CORE GYRO 0.1.11

INSTALL / UPDATE
Close Valheim. Thunderstore Mod Manager > Valheim > your profile >
Settings > Profile > Import local mod > select CoreGyro-0.1.11.zip.
Do not extract for local import. Use Core_Gyro / 0.1.11 if asked.
Replace the older local package; keep only one CoreGyro.dll per profile.
Dependencies: BepInExPack_Valheim by denikson; Jotunn by ValheimModding.
Launch Modded. All players and the server must run this same version.

The same ZIP can be uploaded to Thunderstore's Valheim community under
this package's EXISTING team and name Core_Gyro. An upload with a higher
manifest version updates that listing. Editing CHANGELOG alone does not.

BUILD
Normal Hammer > Crafting > Core Gyro, near a Workbench.
Core Wood 20, Copper 15, Bronze Nails 20, Deer Hide 10, Surtling Core 5.
One center pilot chair, one standing mast passenger, 8 cargo slots and engine sound.

CONTROLS
SHIFT: start/increase stored throttle 0-100%; CTRL: decrease to zero.
Release keys: keep current throttle. At 0%, engine and powered lift stop.
W: nose down; S: nose up. A/D: banked turns up to 55 degrees.
Q/E: independent rudder left/right, now 60 deg/s in flight.
RIGHT MOUSE HELD: horizontal brake. Release to release brake and resume
propulsion from stored throttle. It does not alter throttle or cancel fall.
H: toggle the forward/down 45-degree Core survey light. PRESS R: select reverse on land/water in Cruise; press again for forward.
Release keeps the selected gear. Start engine with SHIFT; reverse now creeps
at 2 km/h even at low positive throttle, rising to 5 km/h. Zero still stops
the engine. RMB holds the brake. Reverse brakes through zero before changing
direction and does not power takeoff. Return forward or Hover to take off.
Maximum powered horizontal speed: 22 m/s = 79.2 km/h (HUD uses km/h).

V: Hover/Cruise; requires engine on and at least 50% to engage Hover.
SPACE: rise / C: descend in Hover, target 5 m/s. Release to hold height.
Hover levels the body; cruise pitch/reverse are inactive while hovering.
Low power sinks; zero power disables Hover. Engine-off water buoyancy stays.

EXIT
E on pilot chair sits; E on mast grabs it as passenger; E on cargo opens it.
Release E after boarding. Pilot has a centered stick/dashboard; passenger uses
the native standing attach_mast animation and has no flight controls.
To leave: land or float, brake below 1 m/s, use CTRL to reach 0%/engine off,
then hold E for 1.5 seconds. Pilot and passenger use the same exit rule.
E while driving remains right rudder, even held for a long turn; no airborne
E bailout. SPACE remains Hover ascent. F is no longer the exit key.

CAMERA / CONFIG
Wider seated orbit view starts 8m away. Normal mouse look / wheel zoom 5-20m.
On-foot zoom restores after exit. Config: BepInEx/config/arioh.valheim.coregyro.cfg.
New speed setting MaximumSpeedMpsV3=22 replaces old km/h keys.
HoverVerticalSpeedV2=5 replaces the old 2.5 m/s value.
New ExitSeatHoldV2=E ignores old Dismount/ExitSeat keys.
RudderLeft=Q / RudderRight=E are separate from restored Left=A / Right=D.

GROUND PARKING / APPEARANCE
Base mass is now 600kg plus cargo. After settling 0.75s on static ground
with the engine off, automatic parking chocks prevent incidental pushing.
Shift starts the engine and releases parking. Water and unsupported/moving
surfaces do not lock; removing the floor releases parking. PARKED shows on HUD.
Timber infill remains on both sides and around the swept front. The pilot
chair, pads, stick/base and gauges are centered. Passenger chair is removed.
The mast grip has a native standing passenger attachment, with cargo kept clear.
Both front lamps are removed. One protected Core lamp below the center deck
shines forward and down at 45 degrees; H toggles it with the engine on.
The beam follows heading and keeps a stable 45-degree depression during banking. Effective brightness/range still needs an in-game lighting check.
New config MaximumBankAngleV2=55 / RudderTurnRateV2=60 supersedes old tuning.

WATER FIX
Native liquid sampling plus loaded-column recovery retains the water surface
when a splashdown carries the hull below a trigger volume. Four-point forces
scale with actual mass and work engine-off. Stronger damping/saturated lift
reduce sinking and prevent recovery launches; drag and surface leveling remain.
No surface teleport, fixed sea-height assumption or underwater parking lock.

DURABILITY / VALIDATION
All collision self-wear is disabled, including trees/logs. Combat damage
remains enabled; repair with the normal hammer. Combat damage and repair remain. The requested construction recipe and timber infill remain unchanged.
Build, installed-game API and numerical checks pass. Water detection/recovery, reverse and real two-PC multiplayer still require
live verification after numerical splash/mass/deep-water/wave checks.
Full English README and CHANGELOG are included.
