Flying online
What's different when you fly FlightOut online: where you start, the server's time and weather, other pilots' names, the map and kill feed, the pause menu, respawning, leaving, and how other jets are kept smooth.
On this page
Where you start
A server has 16 slots, split between three airfields:
| Slots | Airfield | Runway |
|---|---|---|
| 01 to 08 | Srinagar (VISR), 1,659 m (5,444 ft) | 13: 3,632 m (11,917 ft) |
| 09 to 12 | Leh (VILH), 3,265 m (10,712 ft) | 07L: 2,752 m (9,028 ft) |
| 13 to 16 | Skardu (OPSD), 2,223 m (7,296 ft) | 14L: 1,982 m (6,501 ft), the short one |
- You get the lowest free slot when you join. So the first eight pilots all start at Srinagar; Leh fills only when Srinagar is full, then Skardu. You can't choose.
- You're lined up on the runway in staggered pairs: slot 01 front left, 02 front right and a little further along, 03 behind 01, and so on.
- You start parked: engines idle, gear down, flaps up, master mode NAV, radar off, about 5,200 kg of fuel, the gun full and the CAP load-out (change it on the WPN page; respawns keep your choice).
- Your home airfield (on the compass display and the situation map) is the one you started at.
Joining late is fine: there are no rounds or lobby. You appear on your runway and the others see your jet arrive.
Time and weather
The server decides the time of day, the sky, the wind and the turbulence for everyone, and the clock runs the same for all pilots.
- Your Weather settings tab is locked while you're online (a padlock on each row, "Set by the server"). It shows the server's values.
- Your own choices come back when you leave.
Other pilots
| Colour | Every other pilot is yellow (unknown) on the radar, the displays and the map. There are no teams |
| Names | F9 shows each pilot's callsign over their jet, out to 15 km, through clouds and terrain. It's off when you start the game |
| Map | M: every other pilot is on the map in yellow, with their callsign and altitude (zoom in to see them), whether your radar sees them or not |
| Shooting | Anyone can shoot anyone. Missiles, shells and warheads hit whoever is in the way |
There's no text chat, voice or radio yet.
The kill feed
At the top right, online only:
- "Falcon shot down Viper": the kill goes to whoever damaged the jet last, if within the last 3 minutes, and counts when the jet hits the ground.
- "Viper crashed (terrain)": a jet that went down on its own, with the reason: terrain, water, impact, a gear collapse, a belly landing and so on.
- Your own name shows as You. Lines involving you are in orange.
- Each line stays about 8 seconds.
There's no scoreboard or score.
The pause menu online
Esc opens the menu, headed ONLINE · FLIGHTOUT LONDON (or your server's name). The world doesn't stop:
- your jet flies on with the stick and pedals centred, the throttle where it was and the wheel brakes off. An engaged autopilot keeps flying;
- other pilots can still see you and shoot you.
The buttons are RESUME, SETTINGS, RESPAWN, LEAVE SERVER and QUIT TO DESKTOP.
Respawning
Backspace or RESPAWN in the pause menu puts you back on your slot's runway, repaired, refuelled to the starting load, with the gun full and your chosen load-out. There's no automatic respawn after you crash or eject: press it when you're ready.
The practice approach (P) works offline only.
Leaving
LEAVE SERVER in the pause menu takes you back to the main menu; your jet disappears for the others. QUIT TO DESKTOP, or closing the window, also leaves cleanly.
How other jets are kept smooth
Online, FlightOut works the way military flight simulators do:
- The server is in charge. It flies every jet by the same physics and decides every missile, hit and kill.
- Your own jet answers your keys at once. If the server ever disagrees, the difference is smoothed out, not jumped.
- Other jets are drawn where they are now, predicted forward from their last update (their speed, acceleration and turn), and each new update is blended in over a quarter of a second. Each pilot's delay is measured and allowed for, so jets aren't shown behind where they really are. Close formation flying is what it's built for.
- Switches (gear, radar, respawn and so on) are sent until the server confirms them, so none are lost.
- Packet loss: your controls are sent 60 times a second, each message repeating the last few, so a few lost packets don't matter. If updates from another jet stop, it keeps being predicted for up to 2 seconds rather than freezing.
- On a very poor connection, other jets may be drawn slightly behind, and a sudden hard manoeuvre can show as a short glide back onto the real path.
There's no ping display in flight: only the official server's card on the Multiplayer screen shows it.
Checked against FlightOut 0.5.2.