIC and GPU top- down share Camera2D zoom authority; the sprites model uses a metric scale instead of solid pixel size.

P5.7.135 SAVE / PROFILE / ROSTER

GS2D and GS2K use separate strict currez- save namespace; runtime migration and fitness fallback are prohibited. PLAYER portrait is a persistent part of the pilot record (portrait_id + asset reference).

DEVELOPER / test save fixture are deliberately diverse for QA roster: each four-member wingman squadron uses four different ranks, four different portraits and four different award / ribbon combinations. The same contract applies to GS2D and GS2K. New current profiles generate wingmans with the same perflight diversity; closed KIA / MIA / RETIRED identities are not regenerated.

P5.7.157 - TRAINING / external operations / runtime hygiene

TRAINING is now active Command Center mode over normal WORLD. NE Bohemia provides a common terrain / traffic base and individual training missions add only a range-local person / cargo / mission entity overlay.

  • Troops, casualty, flight medical and 0-2 door gunners are persistent simulation entities. If they are onboard, they are not separately renderated, but their weight remains part of aircraft gross mass.
  • Sling-load mass is dynamically added after connection and subtracted after drop. HOIST, FAST ROPE and sling hookup use shared stable-hover gate.
  • Door gunner AI is defensive-only: responds to the actual source of incoming fire and consumes aircraft door- gun ammo.
  • APP_DATA is runtime-only; research / planning / audits are outside runtime as .json, tests are in root TESTS/.