Special Commands: Difference between revisions
From Rise: The Vieneo Province
No edit summary |
(Document dense cloud activity controls and separate cloud/fog illumination test; clarify BOLT requirements) |
||
| (25 intermediate revisions by 2 users not shown) | |||
| Line 9: | Line 9: | ||
Using this command has the same implications as a normal [[deaths|death]]. You will also be refueled but there are limitations ... for example, you can't self-destruct to get fuel, sell all the fuel, and then expect to be awarded a full tank on subsequent self-destruct ... you must burn fuel awarded through self-destruct in order to get fuel in the future. | Using this command has the same implications as a normal [[deaths|death]]. You will also be refueled but there are limitations ... for example, you can't self-destruct to get fuel, sell all the fuel, and then expect to be awarded a full tank on subsequent self-destruct ... you must burn fuel awarded through self-destruct in order to get fuel in the future. | ||
<br /><br /> | <br /><br /> | ||
''' | '''000WEIGHT<percent>''' and '''000WEIGHT-1''' | ||
Artificially set your vehicle's fuel and payload loading for flight testing. Administrators can use this in their current vehicle; other players can use it only while in a [[Flight Simulators|simulator]]. | |||
Enter a non-negative whole-number percentage directly after the command, without a percent sign, for example '''000WEIGHT125'''. '''Values above 100 are supported''' and allow overweight testing. Use ordinary decimal digits without leading zeros in the percentage; fractional percentages are not supported. | |||
The percentage applies to '''maximum gross weight, including empty weight'''. The target gross weight and requested fuel-and-payload load are: | |||
:<code>target gross weight = maximum gross weight * percent / 100</code> | |||
:<code>fuel + payload = max(2% of tank capacity, target gross weight - empty weight)</code> | |||
Fuel is filled first, up to tank capacity, and any remaining load becomes payload. A percentage loading request never sets fuel below 2% of tank capacity or removes empty weight. If the requested gross weight is below empty weight plus that minimum fuel, the result is zero payload and 2% fuel. Values above 100 are not capped at maximum gross weight. | |||
* '''000WEIGHT0''': zero payload and 2% fuel; slightly above empty weight. | |||
* '''000WEIGHT50''': 50% of maximum gross weight, subject to empty weight plus the minimum fuel load. | |||
* '''000WEIGHT100''': 100% of maximum gross weight. | |||
* '''000WEIGHT125''': 125% of maximum gross weight. | |||
* '''000WEIGHT150''' or '''000WEIGHT200''': 150% or 200% of maximum gross weight for overload tests. | |||
For example, a vehicle with an empty weight of 6,000 lb and a maximum gross weight of 10,000 lb receives 9,000 lb of fuel plus payload with '''000WEIGHT150''', giving 15,000 lb gross. '''000WEIGHT200''' loads 14,000 lb of fuel plus payload, giving 20,000 lb gross. These targets exclude additional modeled weight such as accumulated ice, which is still added separately by the flight model. Use an updated client for this maximum-gross percentage behavior; older clients apply the percentage only to the fuel-and-payload allowance. | |||
During a loading test, the [[Manifest]] shows a signed '''Test Adjust''' row and marks '''Total Weight''' with '''OVERRIDE'''. Total Weight includes the current fuel, overridden payload and modeled ice used by the flight model; an Ice Weight row appears when applicable. Cargo-bay entries still describe actual contents. The adjustment is simulated loading and cannot be unloaded or transferred. These indicators disappear when the loading test ends. Use an updated client to see the override weight in the manifest. | |||
The percentage command adjusts loading once; fuel continues to burn. '''000WEIGHT100''' requests maximum-gross loading and '''000WEIGHT0''' requests minimum test loading. | |||
'''000WEIGHT-1: restore normal loading (updated client required)''' | |||
Enter '''000WEIGHT-1''' to end the loading test. The client restores the payload carried before the first percentage command and the fuel carried at that point minus fuel burned during the test, with a minimum of zero. Changing the test percentage again does not replace the original saved loading or refund fuel already burned. Normal weight calculation then uses empty weight, fuel, payload and any additional modeled weight such as accumulated ice. The 2% test fuel floor does not apply to restoration. | |||
If no loading test is active, '''000WEIGHT-1''' leaves the current loading unchanged. A new fuel/payload update from the server takes precedence and ends the test; a later '''000WEIGHT-1''' does not overwrite that update. Entering or leaving simulator mode on the same vehicle also ends the test and restores its normal loading. Transferring to another vehicle discards the saved loading, so it cannot be restored into the new vehicle. Saved restoration data is local to the current client session. | |||
The same permissions apply to setting and restoring loading: administrators, or any player while in the simulator. In the updated client, fractional values, malformed commands, integers outside the supported 32-bit range and negative values other than '''-1''' are ignored without changing loading. Older clients do not have the restore command; use an updated client for this procedure. | |||
==Admins Only== | ==Admins Only== | ||
| Line 75: | Line 102: | ||
(does not affect newspaper, loading/unloading of materials from TAC) | (does not affect newspaper, loading/unloading of materials from TAC) | ||
* 0 = | * 0 = Undock and depart | ||
* 1 = | * 1 = Arrive and dock | ||
| Line 89: | Line 116: | ||
Repositions you 500 km above the surface at your current location (for space-capable vehicles only) in a stable orbit | Repositions you 500 km above the surface at your current location (for space-capable vehicles only) in a stable orbit | ||
'''000COMMANDD0''' | '''000COMMANDD0''' | ||
| Line 97: | Line 125: | ||
'''000COMMANDSIM0''' | '''000COMMANDSIM0''' | ||
Toggles whether your current vehicle is a simulator or not (only available on the | Toggles whether your current vehicle is a [[Flight Simulators|simulator]] or not (only available on the E-11, T-19, and W-6 models currently) | ||
'''000COMMANDVISX.XXX''' | |||
Control the visibility in kilometers (0.500 for 500 metres; 2.000 for 2 km; -1 to restore live weather) | |||
'''000COMMANDBCLX.XXX''' | |||
Sets the local cloud ceiling in kilometres AGL, from 0 to 10. Decimals use a dot: <code>000COMMANDBCL0.125</code> selects 125 metres; <code>000COMMANDBCL0</code> selects ground level; <code>000COMMANDBCL-1</code> restores live weather. The override follows local terrain in the cloud and fog weather grids. It does not apply a new server visibility cap. | |||
'''000COMMANDCLOUDACTvalue''' and '''000COMMANDCLOUDACT-1''' | |||
Administrator-only, client-local cloud activity control. Enter a value from 0 to 1 directly after the prefix, for example <code>000COMMANDCLOUDACT0.6</code> for dense-cloud testing. The value changes cloud activity while retaining the normal cloud and fog paths; it is not an opacity percentage and does not guarantee that every location is inside a cloud. Wind, precipitation and visibility continue to follow their existing controls. | |||
For a low-cloud test, enter <code>000COMMANDVIS-1</code>, <code>000COMMANDCLOUDACT0.6</code>, then <code>000COMMANDBCL0.125</code> (or another desired ceiling). Keep VIS at -1 to retain spatial weather fog; an explicit VIS override selects uniform test visibility. Loaded local weather and terrain are still required. | |||
Use <code>000COMMANDCLOUDACT-1</code> and <code>000COMMANDBCL-1</code> independently to restore live activity and ceiling. Live weather continues updating during the test. Activity override is disabled and cleared in the simulator and also ends on client restart. Invalid values leave the prior setting unchanged. These local controls do not change other players' weather. | |||
'''000COMMANDACL0''' | '''000COMMANDACL0''' | ||
Re-positions you 20 km straight up | Re-positions you 20 km straight up from your current position | ||
'''000COMMANDSUNvalue''' and '''000COMMANDSUN-1''' | |||
Administrator-only visual sun-position override for your client. With an updated client, enter a number from 0 to 1 directly after <code>000COMMANDSUN</code>, using a decimal point for fractions. For example, <code>000COMMANDSUN0.5</code> puts the sun on the local horizon. | |||
* <code>000COMMANDSUN0</code>: directly below you, on the opposite side of the planet (-90 degrees elevation). | |||
* <code>000COMMANDSUN0.25</code>: 45 degrees below the local horizon. | |||
* <code>000COMMANDSUN0.5</code>: on the local tangent horizon (0 degrees elevation). | |||
* <code>000COMMANDSUN0.75</code>: 45 degrees above the local horizon. | |||
* <code>000COMMANDSUN1</code>: directly overhead (+90 degrees elevation). | |||
* <code>000COMMANDSUN-1</code>: remove the override and restore the current natural orbital position. | |||
Intermediate values change elevation continuously; they are not brightness percentages or times of day. The sun keeps its natural bearing where that bearing is defined. The selected elevation follows your current location, including during flight and in orbit. At altitude, the visible planetary limb lies below the local tangent horizon, so 0.5 need not put the sun on the limb. | |||
The solar disc, sky, clouds and scene lighting share the overridden direction. Clouds, terrain and atmospheric visibility can still obscure the sun. The game clock continues to follow the natural orbit. This retains the existing administrator sun override in the simulator. The override remains active until reset or client restart; <code>000COMMANDSUN-1</code> is the reset command. Invalid values leave the previous setting unchanged and write usage guidance to the client log. | |||
| Line 119: | Line 170: | ||
''' | '''<nowiki>000COMMANDGAMMA<strength></nowiki>''' or '''000COMMANDGAMMA-1''' | ||
Administrator only. In the experimental plasma-envelope client, use a strength from 0 to 1, including decimals with a dot: for example, '''000COMMANDGAMMA0.5''' requests half target strength. The preview is visible through the windshield and external camera mounts. While the preview is active, its flow runs from nose to tail, fixed to the ship, at a constant animation rate independent of actual airspeed, orbital direction and wind. This flow override does not change the vehicle's velocity or attitude. Changing the strength changes brightness, not animation speed. GAMMA1 requests full target strength, GAMMA0 forces it off, and GAMMA-1 cancels the override and restores automatic brightness and the actual air-relative direction. Malformed or out-of-range values are ignored without changing the active override; no extra parameters are accepted. The preview is suppressed in the simulator and cleared on simulator entry; it is also unavailable in building/windowless interiors or while carried inside another vehicle. Clouds may obscure it. | |||
The GAMMA value also sets the local radio-blackout fraction: 0 means no plasma-induced radio loss, 0.5 masks half the characters in ordinary radio-chat messages and halves scanner range, and 1 masks all message text and reduces scanner range to zero. Text loss is rounded down to whole characters and applies independently when transmitting and receiving; both ends of a link can impair a message. Your local sent-message history keeps the original typed text; the transmitted copy is garbled. This is a linear diagnostic scale, not an electron-density measurement or a prediction of a real radio-frequency cutoff. Direct/private messages, waypoint attachments and cockpit voice audio retain their existing behavior. GAMMA-1 restores the automatic radio-blackout calculation along with automatic glow and airflow. Simulator entry clears the override and blackout. | |||
It does not establish a safe entry speed or temperature. Earlier clients use the cockpit-glass effect and require the ALPHA cloud overlay to be disabled to see that preview. | |||
| Line 129: | Line 184: | ||
'''000COMMANDBOLT''' | '''000COMMANDRAINXX''' | ||
Overrides the the precipitation level locally. 2 to turn off, 16 is maximum, -1 to remove override. | |||
'''000COMMANDBOLT''' | |||
Administrator-only connected lightning test. The local strike ends at terrain about 1 km ahead along the camera's horizontal bearing, with full diagnostic intensity and a randomized connected chain. It requires a loaded local weather grid, terrain at the target and a positive ceiling below the cloud top. It is unavailable in the simulator, windowless interiors or above the nominal cloud deck. The local Communications history and client log report acceptance or the reason for rejection. The event ends automatically. | |||
At zero ceiling there is no exposed cloud-to-ground channel, so BOLT rejects the event, including its illumination. Use the separate illumination test below to test cloud and fog lighting at zero ceiling. | |||
'''000COMMANDBOLTLIGHT''' and '''000COMMANDBOLTLIGHT0''' | |||
Administrator-only, client-local cloud/fog illumination test. <code>000COMMANDBOLTLIGHT</code> starts one brief flash at the same target bearing, using a repeatable pulse. It produces no bolt mesh, afterimage, thunder, damage or server event, and does not light terrain/building materials or cockpit surfaces. It works with zero ceiling as well as a positive ceiling. A simultaneous real strike takes priority over the test light. | |||
It requires the volumetric cloud renderer, current local weather and terrain, a view outside windowless interiors, and a position below the nominal cloud deck. It is disabled in the simulator. The flash expires automatically; <code>000COMMANDBOLTLIGHT0</code> cancels it immediately. Simulator entry, missing weather, reconnect and renderer reset clear it. Status and rejection reasons appear in local Communications history and the client log. Keep the camera and weather controls steady when comparing this test with BOLT. | |||
'''000COMMANDCLOUDBOLT1''' and '''000COMMANDCLOUDBOLT0''' | |||
Administrator-only, client-local orbital lightning visibility test (updated client required). Enter <code>000COMMANDCLOUDBOLT1</code> to start or restart a 30-real-second test; <code>000COMMANDCLOUDBOLT0</code> stops it immediately. No spaces or additional parameters are needed. | |||
The test starts two cloud-lightning events per second, with anchors within a 100 km surface radius beneath the moving ship. Each event can flash through up to three connected sections inside existing cloud moisture. The path stays fixed to the planet after spawning. Look down at the clouds, preferably at night or twilight. The client log reports whether the command started or why it was refused. | |||
It requires real flight above the highest supported cloud layer (currently 22 km MSL), the volumetric cloud renderer and a loaded global weather map. It is disabled in the in-world simulator. Expiry, cancellation, simulator entry, renderer reset, missing weather, reconnect, or descent to the diagnostic altitude limit clears the test. Stalls skip missed events; the 30-second wall-clock deadline does not restart. | |||
The diagnostic forces storm-strength events without changing the convection map, cloud shape or natural planetary event schedule. Empty cloud regions may skip events. It produces cloud illumination only: no exposed bolt, server event, thunder or damage. Natural lightning still depends on live convection; see [[Weather#Cloud lightning|Weather: Cloud lightning]]. | |||
'''000COMMANDRADIO''' | '''000COMMANDRADIO''' | ||
Temporarily toggles whether the current vehicle is equipped with a [[JVC Radio]] | Temporarily toggles whether the current vehicle is equipped with a [[JVC Radio]] | ||
'''000COMMANDNVG''' | '''000COMMANDNVG''' | ||
Temporarily toggles whether the current vehicle is equipped with [[Night Vision Goggles]] | Temporarily toggles whether the current vehicle is equipped with [[Night Vision Goggles]] | ||
===Ground-wash surface preview=== | |||
'''<nowiki>000COMMANDLF<number></nowiki>''' and '''000COMMANDLF-1''' | |||
Administrator-only, client-local [[VTOL#Near-surface effects|ground-wash]] material preview (updated client required). Enter a whole number immediately after <code>000COMMANDLF</code> to compare surface effects without moving the vehicle: | |||
{| class="wikitable" | |||
! Command !! Preview | |||
|- | |||
| <code>000COMMANDLF0</code> or <code>000COMMANDLF10</code> || Dry loose sand/dirt | |||
|- | |||
| <code>000COMMANDLF1</code> || Open-water steam/spray | |||
|- | |||
| <code>000COMMANDLF2</code> through <code>000COMMANDLF31</code>, except 10 || Dry mineral dust | |||
|- | |||
| <code>000COMMANDLF32</code> || Dry pavement/road dust | |||
|- | |||
| <code>000COMMANDLF33</code> || Wet-ground steam/mist | |||
|- | |||
| <code>000COMMANDLF34</code> || Snow aerosol | |||
|- | |||
| <code>000COMMANDLF-1</code> || Restore the current live surface, wetness and snow | |||
|} | |||
Values 0 through 31 select the existing landform classifications; 32 through 34 are preview presets, not additional terrain IDs. The dry presets ignore local wetness, snow, roads and roofs for the ground-wash comparison. Other visible weather continues normally. Mineral dust retains the current location's base terrain tint. Only the ground-wash material changes: terrain textures, terrain height, collisions, traction and other players are unaffected. | |||
Each selection or reset clears the previous ground-wash cloud. The effect still requires actual engine output and a plume that reaches the local ground; it does not force emission from idle engines, in space, in interiors or in unsupported vehicles. Height, thrust direction and surface wind continue to control the wash. The preview uses the normal bounded ground-wash model. Dry snow and loose sand/dirt can form outward-moving waves of dense cloud that obscure the surroundings, with blowing flakes over snow; it does not simulate erosion or change vehicle performance. See [[VTOL#Near-surface effects|near-surface effects]] for the normal limits. | |||
Mineral dust forms faint rolling clouds tinted by the terrain; pavement dust is lighter and gray. Wet ground adds subtle pale steam/mist, while open water produces much denser, taller white steam with spray. Detached steam rises as it fades, more strongly over open water. Steam is a visual proxy for condensed droplets and spray, not a heat-transfer, boiling or water-consumption simulation. | |||
An active vehicle outside the in-world simulator is required. Simulator entry clears the preview, and leaving the simulator does not restore it. Changing vehicles, becoming inactive, losing administrator access, a graphics-device reset or restarting the client also clears it. Use <code>000COMMANDLF-1</code> to stop manually. | |||
The prefix is case-insensitive. Use ordinary decimal digits, or exactly <code>-1</code> to reset; fractions, plus signs, exponent notation, extra parameters and values outside the listed range are rejected without changing the current selection. Accepted selections and resets appear in the local Communications history as the command you entered. Detailed command status, rejection reasons and usage guidance appear in the client log. The command is handled locally and is not sent to other players or the server. | |||
Latest revision as of 21:41, 8 November 2026
These commands are entered in the Communications window and are not regurgitated to other players. First hit "Enter" to focus the chat line, then enter the commands below, then hit "Enter" again to send the request. If the request cannot be accommodated (for example no unoccupied vehicles of a specific type) the server will send a reply in the chat history.
Players
000DESTRUCT0
Initialize auto-destruct sequence (commit suicide)
Using this command has the same implications as a normal death. You will also be refueled but there are limitations ... for example, you can't self-destruct to get fuel, sell all the fuel, and then expect to be awarded a full tank on subsequent self-destruct ... you must burn fuel awarded through self-destruct in order to get fuel in the future.
000WEIGHT<percent> and 000WEIGHT-1
Artificially set your vehicle's fuel and payload loading for flight testing. Administrators can use this in their current vehicle; other players can use it only while in a simulator.
Enter a non-negative whole-number percentage directly after the command, without a percent sign, for example 000WEIGHT125. Values above 100 are supported and allow overweight testing. Use ordinary decimal digits without leading zeros in the percentage; fractional percentages are not supported.
The percentage applies to maximum gross weight, including empty weight. The target gross weight and requested fuel-and-payload load are:
target gross weight = maximum gross weight * percent / 100fuel + payload = max(2% of tank capacity, target gross weight - empty weight)
Fuel is filled first, up to tank capacity, and any remaining load becomes payload. A percentage loading request never sets fuel below 2% of tank capacity or removes empty weight. If the requested gross weight is below empty weight plus that minimum fuel, the result is zero payload and 2% fuel. Values above 100 are not capped at maximum gross weight.
- 000WEIGHT0: zero payload and 2% fuel; slightly above empty weight.
- 000WEIGHT50: 50% of maximum gross weight, subject to empty weight plus the minimum fuel load.
- 000WEIGHT100: 100% of maximum gross weight.
- 000WEIGHT125: 125% of maximum gross weight.
- 000WEIGHT150 or 000WEIGHT200: 150% or 200% of maximum gross weight for overload tests.
For example, a vehicle with an empty weight of 6,000 lb and a maximum gross weight of 10,000 lb receives 9,000 lb of fuel plus payload with 000WEIGHT150, giving 15,000 lb gross. 000WEIGHT200 loads 14,000 lb of fuel plus payload, giving 20,000 lb gross. These targets exclude additional modeled weight such as accumulated ice, which is still added separately by the flight model. Use an updated client for this maximum-gross percentage behavior; older clients apply the percentage only to the fuel-and-payload allowance.
During a loading test, the Manifest shows a signed Test Adjust row and marks Total Weight with OVERRIDE. Total Weight includes the current fuel, overridden payload and modeled ice used by the flight model; an Ice Weight row appears when applicable. Cargo-bay entries still describe actual contents. The adjustment is simulated loading and cannot be unloaded or transferred. These indicators disappear when the loading test ends. Use an updated client to see the override weight in the manifest.
The percentage command adjusts loading once; fuel continues to burn. 000WEIGHT100 requests maximum-gross loading and 000WEIGHT0 requests minimum test loading.
000WEIGHT-1: restore normal loading (updated client required)
Enter 000WEIGHT-1 to end the loading test. The client restores the payload carried before the first percentage command and the fuel carried at that point minus fuel burned during the test, with a minimum of zero. Changing the test percentage again does not replace the original saved loading or refund fuel already burned. Normal weight calculation then uses empty weight, fuel, payload and any additional modeled weight such as accumulated ice. The 2% test fuel floor does not apply to restoration.
If no loading test is active, 000WEIGHT-1 leaves the current loading unchanged. A new fuel/payload update from the server takes precedence and ends the test; a later 000WEIGHT-1 does not overwrite that update. Entering or leaving simulator mode on the same vehicle also ends the test and restores its normal loading. Transferring to another vehicle discards the saved loading, so it cannot be restored into the new vehicle. Saved restoration data is local to the current client session.
The same permissions apply to setting and restoring loading: administrators, or any player while in the simulator. In the updated client, fractional values, malformed commands, integers outside the supported 32-bit range and negative values other than -1 are ignored without changing loading. Older clients do not have the restore command; use an updated client for this procedure.
Admins Only
111VEHICLETYPE##
Requests transfer to the nearest, unoccupied, active, empty vehicle not owned by Rusty's (preference for vehicles you have access to) of the requested type in the same reference frame within 320 km
Types are listed here:
- C98 = 1,
- DIHV = 2,
- E10 = 3,
- P13 = 4,
- A4 = 5,
- C2 = 6,
- T120 = 7,
- E11 = 8,
- //T1 = 9, // UNUSED
- ARJ_PAX = 10,
- ARJ_CNST = 11,
- ARJ_CARGOAFT = 12,
- ARJ_FUEL = 13,
- ARJ_CARGOTOP = 14,
- ARJ_MUNITIONS = 15,
- ARJ_ENUM = 19, // ARJs reserved 10-1
- Apartment = 20, // reserved
- C2A = 21, // new dasher
- T27 = 22, // mammoth
- BeishtKione = 23,
- W6Manx = 24,
- SimBay = 25, // reserved
- ControlTower = 26, // reserved
- T19 = 27, // stratomaster
- FloatingMan = 28,
- T121 = 29 // steerhead
111VEHICLE#####
Requests transfer to the specified IVR as long as it is unoccupied, active vehicle
111VEHICLERETURN
Requests transfer back to original vehicle before 111VEHICLETYPE## was ever used as long as it is within 320 km
111REFUELME
Refuels your current vehicle to the maximum allowable for the vehicle type
111DIHVSTATUS#
Queue up arrival or departure animation for the DIHV ship (does not affect newspaper, loading/unloading of materials from TAC)
- 0 = Undock and depart
- 1 = Arrive and dock
000COMMANDW0
Repositions you to the currently selected waypoint.
It will appear that you died but that death doesn't get reported ... it is just to give the system time to calculate new barycentric velocity, etc.
000COMMANDO0
Repositions you 500 km above the surface at your current location (for space-capable vehicles only) in a stable orbit
000COMMANDD0
Repositions you to the currently selected dock (for space-capable vehicles only)
000COMMANDSIM0
Toggles whether your current vehicle is a simulator or not (only available on the E-11, T-19, and W-6 models currently)
000COMMANDVISX.XXX
Control the visibility in kilometers (0.500 for 500 metres; 2.000 for 2 km; -1 to restore live weather)
000COMMANDBCLX.XXX
Sets the local cloud ceiling in kilometres AGL, from 0 to 10. Decimals use a dot: 000COMMANDBCL0.125 selects 125 metres; 000COMMANDBCL0 selects ground level; 000COMMANDBCL-1 restores live weather. The override follows local terrain in the cloud and fog weather grids. It does not apply a new server visibility cap.
000COMMANDCLOUDACTvalue and 000COMMANDCLOUDACT-1
Administrator-only, client-local cloud activity control. Enter a value from 0 to 1 directly after the prefix, for example 000COMMANDCLOUDACT0.6 for dense-cloud testing. The value changes cloud activity while retaining the normal cloud and fog paths; it is not an opacity percentage and does not guarantee that every location is inside a cloud. Wind, precipitation and visibility continue to follow their existing controls.
For a low-cloud test, enter 000COMMANDVIS-1, 000COMMANDCLOUDACT0.6, then 000COMMANDBCL0.125 (or another desired ceiling). Keep VIS at -1 to retain spatial weather fog; an explicit VIS override selects uniform test visibility. Loaded local weather and terrain are still required.
Use 000COMMANDCLOUDACT-1 and 000COMMANDBCL-1 independently to restore live activity and ceiling. Live weather continues updating during the test. Activity override is disabled and cleared in the simulator and also ends on client restart. Invalid values leave the prior setting unchanged. These local controls do not change other players' weather.
000COMMANDACL0
Re-positions you 20 km straight up from your current position
000COMMANDSUNvalue and 000COMMANDSUN-1
Administrator-only visual sun-position override for your client. With an updated client, enter a number from 0 to 1 directly after 000COMMANDSUN, using a decimal point for fractions. For example, 000COMMANDSUN0.5 puts the sun on the local horizon.
000COMMANDSUN0: directly below you, on the opposite side of the planet (-90 degrees elevation).000COMMANDSUN0.25: 45 degrees below the local horizon.000COMMANDSUN0.5: on the local tangent horizon (0 degrees elevation).000COMMANDSUN0.75: 45 degrees above the local horizon.000COMMANDSUN1: directly overhead (+90 degrees elevation).000COMMANDSUN-1: remove the override and restore the current natural orbital position.
Intermediate values change elevation continuously; they are not brightness percentages or times of day. The sun keeps its natural bearing where that bearing is defined. The selected elevation follows your current location, including during flight and in orbit. At altitude, the visible planetary limb lies below the local tangent horizon, so 0.5 need not put the sun on the limb.
The solar disc, sky, clouds and scene lighting share the overridden direction. Clouds, terrain and atmospheric visibility can still obscure the sun. The game clock continues to follow the natural orbit. This retains the existing administrator sun override in the simulator. The override remains active until reset or client restart; 000COMMANDSUN-1 is the reset command. Invalid values leave the previous setting unchanged and write usage guidance to the client log.
000COMMANDALPHA0 and 000COMMANDALPHA1
Controls the alpha screen level (to simulate being in with 400m viz or out of the clouds with 42.16km viz)
000COMMANDGAMMA<strength> or 000COMMANDGAMMA-1
Administrator only. In the experimental plasma-envelope client, use a strength from 0 to 1, including decimals with a dot: for example, 000COMMANDGAMMA0.5 requests half target strength. The preview is visible through the windshield and external camera mounts. While the preview is active, its flow runs from nose to tail, fixed to the ship, at a constant animation rate independent of actual airspeed, orbital direction and wind. This flow override does not change the vehicle's velocity or attitude. Changing the strength changes brightness, not animation speed. GAMMA1 requests full target strength, GAMMA0 forces it off, and GAMMA-1 cancels the override and restores automatic brightness and the actual air-relative direction. Malformed or out-of-range values are ignored without changing the active override; no extra parameters are accepted. The preview is suppressed in the simulator and cleared on simulator entry; it is also unavailable in building/windowless interiors or while carried inside another vehicle. Clouds may obscure it.
The GAMMA value also sets the local radio-blackout fraction: 0 means no plasma-induced radio loss, 0.5 masks half the characters in ordinary radio-chat messages and halves scanner range, and 1 masks all message text and reduces scanner range to zero. Text loss is rounded down to whole characters and applies independently when transmitting and receiving; both ends of a link can impair a message. Your local sent-message history keeps the original typed text; the transmitted copy is garbled. This is a linear diagnostic scale, not an electron-density measurement or a prediction of a real radio-frequency cutoff. Direct/private messages, waypoint attachments and cockpit voice audio retain their existing behavior. GAMMA-1 restores the automatic radio-blackout calculation along with automatic glow and airflow. Simulator entry clears the override and blackout.
It does not establish a safe entry speed or temperature. Earlier clients use the cockpit-glass effect and require the ALPHA cloud overlay to be disabled to see that preview.
000COMMANDELMO0 and 000COMMANDELMO1
Controls the St. Elmo's Fire effect (must also have 000COMMANDALPHA enabled)
000COMMANDRAINXX
Overrides the the precipitation level locally. 2 to turn off, 16 is maximum, -1 to remove override.
000COMMANDBOLT
Administrator-only connected lightning test. The local strike ends at terrain about 1 km ahead along the camera's horizontal bearing, with full diagnostic intensity and a randomized connected chain. It requires a loaded local weather grid, terrain at the target and a positive ceiling below the cloud top. It is unavailable in the simulator, windowless interiors or above the nominal cloud deck. The local Communications history and client log report acceptance or the reason for rejection. The event ends automatically.
At zero ceiling there is no exposed cloud-to-ground channel, so BOLT rejects the event, including its illumination. Use the separate illumination test below to test cloud and fog lighting at zero ceiling.
000COMMANDBOLTLIGHT and 000COMMANDBOLTLIGHT0
Administrator-only, client-local cloud/fog illumination test. 000COMMANDBOLTLIGHT starts one brief flash at the same target bearing, using a repeatable pulse. It produces no bolt mesh, afterimage, thunder, damage or server event, and does not light terrain/building materials or cockpit surfaces. It works with zero ceiling as well as a positive ceiling. A simultaneous real strike takes priority over the test light.
It requires the volumetric cloud renderer, current local weather and terrain, a view outside windowless interiors, and a position below the nominal cloud deck. It is disabled in the simulator. The flash expires automatically; 000COMMANDBOLTLIGHT0 cancels it immediately. Simulator entry, missing weather, reconnect and renderer reset clear it. Status and rejection reasons appear in local Communications history and the client log. Keep the camera and weather controls steady when comparing this test with BOLT.
000COMMANDCLOUDBOLT1 and 000COMMANDCLOUDBOLT0
Administrator-only, client-local orbital lightning visibility test (updated client required). Enter 000COMMANDCLOUDBOLT1 to start or restart a 30-real-second test; 000COMMANDCLOUDBOLT0 stops it immediately. No spaces or additional parameters are needed.
The test starts two cloud-lightning events per second, with anchors within a 100 km surface radius beneath the moving ship. Each event can flash through up to three connected sections inside existing cloud moisture. The path stays fixed to the planet after spawning. Look down at the clouds, preferably at night or twilight. The client log reports whether the command started or why it was refused.
It requires real flight above the highest supported cloud layer (currently 22 km MSL), the volumetric cloud renderer and a loaded global weather map. It is disabled in the in-world simulator. Expiry, cancellation, simulator entry, renderer reset, missing weather, reconnect, or descent to the diagnostic altitude limit clears the test. Stalls skip missed events; the 30-second wall-clock deadline does not restart.
The diagnostic forces storm-strength events without changing the convection map, cloud shape or natural planetary event schedule. Empty cloud regions may skip events. It produces cloud illumination only: no exposed bolt, server event, thunder or damage. Natural lightning still depends on live convection; see Weather: Cloud lightning.
000COMMANDRADIO
Temporarily toggles whether the current vehicle is equipped with a JVC Radio
000COMMANDNVG
Temporarily toggles whether the current vehicle is equipped with Night Vision Goggles
Ground-wash surface preview
000COMMANDLF<number> and 000COMMANDLF-1
Administrator-only, client-local ground-wash material preview (updated client required). Enter a whole number immediately after 000COMMANDLF to compare surface effects without moving the vehicle:
| Command | Preview |
|---|---|
000COMMANDLF0 or 000COMMANDLF10 |
Dry loose sand/dirt |
000COMMANDLF1 |
Open-water steam/spray |
000COMMANDLF2 through 000COMMANDLF31, except 10 |
Dry mineral dust |
000COMMANDLF32 |
Dry pavement/road dust |
000COMMANDLF33 |
Wet-ground steam/mist |
000COMMANDLF34 |
Snow aerosol |
000COMMANDLF-1 |
Restore the current live surface, wetness and snow |
Values 0 through 31 select the existing landform classifications; 32 through 34 are preview presets, not additional terrain IDs. The dry presets ignore local wetness, snow, roads and roofs for the ground-wash comparison. Other visible weather continues normally. Mineral dust retains the current location's base terrain tint. Only the ground-wash material changes: terrain textures, terrain height, collisions, traction and other players are unaffected.
Each selection or reset clears the previous ground-wash cloud. The effect still requires actual engine output and a plume that reaches the local ground; it does not force emission from idle engines, in space, in interiors or in unsupported vehicles. Height, thrust direction and surface wind continue to control the wash. The preview uses the normal bounded ground-wash model. Dry snow and loose sand/dirt can form outward-moving waves of dense cloud that obscure the surroundings, with blowing flakes over snow; it does not simulate erosion or change vehicle performance. See near-surface effects for the normal limits.
Mineral dust forms faint rolling clouds tinted by the terrain; pavement dust is lighter and gray. Wet ground adds subtle pale steam/mist, while open water produces much denser, taller white steam with spray. Detached steam rises as it fades, more strongly over open water. Steam is a visual proxy for condensed droplets and spray, not a heat-transfer, boiling or water-consumption simulation.
An active vehicle outside the in-world simulator is required. Simulator entry clears the preview, and leaving the simulator does not restore it. Changing vehicles, becoming inactive, losing administrator access, a graphics-device reset or restarting the client also clears it. Use 000COMMANDLF-1 to stop manually.
The prefix is case-insensitive. Use ordinary decimal digits, or exactly -1 to reset; fractions, plus signs, exponent notation, extra parameters and values outside the listed range are rejected without changing the current selection. Accepted selections and resets appear in the local Communications history as the command you entered. Detailed command status, rejection reasons and usage guidance appear in the client log. The command is handled locally and is not sent to other players or the server.