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