Slingshot Speeders 0.1.6 — Analog Throttle, a Real Phone HUD, and MapMake DRAW

Play: slingshotspeeders.com

The first orbital racing game featuring 2D gravity, force-based ships, slingshots, and closed-orbit captures. This patch makes playing on phones and executing light burns feel identical to using a keyboard.


Phones

Play and Watch modes no longer fight you on mobile devices:

  • Controls: WASD is now a stick on the bottom left. Q/E yaw is a slider on the bottom right. Drag the dots to use both thumbs for yaw and thrust simultaneously.
  • Visual Helpers: The stick shows direction arrows; the yaw pill displays turn arrows. Left/right inputs on the stick point correctly.
  • HUD Integration: The RESET button on the HUD restarts (same as pressing R). Flight toggles sit top-right.
  • Framing & Scaling: Play and Watch start farther out so you can see the course (pinch to zoom still works). The MENU now scrolls when lists exceed screen height, including landscape mode.
  • Customization: Settings now includes UI size (+/− from 10% to 100%; phones default to 50%) and Stick size (+/− from 50% to 200% for the WASD circle and yaw pill). Both settings persist on your device.

Phone stick wins now save properly (light burns previously failed verification and missed Recent Runs).


Fine Throttle & Analog Control

Dragging the control dots is now fully analog:

  • A slight drag off-center triggers a light burn or slow yaw, while dragging to the rim gives full thrust.
  • MAIN, RCS, KILL, and BURN remain quick-taps.
  • Keyboard WASD remains on/off; the on-screen stick is your primary way to feather controls.

Visual Upgrades & Hull Indicators

  • The ship hull is ~20% larger on-screen for better readability (crash hitboxes remain an exact 8 m disk).
  • The hull functions as your fuel gauge: a thick centerline transitions from green → yellow → red. A dry tank displays a white hull, letting you check remaining $\Delta v$ without looking at the status bar.

Map Sharing Updates

  • VIEW SHARE now copies /m/ followed by an 8-character code for every map (including Prime and Duality).
  • Pasting and opening the link loads that exact map's lines directly. (Legacy /v/prime links still open in VIEW).
  • Community Maps on user profiles now display the title alongside the 8-character code (eliminating the old c- prefixes).

MapMake DRAW (Experimental)

MapMake has evolved into a full drawing toolkit:

  • PATH: Draw a line (close the ends to loop) and place an N-BODY on it to ride.
  • DRAW: Drag a kill bar. SPIN and SPOKES copy it around (the separate SPOKES tool has been removed).
  • HOLD: Drag the aim stick to set the ride trajectory (matches the pad). HOLD also acts as the cargo ring — order and extra hull weight (kg) live directly on the hold.
  • REFUEL: Places only the purple dotted circle; drag the rim to resize.
  • UI Streamlining: Top bar PLAY and EDIT are unified into a single button (PLAY while placing, EDIT while flying).
  • Publishing: PUBLISH still requires you to fly and win the map first.

Note: Free masses follow full simulation rules from GO. Ships cannot tug moons.


Flying Physics & Fixes

  • Trajectory Line: Remains visible until you burn. Coasting will not rebuild it, and it progressively disappears as you fly. Crossing your own trajectory line no longer crops the loop into a short stub. Unclosed lines fade out cleanly at both ends without hard joins.
  • Capture Rules: Capture requires your actual loop to fall inside the green ring; nearby gravity wells that pull you out will invalidate it.
  • Hold Rings: Transition from yellow (waiting), fill around as you hover, and turn green when the required seconds elapse. (Rendezvous, Cargo, and MapMake HOLD behave identically).
  • Apollo & Duality Fixes: Resolved hitching on Apollo’s moon and moving gates. Apollo/Duality moons spin at their intended authored pace. Apollo gold lines only count when flown in the arrow's direction (moon line direction flipped to match).
  • Course Adjustments: Asteroids is now a capture ring only (ghost checkpoint dust removed from the well field). Trefoil’s fuel well and purple ring now slowly orbit clockwise around the center.

Watch Mode Improvements

  • PATH Integration: The historic purple-to-orange trajectory line sits under your ship.
  • Scrub the timeline up to 64x or 100x while the trajectory line stays synced from start to finish.
  • Coasting in Watch mode retains the trajectory line (analog yaw no longer forces it to redraw multiple times per second).

Home & Site Updates

  • Lobby: Circuit JOIN / SPECTATE count down 5 s to GO (down from 10 s).
  • Supporter Perks: Race winners who are alpha supporters are highlighted in gold (matching Easy difficulty).
  • Spectating: Clicking a followed player's name in Watch mode allows you to easily switch and spectate other ships.
  • Tracked Runs: Apollo, Duality, and Trefoil finishes now log to Recent Runs.
  • Profiles: Default name starts as PILOT. Tap to edit; flying without changing it keeps PILOT.
  • Settings: MENU Settings are accessible whether signed in or out. Browser defaults save locally; signing in syncs them to your account.
  • Scoring: Site MENU now opens directly to PLAY. Race standard and Ranking formulas have been simplified: time and a full tank of $\Delta v$ carry equal weight (emptying your tank cuts your mixed score in half, equivalent to doubling your time).

Full Patch Notes: Check in-game under WHAT'S NEW or visit slingshotspeeders.com/changelog.

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