HORNET BAY
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Flight school is in session: six sorties, three courses, top of the menu fc50b5a

FEATURECONTROLS The FLIGHT SCHOOL board — Basic and Advanced flight maneuvers and Aerial combat courses with six graded sorties

Where is the training program? Top of the main menu, where it always should have been. FLIGHT SCHOOL opens a proper training board — three courses, six graded sorties, every one wearing its chips, difficulty and pitch like the campaign rows, and none of them gated: a fresh pilot walks in on day one.

  1. BASIC FLIGHT MANEUVERS. T-1 FIRST SOLO — one launch, one pattern, one trap; the old carrier qualification, properly homed at last (it still pins QUALIFIED on your log). T-2 BAY TOUR — Golden Gate, downtown, Angel Island: three checkpoints, any profile you like, a bonus for under five minutes.
  2. ADVANCED FLIGHT MANEUVERS. T-3 CARRIER PATTERN — two arrested landings in a single sortie; the boat counts your traps, bolters don’t count. T-4 JOIN UP — your instructor holds a lazy circle at Angels 2.5; glue yourself to his wing for 45 seconds.
  3. AERIAL COMBAT. T-5 GUNNERY — four target balloons tethered off the coast, the fleet politely holding fire so every one is yours. T-6 DOGFIGHT 1V1 — a rated-but-fair aggressor, fights on, no help coming; splash him and you’re cleared for the campaign.
  4. Deep links, of course. #school opens the board, #t1 through #t6 jump straight to each briefing, and old #qual bookmarks still land on T-1. ESC during any school sortie re-spots you on the catapult, same as free flight.