<?xml version="1.0"?>
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	<id>https://www2.armsofvenus.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Reskin</id>
	<title>Arms of Venus - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www2.armsofvenus.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Reskin"/>
	<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/Special:Contributions/Reskin"/>
	<updated>2026-09-20T19:08:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Template:LandingPage&amp;diff=200</id>
		<title>Template:LandingPage</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Template:LandingPage&amp;diff=200"/>
		<updated>2026-06-02T00:38:37Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:LandingPage/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;aov-landing&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;aov-hero&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;aov-hero-inner&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;!-- &amp;lt;div class=&amp;quot;aov-kicker&amp;quot;&amp;gt;Windows Desktop&amp;lt;/div&amp;gt; Steam Early Access •--&amp;gt;&lt;br /&gt;
      &amp;lt;h1&amp;gt;[[File:aovLogo.png]]&amp;lt;/h1&amp;gt;&lt;br /&gt;
      &amp;lt;p class=&amp;quot;aov-tagline&amp;quot;&amp;gt;&lt;br /&gt;
        A third-person session-based extraction shooter with aircraft, floating platforms, and hostile skies&lt;br /&gt;
        &amp;lt;span style=&amp;quot;text-wrap: nowrap;&amp;quot;&amp;gt;50 km&amp;lt;/span&amp;gt; above Venus.&lt;br /&gt;
      &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Aircraft combat&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Third-person&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Extraction shooter&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Session-based&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;PvE + PvP&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-actions&amp;quot; style=&amp;quot;display: none;&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;aov-button&amp;quot;&amp;gt;[[Getting Started|Get Started]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;!--        &amp;lt;span class=&amp;quot;aov-button aov-button-secondary&amp;quot;&amp;gt;[[:Category:Aerostats|Floating Platforms]]&amp;lt;/span&amp;gt;--&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;div class=&amp;quot;aov-mainpanel&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;aov-stack&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;What Is The Game?&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Arms of Venus&amp;lt;/strong&amp;gt; is a Windows-first desktop game built around short,&lt;br /&gt;
            high-intensity extraction runs in the [[Venus]]ian skies.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            Players launch from massive [[:Category:Aerostats|aerostat platforms]], fly armed aircraft into dangerous zones,&lt;br /&gt;
            recover cargo or objectives, survive [[Vitriol Dogs|PvE threats]] and rival players, and return to extract.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-grid&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Setting&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;p&amp;gt;&lt;br /&gt;
              The game takes place roughly &amp;lt;strong&amp;gt;50 km above [[Venus]]&amp;lt;/strong&amp;gt;, in the relatively survivable layer of the atmosphere,&lt;br /&gt;
              where floating industrial platforms, trade routes, storms, and interdiction craft define life in the sky.&lt;br /&gt;
            &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Core Play&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;ul&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Launch from a floating base&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Fly to contested objectives&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Fight, scavenge, extract&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Return before somebody else takes what you found&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Why It Feels Different&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;ul&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Aircraft-centered combat and traversal&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Persistent floating platforms and infrastructure&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Heavy wind, atmosphere, and vehicle physics&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;High-fidelity environments and volumetric skies&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Platform&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Windows desktop first&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Steam Early Access&amp;lt;/strong&amp;gt;&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;p class=&amp;quot;aov-muted&amp;quot;&amp;gt;&lt;br /&gt;
            This page is player-facing. Technical and development details are below.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-devband&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-devband-title&amp;quot;&amp;gt;Developer / Artist Notes&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-grid&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Engine&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;&lt;br /&gt;
                Built in [[Unreal Engine 5]].&lt;br /&gt;
              &amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Technical Focus&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;ul&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Volumetric clouds&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Dense atmospheric scattering&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Physics-heavy vehicle systems&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Large-scale multiplayer environments&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;/ul&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Related Pages&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;ul&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;[[Arena]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Gameplay]]&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;/ul&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
 The biggest shift since the “Rise-era wiki + social plugins” model is this:&lt;br /&gt;
 * The wiki is no longer the community. It’s the source of truth.&lt;br /&gt;
 * The community lives elsewhere.&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Template:LandingPage&amp;diff=199</id>
		<title>Template:LandingPage</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Template:LandingPage&amp;diff=199"/>
		<updated>2026-06-02T00:37:44Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:LandingPage/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;aov-landing&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;aov-hero&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;aov-hero-inner&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;!-- &amp;lt;div class=&amp;quot;aov-kicker&amp;quot;&amp;gt;Windows Desktop&amp;lt;/div&amp;gt; Steam Early Access •--&amp;gt;&lt;br /&gt;
      &amp;lt;h1&amp;gt;[[File:aovLogo.png]]&amp;lt;/h1&amp;gt;&lt;br /&gt;
      &amp;lt;p class=&amp;quot;aov-tagline&amp;quot;&amp;gt;&lt;br /&gt;
        A third-person session-based extraction shooter with aircraft, floating platforms, and hostile skies&lt;br /&gt;
        &amp;lt;span style=&amp;quot;text-wrap: nowrap;&amp;quot;&amp;gt;50 km&amp;lt;/span&amp;gt; above [[Venus]].&lt;br /&gt;
      &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Aircraft combat&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Third-person&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Extraction shooter&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Session-based&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;PvE + PvP&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-actions&amp;quot; style=&amp;quot;display: none;&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;aov-button&amp;quot;&amp;gt;[[Getting Started|Get Started]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;!--        &amp;lt;span class=&amp;quot;aov-button aov-button-secondary&amp;quot;&amp;gt;[[:Category:Aerostats|Floating Platforms]]&amp;lt;/span&amp;gt;--&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;div class=&amp;quot;aov-mainpanel&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;aov-stack&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;What Is The Game?&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Arms of Venus&amp;lt;/strong&amp;gt; is a Windows-first desktop game built around short,&lt;br /&gt;
            high-intensity extraction runs in the [[Venus]]ian skies.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            Players launch from massive [[:Category:Aerostats|aerostat platforms]], fly armed aircraft into dangerous zones,&lt;br /&gt;
            recover cargo or objectives, survive [[Vitriol Dogs|PvE threats]] and rival players, and return to extract.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-grid&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Setting&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;p&amp;gt;&lt;br /&gt;
              The game takes place roughly &amp;lt;strong&amp;gt;50 km above [[Venus]]&amp;lt;/strong&amp;gt;, in the relatively survivable layer of the atmosphere,&lt;br /&gt;
              where floating industrial platforms, trade routes, storms, and interdiction craft define life in the sky.&lt;br /&gt;
            &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Core Play&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;ul&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Launch from a floating base&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Fly to contested objectives&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Fight, scavenge, extract&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Return before somebody else takes what you found&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Why It Feels Different&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;ul&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Aircraft-centered combat and traversal&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Persistent floating platforms and infrastructure&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Heavy wind, atmosphere, and vehicle physics&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;High-fidelity environments and volumetric skies&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Platform&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Windows desktop first&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Steam Early Access&amp;lt;/strong&amp;gt;&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;p class=&amp;quot;aov-muted&amp;quot;&amp;gt;&lt;br /&gt;
            This page is player-facing. Technical and development details are below.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-devband&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-devband-title&amp;quot;&amp;gt;Developer / Artist Notes&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-grid&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Engine&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;&lt;br /&gt;
                Built in [[Unreal Engine 5]].&lt;br /&gt;
              &amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Technical Focus&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;ul&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Volumetric clouds&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Dense atmospheric scattering&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Physics-heavy vehicle systems&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Large-scale multiplayer environments&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;/ul&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Related Pages&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;ul&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;[[Arena]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Gameplay]]&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;/ul&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
 The biggest shift since the “Rise-era wiki + social plugins” model is this:&lt;br /&gt;
 * The wiki is no longer the community. It’s the source of truth.&lt;br /&gt;
 * The community lives elsewhere.&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Venus&amp;diff=198</id>
		<title>Venus</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Venus&amp;diff=198"/>
		<updated>2026-06-01T23:41:59Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ev:youtube|KUNQxeHAhfE|720x1280}}&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Venus&amp;diff=197</id>
		<title>Venus</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Venus&amp;diff=197"/>
		<updated>2026-06-01T23:39:00Z</updated>

		<summary type="html">&lt;p&gt;Reskin: Created page with &amp;quot;{{#ev:youtube|KUNQxeHAhfE}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ev:youtube|KUNQxeHAhfE}}&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=196</id>
		<title>Extractor</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=196"/>
		<updated>2026-06-01T23:28:46Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:mosmoni_cr3722rp_concept.png|thumb|right|400px|Mosmoni aerostat extractor operating within the [[Venus]]ian lower cloud deck (~50 km altitude).]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Extractor&#039;&#039;&#039; is a heavy industrial aerostat platform designed for continuous atmospheric extraction, processing, and aerial logistics operations within the temperate band of [[Venus]]’s atmosphere (45–60 km altitude).  &lt;br /&gt;
&lt;br /&gt;
Manufactured by &#039;&#039;&#039;Mosmoni Heavy Industries&#039;&#039;&#039;, the rig serves as a multi-role installation combining:&lt;br /&gt;
* Atmospheric resource extraction&lt;br /&gt;
* Flight deck operations&lt;br /&gt;
* Station-keeping and regional traffic coordination&lt;br /&gt;
* Defensive and surveillance capabilities&lt;br /&gt;
* Long-duration crew habitation&lt;br /&gt;
&lt;br /&gt;
The platform is optimized for sustained operation in high-wind, corrosive, and electrically active atmospheric conditions.&lt;br /&gt;
&lt;br /&gt;
== General Characteristics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Value (Typical)&lt;br /&gt;
|-&lt;br /&gt;
| Operational Altitude || 47–52 km&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Pressure || ~1 bar (Earth-like)&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Temperature || 20–75°C (external)&lt;br /&gt;
|-&lt;br /&gt;
| Atmospheric Composition || CO₂-rich, sulfuric acid aerosols&lt;br /&gt;
|-&lt;br /&gt;
| Nominal Crew Complement || ~90–100 personnel&lt;br /&gt;
|-&lt;br /&gt;
| On-Duty Watch || ~28 personnel (3-shift rotation)&lt;br /&gt;
|-&lt;br /&gt;
| Endurance || 14–30 days without resupply&lt;br /&gt;
|-&lt;br /&gt;
| Lift Gas || Hydrogen (primary), mixed buffer gases&lt;br /&gt;
|-&lt;br /&gt;
| Structure Type || Central spine + distributed lift envelope&lt;br /&gt;
|-&lt;br /&gt;
| Winds aloft || ~210 km/h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structural Layout ==&lt;br /&gt;
The aerostat is built around a &#039;&#039;&#039;reinforced central spine&#039;&#039;&#039; supporting:&lt;br /&gt;
* Habitation decks&lt;br /&gt;
* Processing plant&lt;br /&gt;
* Power systems&lt;br /&gt;
* Structural load paths&lt;br /&gt;
&lt;br /&gt;
The lift section is mounted above the operational mass, improving:&lt;br /&gt;
* Stability (pendulum damping)&lt;br /&gt;
* Weather alignment (weathervaning)&lt;br /&gt;
* Reduced roll and pitch coupling&lt;br /&gt;
&lt;br /&gt;
=== Major Sections ===&lt;br /&gt;
* &#039;&#039;&#039;Lift Envelope (Upper Section)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Central Spine (Core Structure)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flight Deck and Hangar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Atmospheric Processing Plant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;External Intake Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Power System ==&lt;br /&gt;
The extractor is powered by an onboard reactor system providing continuous energy for atmospheric processing, life support, and platform operations.&lt;br /&gt;
&lt;br /&gt;
=== Primary Reactor ===&lt;br /&gt;
The platform utilizes a compact fission reactor housed within the reinforced central spine.&lt;br /&gt;
&lt;br /&gt;
* Provides continuous high-output power independent of solar conditions&lt;br /&gt;
* Supports energy-intensive processes such as CO₂ splitting and chemical refinement&lt;br /&gt;
* Integrated into the platform’s structural core for shielding and protection&lt;br /&gt;
&lt;br /&gt;
The reactor is isolated within hardened compartments with multiple containment and shutdown systems.&lt;br /&gt;
&lt;br /&gt;
=== Power Distribution ===&lt;br /&gt;
Energy is distributed throughout the platform via redundant bus systems:&lt;br /&gt;
&lt;br /&gt;
* Primary power grid (processing plant, compressors, and separation systems)&lt;br /&gt;
* Secondary grid (life support, habitation, and control systems)&lt;br /&gt;
* Emergency grid (citadel, critical controls, and communications)&lt;br /&gt;
&lt;br /&gt;
Localized buffering and conversion systems ensure stable delivery across varying load conditions.&lt;br /&gt;
&lt;br /&gt;
=== Thermal Management ===&lt;br /&gt;
Reactor and processing operations generate significant waste heat.&lt;br /&gt;
&lt;br /&gt;
* Heat exchangers transfer thermal energy into processing loops where possible&lt;br /&gt;
* Excess heat is dissipated through radiative and convective systems&lt;br /&gt;
* Thermal load balancing is critical to maintaining structural and system integrity&lt;br /&gt;
&lt;br /&gt;
=== Energy Storage and Backup ===&lt;br /&gt;
The platform incorporates multiple energy storage systems:&lt;br /&gt;
&lt;br /&gt;
* Sulfur-based battery arrays for medium-duration storage&lt;br /&gt;
* Hydrogen reserves for chemical energy buffering&lt;br /&gt;
* Emergency backup systems supporting critical operations in the event of reactor shutdown&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Reactor output is closely tied to processing throughput and platform productivity&lt;br /&gt;
* Power fluctuations can directly impact buoyancy stability due to reduced hydrogen production&lt;br /&gt;
* Thermal management failures represent a major operational hazard&lt;br /&gt;
&lt;br /&gt;
== Crew and Habitation ==&lt;br /&gt;
The platform operates continuously using a &#039;&#039;&#039;three-watch rotation system&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*No full days off&lt;br /&gt;
*Continuous rotation&lt;br /&gt;
*Occasional lighter-duty shifts&lt;br /&gt;
*Crew rotation off-platform (2–3 weeks on / off)&lt;br /&gt;
&lt;br /&gt;
=== Crew Breakdown (Typical) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! On Duty !! Total (Approx.)&lt;br /&gt;
|-&lt;br /&gt;
| Bridge / Command || 6 || 18&lt;br /&gt;
|-&lt;br /&gt;
| Flight Operations || 10 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Processing Plant || 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Engineering / Trim || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Security / Medical / Misc || 4 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Habitation Model ===&lt;br /&gt;
The rig uses a &#039;&#039;&#039;hot-bunking system&#039;&#039;&#039; to reduce required volume.&lt;br /&gt;
&lt;br /&gt;
* 2–3 personnel assigned per rack&lt;br /&gt;
* Separate locker bays for personal storage&lt;br /&gt;
* Shift-based occupancy rotation&lt;br /&gt;
* Centralized habitation within protected spine&lt;br /&gt;
&lt;br /&gt;
=== Habitation Facilities ===&lt;br /&gt;
* Rack rooms (shared, 4 bunks per room)&lt;br /&gt;
* Locker bays (external to sleeping areas)&lt;br /&gt;
* Galley and mess hall&lt;br /&gt;
* Hygiene blocks (&amp;quot;heads&amp;quot;)&lt;br /&gt;
* Medical bay&lt;br /&gt;
* Emergency citadel (sealed refuge for full on-duty crew)&lt;br /&gt;
&lt;br /&gt;
== Bridge and Command Operations ==&lt;br /&gt;
The bridge functions as the platform’s:&lt;br /&gt;
* Navigation center&lt;br /&gt;
* Tactical control&lt;br /&gt;
* Airspace coordination node&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Station-keeping relative to wind and neighboring platforms&lt;br /&gt;
* Traffic management (approach/departure sequencing)&lt;br /&gt;
* Sensor monitoring (radar, atmospheric, threat detection)&lt;br /&gt;
* Defensive systems authorization&lt;br /&gt;
* Emergency coordination&lt;br /&gt;
&lt;br /&gt;
=== Typical Watch ===&lt;br /&gt;
* Watch Officer (Command)&lt;br /&gt;
* Helm / Station-Keeping Operator&lt;br /&gt;
* Sensor / Tactical Operator&lt;br /&gt;
* Communications Controller&lt;br /&gt;
* Systems Monitor (Engineering liaison)&lt;br /&gt;
* Air Ops Coordinator (if integrated)&lt;br /&gt;
&lt;br /&gt;
== Flight Deck Operations ==&lt;br /&gt;
The extractor supports continuous aerial operations.&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
* External cargo handling (cranes, rigging)&lt;br /&gt;
* Emergency recovery (damaged craft)&lt;br /&gt;
&lt;br /&gt;
=== Aircraft Launch and Recovery ===&lt;br /&gt;
&lt;br /&gt;
The platform utilizes a gravity-assisted launch system, taking advantage of its high-altitude operating environment.&lt;br /&gt;
&lt;br /&gt;
==== Launch System ====&lt;br /&gt;
Aircraft are deployed via inclined launch chutes extending from one side of the platform.&lt;br /&gt;
&lt;br /&gt;
* Vehicles roll or are guided into the chute and released into controlled descent&lt;br /&gt;
* Altitude is converted into airspeed during the initial drop&lt;br /&gt;
* Engines spool during descent, transitioning to powered flight&lt;br /&gt;
&lt;br /&gt;
This approach eliminates the need for catapult systems and reduces mechanical complexity.&lt;br /&gt;
&lt;br /&gt;
Multiple parallel chutes may be used to support high sortie rates.&lt;br /&gt;
&lt;br /&gt;
==== Recovery System ====&lt;br /&gt;
Aircraft are recovered on a dedicated flight deck located on the opposite side of the platform.&lt;br /&gt;
&lt;br /&gt;
* Short-runway landings supported by arrestor systems&lt;br /&gt;
* Assisted guidance may be available for approach and alignment&lt;br /&gt;
* Recovery operations are separated from launch operations to reduce conflict and increase throughput&lt;br /&gt;
&lt;br /&gt;
==== Operational Notes ====&lt;br /&gt;
* Launch operations inherently trade altitude for energy&lt;br /&gt;
* Aircraft may require minimum operational altitude margins following deployment&lt;br /&gt;
* Damage to launch or recovery systems can significantly impact sortie capability&lt;br /&gt;
&lt;br /&gt;
=== Deck Crew Roles ===&lt;br /&gt;
* Air Boss (deck authority)&lt;br /&gt;
* Landing Controller&lt;br /&gt;
* Launch Controller&lt;br /&gt;
* Deck handlers / rigging crew&lt;br /&gt;
* Fueling and turnaround technicians&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Deck operations are heavily influenced by variable visibility &lt;br /&gt;
* Approach corridors are dynamically adjusted based on atmospheric conditions&lt;br /&gt;
* Arresting and guided landing systems (e.g., &amp;quot;Autoflyte&amp;quot;) may be employed&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Processing System ==&lt;br /&gt;
The defining feature of the extractor is its atmospheric extraction and refinement capability, converting [[Venus]]ian atmospheric constituents into usable gases, structural materials, and industrial feedstocks.&lt;br /&gt;
&lt;br /&gt;
=== Intake System ===&lt;br /&gt;
A large lower-mounted intake continuously draws in [[Venus]]ian atmosphere:&lt;br /&gt;
* High-volume CO₂ intake&lt;br /&gt;
* Aerosol capture (H₂SO₄ droplets)&lt;br /&gt;
* Trace sulfur compounds (SO₂, SO₃)&lt;br /&gt;
* Multi-stage filtration, separation, and compression&lt;br /&gt;
&lt;br /&gt;
The intake assembly is designed to operate under continuous exposure to corrosive aerosols, requiring frequent maintenance and anti-fouling measures.&lt;br /&gt;
&lt;br /&gt;
A single-hinged intake isolation door can be deployed to seal the intake assembly during maintenance cycles, contamination events, or emergency shutdown conditions.&lt;br /&gt;
&lt;br /&gt;
=== Primary Processing Functions ===&lt;br /&gt;
&lt;br /&gt;
==== Carbon Dioxide Processing ====&lt;br /&gt;
CO₂ is separated into its constituent elements through high-energy processes:&lt;br /&gt;
&lt;br /&gt;
* Oxygen extraction (O₂) for life support and oxidizer use&lt;br /&gt;
* Carbon recovery (C) for industrial material production&lt;br /&gt;
&lt;br /&gt;
Recovered carbon is processed into multiple forms:&lt;br /&gt;
* Carbon black and graphite (industrial bulk materials)&lt;br /&gt;
* Carbon fiber composites (structural applications)&lt;br /&gt;
* Advanced allotropes (e.g., graphene) for high-strength, lightweight construction&lt;br /&gt;
&lt;br /&gt;
These materials are used in:&lt;br /&gt;
* Airframe and structural fabrication&lt;br /&gt;
* Pressure vessels and tanks&lt;br /&gt;
* Reinforcement of aerostat components and tether systems&lt;br /&gt;
&lt;br /&gt;
==== Hydrogen Recovery and Sulfuric Processing ====&lt;br /&gt;
Sulfuric acid (H₂SO₄) aerosols are processed to recover:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen (H₂)&lt;br /&gt;
  * Primary lift gas for buoyancy systems&lt;br /&gt;
  * Feedstock for fuel and chemical synthesis&lt;br /&gt;
&lt;br /&gt;
* Sulfur (S)&lt;br /&gt;
  * Industrial feedstock for chemical processes&lt;br /&gt;
  * Input for sulfur-based energy storage systems&lt;br /&gt;
  * Polymer additives and material treatments&lt;br /&gt;
&lt;br /&gt;
* Oxygen (additional recovery stream)&lt;br /&gt;
&lt;br /&gt;
Sulfur compounds are also used in:&lt;br /&gt;
* Acid regeneration loops (closed-cycle processing)&lt;br /&gt;
* Corrosion-resistant coatings and treatments&lt;br /&gt;
* Industrial chemical synthesis&lt;br /&gt;
&lt;br /&gt;
==== Hydrocarbon Synthesis ====&lt;br /&gt;
With both carbon and hydrogen available, the extractor supports synthetic fuel and material production.&lt;br /&gt;
&lt;br /&gt;
Primary outputs include:&lt;br /&gt;
* Methane (CH₄)&lt;br /&gt;
* Longer-chain hydrocarbons (liquid fuels, lubricants, polymers)&lt;br /&gt;
&lt;br /&gt;
Intermediate products:&lt;br /&gt;
* Carbon monoxide (CO)&lt;br /&gt;
* Synthesis gas (CO + H₂)&lt;br /&gt;
&lt;br /&gt;
These outputs support:&lt;br /&gt;
* Fuel production (local consumption and export)&lt;br /&gt;
* Polymer and plastics manufacturing&lt;br /&gt;
* Thermal and chemical energy storage&lt;br /&gt;
&lt;br /&gt;
==== Propellant Production ====&lt;br /&gt;
Oxygen (O₂) is generated as a byproduct of CO₂ processing and is captured, stored, and distributed as an oxidizer.&lt;br /&gt;
&lt;br /&gt;
Combined with hydrocarbon synthesis, the platform produces complete propellant loads:&lt;br /&gt;
&lt;br /&gt;
* Methane (fuel)&lt;br /&gt;
* Oxygen (oxidizer)&lt;br /&gt;
&lt;br /&gt;
These are used for:&lt;br /&gt;
* Aircraft propulsion systems&lt;br /&gt;
* High-power maneuvering and emergency thrust systems&lt;br /&gt;
&lt;br /&gt;
=== Gas Refinement and Distribution ===&lt;br /&gt;
Processed gases are conditioned and routed to:&lt;br /&gt;
&lt;br /&gt;
* Buoyancy systems (hydrogen lift cells)&lt;br /&gt;
* Life support systems (oxygen supply)&lt;br /&gt;
* Fuel storage and transfer systems&lt;br /&gt;
* Export pipelines and transport vessels&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
==== Life Support ====&lt;br /&gt;
* Oxygen (breathable atmosphere)&lt;br /&gt;
* Trace gases for environmental control&lt;br /&gt;
&lt;br /&gt;
==== Buoyancy ====&lt;br /&gt;
* Hydrogen (primary lift gas)&lt;br /&gt;
&lt;br /&gt;
==== Structural Materials ====&lt;br /&gt;
* Carbon composites (fiber, graphite, graphene-derived)&lt;br /&gt;
* Reinforcement materials for platform construction and repair&lt;br /&gt;
&lt;br /&gt;
==== Industrial Feedstocks ====&lt;br /&gt;
* Methane and synthetic hydrocarbons&lt;br /&gt;
* Carbon monoxide and synthesis gas&lt;br /&gt;
* Sulfur and sulfur-based compounds&lt;br /&gt;
&lt;br /&gt;
==== Energy Storage ====&lt;br /&gt;
* Hydrogen fuel&lt;br /&gt;
* Sulfur-based battery systems&lt;br /&gt;
&lt;br /&gt;
==== Thermal Output ====&lt;br /&gt;
* Significant waste heat requiring active dissipation and thermal management&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Intake systems are prone to sulfuric fouling and require continuous maintenance cycles&lt;br /&gt;
* Carbon production generates fine particulate contamination within processing zones&lt;br /&gt;
* Processing efficiency directly impacts platform buoyancy stability and operational capability&lt;br /&gt;
* Hydrogen handling primarily presents containment and system integrity challenges rather than combustion risk, as the surrounding atmosphere lacks free oxygen&lt;br /&gt;
* The primary safety hazards arise within enclosed systems and propellant handling operations, where hydrogen, methane, and stored oxygen may mix under fault conditions.&lt;br /&gt;
&lt;br /&gt;
==== Propellant Safety ====&lt;br /&gt;
The most significant explosive risk on the platform occurs during fuel and oxidizer handling.&lt;br /&gt;
&lt;br /&gt;
* Methane (or synthetic hydrocarbons) and oxygen are stored and transferred under controlled conditions&lt;br /&gt;
* Any uncontrolled mixing can result in rapid combustion or detonation&lt;br /&gt;
* Fueling systems, transfer lines, and storage tanks are heavily monitored and compartmentalized&lt;br /&gt;
&lt;br /&gt;
Operational protocols prioritize strict separation of fuel and oxidizer except at controlled injection points.&lt;br /&gt;
&lt;br /&gt;
== Lift and Buoyancy System ==&lt;br /&gt;
The platform maintains altitude using a combination of:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen-filled lift cells&lt;br /&gt;
* Controlled gas compression and expansion&lt;br /&gt;
* Ballast and trim management&lt;br /&gt;
&lt;br /&gt;
=== Stability Features ===&lt;br /&gt;
* High-mounted lift section for pendulum stability&lt;br /&gt;
* Distributed buoyancy cells for redundancy&lt;br /&gt;
* Active trim control (mass shifting, gas redistribution)&lt;br /&gt;
&lt;br /&gt;
== Station-Keeping and Propulsion ==&lt;br /&gt;
The platform is not an airship but maintains controlled positioning.&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
* Process gas exhaust redirection&lt;br /&gt;
* Buoyancy adjustments&lt;br /&gt;
* Aerodynamic alignment (weathervaning)&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* Relative movement vs air mass: ~5–20 km/h typical&lt;br /&gt;
* Primary function: formation keeping, drift correction, spacing&lt;br /&gt;
&lt;br /&gt;
== Defensive Systems ==&lt;br /&gt;
Due to piracy and territorial conflict, platforms are typically equipped with:&lt;br /&gt;
&lt;br /&gt;
* Radar and sensor arrays&lt;br /&gt;
* Close-range defensive weapons&lt;br /&gt;
* Electronic countermeasures&lt;br /&gt;
* Shield emitters&lt;br /&gt;
* Hardened internal citadel&lt;br /&gt;
&lt;br /&gt;
Security personnel maintain:&lt;br /&gt;
* Boarding defense readiness&lt;br /&gt;
* Internal threat control&lt;br /&gt;
* Access control to critical systems&lt;br /&gt;
&lt;br /&gt;
== Environmental Hazards ==&lt;br /&gt;
Operations at ~50 km altitude on [[Venus]] expose the platform to:&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid aerosols (corrosive)&lt;br /&gt;
* Static discharge&lt;br /&gt;
* Thermal gradients&lt;br /&gt;
* Structural fatigue&lt;br /&gt;
&lt;br /&gt;
Radiation levels are not considered a primary hazard due to atmospheric shielding.&lt;br /&gt;
&lt;br /&gt;
== Emergency Systems ==&lt;br /&gt;
=== Citadel ===&lt;br /&gt;
A hardened internal refuge capable of sustaining the full on-duty crew:&lt;br /&gt;
* Independent air supply&lt;br /&gt;
* Sealed environment&lt;br /&gt;
* Emergency rations&lt;br /&gt;
* Command link to bridge&lt;br /&gt;
&lt;br /&gt;
=== Redundancies ===&lt;br /&gt;
* Multiple power paths&lt;br /&gt;
* Compartmentalized bulkheads&lt;br /&gt;
* Fire suppression systems&lt;br /&gt;
* Decontamination zones&lt;br /&gt;
&lt;br /&gt;
== Operational Doctrine ==&lt;br /&gt;
The extractor is designed for:&lt;br /&gt;
&lt;br /&gt;
* Continuous industrial extraction&lt;br /&gt;
* Cooperative or competitive aerostat networks&lt;br /&gt;
* Support of aerial trade and combat operations&lt;br /&gt;
&lt;br /&gt;
It functions as both:&lt;br /&gt;
* A mobile industrial asset&lt;br /&gt;
* A strategic node in aerial logistics and conflict zones&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Crew endurance and morale are heavily influenced by hot-bunking and confined living conditions.&lt;br /&gt;
* Platforms often develop distinct internal cultures and informal hierarchies.&lt;br /&gt;
* Long-term deployments may lead to psychological and interpersonal strain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aerostats]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Unreal_Engine_5&amp;diff=195</id>
		<title>Unreal Engine 5</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Unreal_Engine_5&amp;diff=195"/>
		<updated>2026-06-01T23:27:57Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unreal Engine 5 (UE5) is a modern, high-performance game engine developed by Epic Games. It provides a comprehensive, production-ready framework for building real-time 3D applications, including games, simulations, and cinematic content.&lt;br /&gt;
&lt;br /&gt;
For the purposes of &#039;&#039;Rise: The Vieneo Province&#039;&#039; and the &#039;&#039;Arms of Venus&#039;&#039; project, UE5 represents a significant leap in capability compared to the legacy custom engine.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Licensing and Cost ==&lt;br /&gt;
&lt;br /&gt;
UE5 uses a highly favorable royalty-based licensing model:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Upfront Cost&#039;&#039;&#039;: $0&lt;br /&gt;
* &#039;&#039;&#039;Royalty Threshold&#039;&#039;&#039;: First $1,000,000 USD in lifetime revenue is royalty-free&lt;br /&gt;
* &#039;&#039;&#039;Royalty Rate&#039;&#039;&#039;: 5% of revenue above $1,000,000&lt;br /&gt;
* &#039;&#039;&#039;Royalty-Free Use Cases&#039;&#039;&#039;:&lt;br /&gt;
  * Non-interactive media (film, cinematics)&lt;br /&gt;
  * Internal tools and simulations&lt;br /&gt;
  * Visualization (architecture, industrial)&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
* Revenue: $1.5M&lt;br /&gt;
* Royalty: 5% of $500,000 = $25,000&lt;br /&gt;
&lt;br /&gt;
=== Epic Games Store Advantage ===&lt;br /&gt;
Products distributed via the Epic Games Store:&lt;br /&gt;
* &#039;&#039;&#039;No engine royalty&#039;&#039;&#039;&lt;br /&gt;
* ~12% storefront fee&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Core Features (Out of the Box) ==&lt;br /&gt;
&lt;br /&gt;
UE5 provides production-grade systems that would otherwise take years to develop internally:&lt;br /&gt;
&lt;br /&gt;
=== Rendering and Visual Fidelity ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nanite Virtualized Geometry&#039;&#039;&#039;&lt;br /&gt;
  * Film-quality assets without manual LOD creation&lt;br /&gt;
* &#039;&#039;&#039;Lumen Global Illumination&#039;&#039;&#039;&lt;br /&gt;
  * Real-time dynamic lighting and reflections&lt;br /&gt;
* &#039;&#039;&#039;Volumetric Clouds and Atmosphere&#039;&#039;&#039;&lt;br /&gt;
  * Physically-based atmospheric scattering&lt;br /&gt;
  * Essential for [[Venus]] cloud layer simulation&lt;br /&gt;
* &#039;&#039;&#039;High Dynamic Range (HDR) Pipeline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;PostProcessVolume System&#039;&#039;&#039;&lt;br /&gt;
  * Eye adaptation (auto exposure) to mimic human vision&lt;br /&gt;
  * Dynamic exposure compensation across extreme lighting conditions&lt;br /&gt;
  * Local exposure control (preserves highlights and shadows simultaneously)&lt;br /&gt;
  * Critical for transitioning between bright cloud tops and darker lower atmosphere&lt;br /&gt;
* &#039;&#039;&#039;Temporal Super Resolution (TSR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Physics and Simulation ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chaos Physics System&#039;&#039;&#039;&lt;br /&gt;
  * Rigid body, destruction, cloth, vehicles&lt;br /&gt;
* Built-in collision and constraint systems&lt;br /&gt;
* Deterministic-enough for gameplay scenarios&lt;br /&gt;
&lt;br /&gt;
=== World Building and Streaming ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;World Partition&#039;&#039;&#039;&lt;br /&gt;
  * Automatic large-world streaming&lt;br /&gt;
* &#039;&#039;&#039;Level Streaming&#039;&#039;&#039;&lt;br /&gt;
* Integration with real-world datasets (e.g., Cesium)&lt;br /&gt;
&lt;br /&gt;
=== Networking and Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
* Built-in replication framework&lt;br /&gt;
* Client/server authoritative model&lt;br /&gt;
* Scalable for PvE and PvP environments&lt;br /&gt;
&lt;br /&gt;
=== Tools and Workflow ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blueprints (Visual Scripting)&#039;&#039;&#039;&lt;br /&gt;
* Full C++ source access&lt;br /&gt;
* Live editor with hot reload&lt;br /&gt;
* Sequencer (cinematics)&lt;br /&gt;
* Niagara (VFX system)&lt;br /&gt;
&lt;br /&gt;
=== UI and UX ===&lt;br /&gt;
&lt;br /&gt;
* UMG (Unreal Motion Graphics)&lt;br /&gt;
* Input system abstraction&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
* Spatial audio&lt;br /&gt;
* Real-time effects and mixing&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What UE5 Solves Immediately ==&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;Arms of Venus&#039;&#039;, UE5 directly enables:&lt;br /&gt;
&lt;br /&gt;
* Realistic atmospheric scattering for [[Venus]] (Rayleigh + Mie tuning)&lt;br /&gt;
* Volumetric cloud rendering with depth and motion&lt;br /&gt;
* High-speed aerial combat with large draw distances&lt;br /&gt;
* Dynamic lighting across cloud layers&lt;br /&gt;
* Multiplayer infrastructure&lt;br /&gt;
* Asset pipeline compatibility with Blender and other DCC tools&lt;br /&gt;
* Human-eye-like exposure adaptation (bright cloud tops vs dim lower atmosphere)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Comparison: UE5 vs Rise Custom Engine ==&lt;br /&gt;
&lt;br /&gt;
=== Rendering ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Physically-based rendering (PBR)&lt;br /&gt;
* Real-time GI (Lumen)&lt;br /&gt;
* Volumetric clouds and atmosphere&lt;br /&gt;
* Nanite geometry scaling&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Custom rendering pipeline&lt;br /&gt;
* Geometry-based cloud layers (solid, non-volumetric)&lt;br /&gt;
* Clouds behave as opaque layers with limited light interaction&lt;br /&gt;
* No volumetric scattering, light diffusion, or sun bloom through clouds&lt;br /&gt;
* Can cast shadows onto terrain, but lacks atmospheric light transport&lt;br /&gt;
* No native GI or volumetric system&lt;br /&gt;
* Requires manual optimization for scale&lt;br /&gt;
&lt;br /&gt;
=== Development Speed ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Immediate productivity&lt;br /&gt;
* Massive ecosystem and documentation&lt;br /&gt;
* Marketplace assets available&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Slow iteration cycle&lt;br /&gt;
* All features must be built manually&lt;br /&gt;
* High maintenance burden&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Built-in replication and networking stack&lt;br /&gt;
* Proven at scale&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Custom networking implementation&lt;br /&gt;
* Requires ongoing debugging and scaling effort&lt;br /&gt;
&lt;br /&gt;
=== Tooling ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Editor, visual scripting, profiling tools&lt;br /&gt;
* Integrated pipeline&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Limited tooling&lt;br /&gt;
* Heavily code-driven&lt;br /&gt;
* Minimal visual debugging tools&lt;br /&gt;
&lt;br /&gt;
=== Visual Quality Ceiling ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Near-photorealistic out of the box&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Dependent on custom implementation&lt;br /&gt;
* High effort required to match modern standards&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What the Rise Engine Still Does Well ==&lt;br /&gt;
&lt;br /&gt;
Despite its limitations, the existing engine has strengths:&lt;br /&gt;
&lt;br /&gt;
* Deep integration with simulation logic&lt;br /&gt;
* Proven large-scale world math (e.g., STDistance scaling)&lt;br /&gt;
* Lightweight and efficient for specific workloads&lt;br /&gt;
* Full control over systems and architecture&lt;br /&gt;
&lt;br /&gt;
However, these advantages are outweighed by the cost of extending it to modern standards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Would Be Required to Match UE5 ==&lt;br /&gt;
&lt;br /&gt;
To bring the Rise engine to parity would require:&lt;br /&gt;
&lt;br /&gt;
* Full physically-based rendering pipeline&lt;br /&gt;
* Real-time global illumination system&lt;br /&gt;
* Volumetric cloud and atmospheric scattering system&lt;br /&gt;
* Modern asset pipeline and editor tools&lt;br /&gt;
* Multiplayer framework overhaul&lt;br /&gt;
* Cross-platform rendering abstraction&lt;br /&gt;
&lt;br /&gt;
Estimated effort: &#039;&#039;&#039;multiple years of full-time development&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
&lt;br /&gt;
=== Unity ===&lt;br /&gt;
&lt;br /&gt;
Developed by Unity Technologies &lt;br /&gt;
&lt;br /&gt;
* Pros:&lt;br /&gt;
  * Easier onboarding&lt;br /&gt;
  * Strong mobile support&lt;br /&gt;
* Cons:&lt;br /&gt;
  * Inferior out-of-the-box visuals vs UE5&lt;br /&gt;
  * Fragmented rendering pipelines (URP/HDRP)&lt;br /&gt;
  * Less suited for high-end atmospheric simulation&lt;br /&gt;
&lt;br /&gt;
=== Custom Engine ===&lt;br /&gt;
&lt;br /&gt;
* Pros:&lt;br /&gt;
  * Maximum control&lt;br /&gt;
  * Tailored to exact needs&lt;br /&gt;
* Cons:&lt;br /&gt;
  * Extremely high development cost&lt;br /&gt;
  * Reinvents solved problems&lt;br /&gt;
  * Slower time to market&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategic Considerations ==&lt;br /&gt;
&lt;br /&gt;
* UE5 allows immediate focus on gameplay rather than engine development&lt;br /&gt;
* Reduces technical risk dramatically&lt;br /&gt;
* Enables collaboration with external artists using standard tools&lt;br /&gt;
* Aligns with industry-standard workflows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
The decision is effectively unequivocal:&lt;br /&gt;
&lt;br /&gt;
* UE5 provides:&lt;br /&gt;
  * Superior rendering&lt;br /&gt;
  * Faster development&lt;br /&gt;
  * Lower cost of entry&lt;br /&gt;
  * Proven scalability&lt;br /&gt;
&lt;br /&gt;
* The Rise engine would require years of work to reach comparable capability&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therefore, Unreal Engine 5 is the correct and strategically optimal choice for current and future development, including Arms of Venus.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Draggers&amp;diff=194</id>
		<title>Draggers</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Draggers&amp;diff=194"/>
		<updated>2026-06-01T23:27:27Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:pageicon-pirates.png|thumb]]&lt;br /&gt;
== Pirate Doctrine: Draggers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; Feared, relentless, unstable  &lt;br /&gt;
&#039;&#039;&#039;Common name:&#039;&#039;&#039; &#039;&#039;Dragger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draggers are a pirate faction operating within the [[Venus]] cloud layer who specialize in corrosive warfare and controlled-descent salvage operations.&lt;br /&gt;
&lt;br /&gt;
They are most commonly encountered flying vessels classified as &#039;&#039;&#039;Interdiction Ships&#039;&#039;&#039;—craft designed not to destroy targets outright, but to capture, slow, degrade, and harvest them in-flight.&lt;br /&gt;
&lt;br /&gt;
Draggers do not seek clean kills. &lt;br /&gt;
 &lt;br /&gt;
They seek to:&lt;br /&gt;
* Blind the target&lt;br /&gt;
* Weaken its structure&lt;br /&gt;
* Control its descent&lt;br /&gt;
* Strip valuable components&lt;br /&gt;
* Abandon the remainder to the atmosphere&lt;br /&gt;
&lt;br /&gt;
Their attacks are prolonged, deliberate, and often observed at close range.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Interdiction Ships ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Capture, degrade, and salvage airborne targets  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common features:&#039;&#039;&#039;&lt;br /&gt;
* Corrosive dispersal systems&lt;br /&gt;
* Harpoon launchers&lt;br /&gt;
* Retrieval chains and winches&lt;br /&gt;
* Baloot deployment systems&lt;br /&gt;
* Reinforced forward structures for close-proximity operations&lt;br /&gt;
&lt;br /&gt;
Unlike conventional combat aircraft, interdiction ships are optimized for:&lt;br /&gt;
* Maintaining proximity to a compromised target&lt;br /&gt;
* Surviving corrosive environments (including their own weapons)&lt;br /&gt;
* Operating in unstable airflow during multi-body descent&lt;br /&gt;
&lt;br /&gt;
Future classifications may include specialized variants such as:&lt;br /&gt;
* Hunter (fast tagger)&lt;br /&gt;
* Anchor (drag control / tether control)&lt;br /&gt;
* Stripper (salvage specialist)&lt;br /&gt;
* Reaper (Glass Reaper-equipped)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Engagement Pattern ==&lt;br /&gt;
&lt;br /&gt;
Dragger attacks follow a structured escalation designed to convert a functioning craft into a controlled salvage event.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Marking the Target ===&lt;br /&gt;
* Initial pass disperses &#039;&#039;&#039;Fuming Vitriol&#039;&#039;&#039;&lt;br /&gt;
* Sensors haze and smear&lt;br /&gt;
* External coatings degrade&lt;br /&gt;
* Sealants and exposed systems begin failing&lt;br /&gt;
&lt;br /&gt;
Pirates remain visible, pacing the target.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: The Burn ===&lt;br /&gt;
* Follow-up attack introduces &#039;&#039;&#039;Hot Vitriol&#039;&#039;&#039;&lt;br /&gt;
* Targeted at:&lt;br /&gt;
  * Control surfaces&lt;br /&gt;
  * Wing roots / lift structures&lt;br /&gt;
  * Thruster housings&lt;br /&gt;
  * Composite stress zones&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Control lag&lt;br /&gt;
* Structural vibration&lt;br /&gt;
* Heat buildup&lt;br /&gt;
* Efficiency loss&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: The Slow (Controlled Descent Initiation) ===&lt;br /&gt;
* Deployment of &#039;&#039;&#039;Baloot Tags&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Baloots:&lt;br /&gt;
* Increase aerodynamic drag&lt;br /&gt;
* Reduce maneuverability&lt;br /&gt;
* Slow descent rate when distributed correctly&lt;br /&gt;
&lt;br /&gt;
Purpose:&lt;br /&gt;
* Prevent escape&lt;br /&gt;
* Extend engagement window&lt;br /&gt;
* Convert uncontrolled fall into controlled descent&lt;br /&gt;
&lt;br /&gt;
Pirate doctrine:&lt;br /&gt;
&#039;&#039;&amp;quot;Keep it falling, but not too fast.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: The Blind (Canopy Kill) ===&lt;br /&gt;
* Optional deployment of &#039;&#039;&#039;Glass Reaper&#039;&#039;&#039;&lt;br /&gt;
* Precision strikes against:&lt;br /&gt;
  * Cockpit canopy&lt;br /&gt;
  * Forward sensor envelope&lt;br /&gt;
  * Optical systems&lt;br /&gt;
&lt;br /&gt;
Glass Reaper is most commonly used to disable pilot visibility by attacking the canopy assembly.&lt;br /&gt;
&lt;br /&gt;
==== Stage 1: Optical Kill ====&lt;br /&gt;
* Canopy becomes:&lt;br /&gt;
  * Etched&lt;br /&gt;
  * Frosted&lt;br /&gt;
  * Chemically streaked&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Severe visual distortion&lt;br /&gt;
* Glare and light scattering&lt;br /&gt;
* Loss of targeting clarity&lt;br /&gt;
* Reduced situational awareness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Stage 2: Structural Degradation ====&lt;br /&gt;
Modern canopies are layered systems (polymers, coatings, laminates).&lt;br /&gt;
&lt;br /&gt;
Glass Reaper attacks:&lt;br /&gt;
* Protective coatings&lt;br /&gt;
* Outer layers&lt;br /&gt;
* Bonded interfaces&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
* Microfractures&lt;br /&gt;
* Layer separation&lt;br /&gt;
* Reduced structural integrity&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Stage 3: Failure Under Load ====&lt;br /&gt;
During:&lt;br /&gt;
* High-speed flight&lt;br /&gt;
* Maneuvering&lt;br /&gt;
* Descent into denser atmosphere&lt;br /&gt;
&lt;br /&gt;
The canopy may:&lt;br /&gt;
* Crack or craze&lt;br /&gt;
* Delaminate&lt;br /&gt;
* Partially tear away&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Cockpit Effects ====&lt;br /&gt;
&lt;br /&gt;
Once compromised:&lt;br /&gt;
&lt;br /&gt;
* Violent airflow into cockpit&lt;br /&gt;
* Significant drag increase&lt;br /&gt;
* Reduced maximum speed&lt;br /&gt;
* Acidic aerosol intrusion&lt;br /&gt;
* Extreme noise&lt;br /&gt;
* Instrument interference&lt;br /&gt;
&lt;br /&gt;
The pilot becomes:&lt;br /&gt;
* Partially blind&lt;br /&gt;
* Physically overwhelmed&lt;br /&gt;
* Increasingly unable to control the aircraft&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: The Strip ===&lt;br /&gt;
* Interdiction ships close alongside&lt;br /&gt;
* Harpoons and retrieval systems deployed&lt;br /&gt;
&lt;br /&gt;
Pirates do not board in a traditional sense.&lt;br /&gt;
&lt;br /&gt;
Instead, they:&lt;br /&gt;
* Tear off external components&lt;br /&gt;
* Extract mounted systems&lt;br /&gt;
* Remove accessible hardware&lt;br /&gt;
&lt;br /&gt;
Common salvage targets:&lt;br /&gt;
* Weapons systems&lt;br /&gt;
* Engine modules&lt;br /&gt;
* Countermeasure pods&lt;br /&gt;
* Sensor arrays&lt;br /&gt;
* External avionics&lt;br /&gt;
* Structural assemblies (control surfaces, tail sections)&lt;br /&gt;
&lt;br /&gt;
This phase is fast, aggressive, and destructive.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 6: The Drop ===&lt;br /&gt;
&lt;br /&gt;
At approximately &#039;&#039;&#039;50 km altitude&#039;&#039;&#039;, a compromised craft enters a critical thermal window.&lt;br /&gt;
&lt;br /&gt;
Normally:&lt;br /&gt;
* ~3 minutes to catastrophic failure&lt;br /&gt;
&lt;br /&gt;
With baloot control:&lt;br /&gt;
* Descent is slowed&lt;br /&gt;
* Engagement time is extended&lt;br /&gt;
&lt;br /&gt;
After salvage:&lt;br /&gt;
* Pirates disengage&lt;br /&gt;
* Target continues descending&lt;br /&gt;
* Heat and pressure exceed survivability&lt;br /&gt;
&lt;br /&gt;
Final outcome:&lt;br /&gt;
* Structural breakup&lt;br /&gt;
* Thermal failure&lt;br /&gt;
* Atmospheric loss&lt;br /&gt;
&lt;br /&gt;
Pirates rarely remain to observe the end.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Corrosive Disabling Methods ==&lt;br /&gt;
&lt;br /&gt;
These methods are designed to degrade systems and enable controlled capture.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fuming Vitriol ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Native corrosive aerosol  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Sulfuric-acid-family (H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;SO&amp;lt;sub&amp;gt;4&amp;lt;/sub&amp;gt;, sulfur trioxide mixtures)&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Coating degradation&lt;br /&gt;
* Seal failure&lt;br /&gt;
* Sensor fouling&lt;br /&gt;
* Electrical insulation damage&lt;br /&gt;
* Composite resin breakdown&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Initial contamination&lt;br /&gt;
* Area denial&lt;br /&gt;
* Pre-salvage weakening&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hot Vitriol ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Thermal-corrosive assault mix  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Sulfuric-acid-family with thermal activation&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Accelerated resin breakdown&lt;br /&gt;
* Delamination&lt;br /&gt;
* Structural weakening&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Targeted structural attacks&lt;br /&gt;
* Rapid degradation prior to descent control&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Glass Reaper ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Exotic contraband  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Fluoride-bearing corrosive agents (non-native)&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Canopy and optical destruction&lt;br /&gt;
* Sensor degradation&lt;br /&gt;
* Interface and coating damage&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Pilot blinding&lt;br /&gt;
* Precision subsystem disablement&lt;br /&gt;
* High-value interdiction&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Auxiliary Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Baloot Tags ===&lt;br /&gt;
Harpoon-deployed drag devices.&lt;br /&gt;
&lt;br /&gt;
Functions:&lt;br /&gt;
* Increase drag&lt;br /&gt;
* Slow descent&lt;br /&gt;
* Stabilize target trajectory&lt;br /&gt;
* Extend salvage window&lt;br /&gt;
&lt;br /&gt;
Doctrine:&lt;br /&gt;
&#039;&#039;&amp;quot;Control the fall.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Harpoons and Retrieval Chains ===&lt;br /&gt;
&lt;br /&gt;
Primary salvage tools.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Barbed or magnetic anchors&lt;br /&gt;
* Reinforced chains or cables&lt;br /&gt;
* Winch-driven retrieval systems&lt;br /&gt;
&lt;br /&gt;
Used to:&lt;br /&gt;
* Maintain proximity&lt;br /&gt;
* Stabilize alongside target&lt;br /&gt;
* Extract components under motion&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Salvage Doctrine ==&lt;br /&gt;
&lt;br /&gt;
Draggers operate on a salvage-based economy.&lt;br /&gt;
&lt;br /&gt;
They prioritize:&lt;br /&gt;
* Speed of extraction&lt;br /&gt;
* Value of components&lt;br /&gt;
* Survival of the interdiction craft&lt;br /&gt;
&lt;br /&gt;
Loot tiers include:&lt;br /&gt;
* Basic materials (panels, alloys)&lt;br /&gt;
* Functional subsystems&lt;br /&gt;
* Advanced modules&lt;br /&gt;
* Rare/exotic components&lt;br /&gt;
&lt;br /&gt;
The target hull is expendable.&lt;br /&gt;
&lt;br /&gt;
Only what can be removed quickly is taken.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Pirate Engineering Philosophy ==&lt;br /&gt;
&lt;br /&gt;
Dragger interdiction ships are intentionally unsafe.&lt;br /&gt;
&lt;br /&gt;
Common traits:&lt;br /&gt;
* Exposed reactors&lt;br /&gt;
* Uncontained propulsion systems&lt;br /&gt;
* High-emission engines&lt;br /&gt;
* Oil-burning or inefficient powerplants&lt;br /&gt;
* Minimal environmental protection&lt;br /&gt;
&lt;br /&gt;
They accept:&lt;br /&gt;
* Equipment failure&lt;br /&gt;
* Crew exposure&lt;br /&gt;
* Environmental contamination&lt;br /&gt;
&lt;br /&gt;
In exchange for:&lt;br /&gt;
* Simplicity&lt;br /&gt;
* Raw power&lt;br /&gt;
* Ease of repair&lt;br /&gt;
* Psychological intimidation&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Psychological Warfare ==&lt;br /&gt;
&lt;br /&gt;
Victims experience progressive system collapse.&lt;br /&gt;
&lt;br /&gt;
Effects include:&lt;br /&gt;
* Visible degradation of surfaces&lt;br /&gt;
* Cockpit haze and streaking&lt;br /&gt;
* Sensor distortion and noise&lt;br /&gt;
* Structural creaking&lt;br /&gt;
* Delayed control response&lt;br /&gt;
&lt;br /&gt;
Described as:&lt;br /&gt;
&#039;&#039;&amp;quot;Flying something that is already falling apart.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Design Philosophy ==&lt;br /&gt;
&lt;br /&gt;
Dragger doctrine is not destruction—it is control.&lt;br /&gt;
&lt;br /&gt;
They:&lt;br /&gt;
* Degrade systems&lt;br /&gt;
* Control motion&lt;br /&gt;
* Extend engagement time&lt;br /&gt;
* Extract value&lt;br /&gt;
&lt;br /&gt;
Final doctrine:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Don’t kill the ship. Ride it down.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Countermeasures ==&lt;br /&gt;
&lt;br /&gt;
* Avoid corrosive plumes&lt;br /&gt;
* Remove baloots immediately&lt;br /&gt;
* Cut harpoon lines quickly&lt;br /&gt;
* Reduce maneuvering loads after exposure&lt;br /&gt;
* Use redundant systems&lt;br /&gt;
* Change altitude aggressively&lt;br /&gt;
&lt;br /&gt;
Even with countermeasures, Dragger interdiction remains one of the most feared threats in [[Venus]] operations.&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Arms_of_Venus:About&amp;diff=193</id>
		<title>Arms of Venus:About</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Arms_of_Venus:About&amp;diff=193"/>
		<updated>2026-05-11T21:05:45Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Arms of Venus&#039;&#039;&#039; is an atmospheric extraction shooter project led by [https://unistellar.risetvp.com/jason-reskin/ Jason Reskin], founder and developer at [https://unistellar.risetvp.com/ Unistellar Industries, LLC].&lt;br /&gt;
&lt;br /&gt;
Set high in the cloud layers of Venus, the project explores vehicle-based extraction gameplay, salvage operations, armed aerostat platforms, and the dangers of operating in one of the most hostile environments in the solar system.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Main Page]]&lt;br /&gt;
* [[Gameplay]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Arms_of_Venus:About&amp;diff=192</id>
		<title>Arms of Venus:About</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Arms_of_Venus:About&amp;diff=192"/>
		<updated>2026-05-11T21:04:32Z</updated>

		<summary type="html">&lt;p&gt;Reskin: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Arms of Venus&amp;#039;&amp;#039;&amp;#039; is an atmospheric extraction shooter project led by Jason Reskin.  Set high in the cloud layers of Venus, the project explores vehicle-based extraction gameplay, salvage operations, armed aerostat platforms, and the dangers of operating in one of the most hostile environments in the solar system.  == Project Lead ==  Arms of Venus is led by [https://unistellar.risetvp.com/jason-reskin/ Jason Reskin], founder and developer at Unistella...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Arms of Venus&#039;&#039;&#039; is an atmospheric extraction shooter project led by [[Jason Reskin|Jason Reskin]].&lt;br /&gt;
&lt;br /&gt;
Set high in the cloud layers of Venus, the project explores vehicle-based extraction gameplay, salvage operations, armed aerostat platforms, and the dangers of operating in one of the most hostile environments in the solar system.&lt;br /&gt;
&lt;br /&gt;
== Project Lead ==&lt;br /&gt;
&lt;br /&gt;
Arms of Venus is led by [https://unistellar.risetvp.com/jason-reskin/ Jason Reskin], founder and developer at Unistellar Industries, LLC.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Main Page]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
* [[Gameplay]]&lt;br /&gt;
* [[Worldbuilding]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Draggers&amp;diff=191</id>
		<title>Draggers</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Draggers&amp;diff=191"/>
		<updated>2026-05-09T15:05:31Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:pageicon-pirates.png|thumb]]&lt;br /&gt;
== Pirate Doctrine: Draggers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; Feared, relentless, unstable  &lt;br /&gt;
&#039;&#039;&#039;Common name:&#039;&#039;&#039; &#039;&#039;Dragger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draggers are a pirate faction operating within the Venus cloud layer who specialize in corrosive warfare and controlled-descent salvage operations.&lt;br /&gt;
&lt;br /&gt;
They are most commonly encountered flying vessels classified as &#039;&#039;&#039;Interdiction Ships&#039;&#039;&#039;—craft designed not to destroy targets outright, but to capture, slow, degrade, and harvest them in-flight.&lt;br /&gt;
&lt;br /&gt;
Draggers do not seek clean kills. &lt;br /&gt;
 &lt;br /&gt;
They seek to:&lt;br /&gt;
* Blind the target&lt;br /&gt;
* Weaken its structure&lt;br /&gt;
* Control its descent&lt;br /&gt;
* Strip valuable components&lt;br /&gt;
* Abandon the remainder to the atmosphere&lt;br /&gt;
&lt;br /&gt;
Their attacks are prolonged, deliberate, and often observed at close range.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Interdiction Ships ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Capture, degrade, and salvage airborne targets  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common features:&#039;&#039;&#039;&lt;br /&gt;
* Corrosive dispersal systems&lt;br /&gt;
* Harpoon launchers&lt;br /&gt;
* Retrieval chains and winches&lt;br /&gt;
* Baloot deployment systems&lt;br /&gt;
* Reinforced forward structures for close-proximity operations&lt;br /&gt;
&lt;br /&gt;
Unlike conventional combat aircraft, interdiction ships are optimized for:&lt;br /&gt;
* Maintaining proximity to a compromised target&lt;br /&gt;
* Surviving corrosive environments (including their own weapons)&lt;br /&gt;
* Operating in unstable airflow during multi-body descent&lt;br /&gt;
&lt;br /&gt;
Future classifications may include specialized variants such as:&lt;br /&gt;
* Hunter (fast tagger)&lt;br /&gt;
* Anchor (drag control / tether control)&lt;br /&gt;
* Stripper (salvage specialist)&lt;br /&gt;
* Reaper (Glass Reaper-equipped)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Engagement Pattern ==&lt;br /&gt;
&lt;br /&gt;
Dragger attacks follow a structured escalation designed to convert a functioning craft into a controlled salvage event.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Marking the Target ===&lt;br /&gt;
* Initial pass disperses &#039;&#039;&#039;Fuming Vitriol&#039;&#039;&#039;&lt;br /&gt;
* Sensors haze and smear&lt;br /&gt;
* External coatings degrade&lt;br /&gt;
* Sealants and exposed systems begin failing&lt;br /&gt;
&lt;br /&gt;
Pirates remain visible, pacing the target.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: The Burn ===&lt;br /&gt;
* Follow-up attack introduces &#039;&#039;&#039;Hot Vitriol&#039;&#039;&#039;&lt;br /&gt;
* Targeted at:&lt;br /&gt;
  * Control surfaces&lt;br /&gt;
  * Wing roots / lift structures&lt;br /&gt;
  * Thruster housings&lt;br /&gt;
  * Composite stress zones&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Control lag&lt;br /&gt;
* Structural vibration&lt;br /&gt;
* Heat buildup&lt;br /&gt;
* Efficiency loss&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: The Slow (Controlled Descent Initiation) ===&lt;br /&gt;
* Deployment of &#039;&#039;&#039;Baloot Tags&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Baloots:&lt;br /&gt;
* Increase aerodynamic drag&lt;br /&gt;
* Reduce maneuverability&lt;br /&gt;
* Slow descent rate when distributed correctly&lt;br /&gt;
&lt;br /&gt;
Purpose:&lt;br /&gt;
* Prevent escape&lt;br /&gt;
* Extend engagement window&lt;br /&gt;
* Convert uncontrolled fall into controlled descent&lt;br /&gt;
&lt;br /&gt;
Pirate doctrine:&lt;br /&gt;
&#039;&#039;&amp;quot;Keep it falling, but not too fast.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: The Blind (Canopy Kill) ===&lt;br /&gt;
* Optional deployment of &#039;&#039;&#039;Glass Reaper&#039;&#039;&#039;&lt;br /&gt;
* Precision strikes against:&lt;br /&gt;
  * Cockpit canopy&lt;br /&gt;
  * Forward sensor envelope&lt;br /&gt;
  * Optical systems&lt;br /&gt;
&lt;br /&gt;
Glass Reaper is most commonly used to disable pilot visibility by attacking the canopy assembly.&lt;br /&gt;
&lt;br /&gt;
==== Stage 1: Optical Kill ====&lt;br /&gt;
* Canopy becomes:&lt;br /&gt;
  * Etched&lt;br /&gt;
  * Frosted&lt;br /&gt;
  * Chemically streaked&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Severe visual distortion&lt;br /&gt;
* Glare and light scattering&lt;br /&gt;
* Loss of targeting clarity&lt;br /&gt;
* Reduced situational awareness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Stage 2: Structural Degradation ====&lt;br /&gt;
Modern canopies are layered systems (polymers, coatings, laminates).&lt;br /&gt;
&lt;br /&gt;
Glass Reaper attacks:&lt;br /&gt;
* Protective coatings&lt;br /&gt;
* Outer layers&lt;br /&gt;
* Bonded interfaces&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
* Microfractures&lt;br /&gt;
* Layer separation&lt;br /&gt;
* Reduced structural integrity&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Stage 3: Failure Under Load ====&lt;br /&gt;
During:&lt;br /&gt;
* High-speed flight&lt;br /&gt;
* Maneuvering&lt;br /&gt;
* Descent into denser atmosphere&lt;br /&gt;
&lt;br /&gt;
The canopy may:&lt;br /&gt;
* Crack or craze&lt;br /&gt;
* Delaminate&lt;br /&gt;
* Partially tear away&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Cockpit Effects ====&lt;br /&gt;
&lt;br /&gt;
Once compromised:&lt;br /&gt;
&lt;br /&gt;
* Violent airflow into cockpit&lt;br /&gt;
* Significant drag increase&lt;br /&gt;
* Reduced maximum speed&lt;br /&gt;
* Acidic aerosol intrusion&lt;br /&gt;
* Extreme noise&lt;br /&gt;
* Instrument interference&lt;br /&gt;
&lt;br /&gt;
The pilot becomes:&lt;br /&gt;
* Partially blind&lt;br /&gt;
* Physically overwhelmed&lt;br /&gt;
* Increasingly unable to control the aircraft&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: The Strip ===&lt;br /&gt;
* Interdiction ships close alongside&lt;br /&gt;
* Harpoons and retrieval systems deployed&lt;br /&gt;
&lt;br /&gt;
Pirates do not board in a traditional sense.&lt;br /&gt;
&lt;br /&gt;
Instead, they:&lt;br /&gt;
* Tear off external components&lt;br /&gt;
* Extract mounted systems&lt;br /&gt;
* Remove accessible hardware&lt;br /&gt;
&lt;br /&gt;
Common salvage targets:&lt;br /&gt;
* Weapons systems&lt;br /&gt;
* Engine modules&lt;br /&gt;
* Countermeasure pods&lt;br /&gt;
* Sensor arrays&lt;br /&gt;
* External avionics&lt;br /&gt;
* Structural assemblies (control surfaces, tail sections)&lt;br /&gt;
&lt;br /&gt;
This phase is fast, aggressive, and destructive.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 6: The Drop ===&lt;br /&gt;
&lt;br /&gt;
At approximately &#039;&#039;&#039;50 km altitude&#039;&#039;&#039;, a compromised craft enters a critical thermal window.&lt;br /&gt;
&lt;br /&gt;
Normally:&lt;br /&gt;
* ~3 minutes to catastrophic failure&lt;br /&gt;
&lt;br /&gt;
With baloot control:&lt;br /&gt;
* Descent is slowed&lt;br /&gt;
* Engagement time is extended&lt;br /&gt;
&lt;br /&gt;
After salvage:&lt;br /&gt;
* Pirates disengage&lt;br /&gt;
* Target continues descending&lt;br /&gt;
* Heat and pressure exceed survivability&lt;br /&gt;
&lt;br /&gt;
Final outcome:&lt;br /&gt;
* Structural breakup&lt;br /&gt;
* Thermal failure&lt;br /&gt;
* Atmospheric loss&lt;br /&gt;
&lt;br /&gt;
Pirates rarely remain to observe the end.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Corrosive Disabling Methods ==&lt;br /&gt;
&lt;br /&gt;
These methods are designed to degrade systems and enable controlled capture.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fuming Vitriol ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Native corrosive aerosol  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Sulfuric-acid-family (H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;SO&amp;lt;sub&amp;gt;4&amp;lt;/sub&amp;gt;, sulfur trioxide mixtures)&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Coating degradation&lt;br /&gt;
* Seal failure&lt;br /&gt;
* Sensor fouling&lt;br /&gt;
* Electrical insulation damage&lt;br /&gt;
* Composite resin breakdown&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Initial contamination&lt;br /&gt;
* Area denial&lt;br /&gt;
* Pre-salvage weakening&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hot Vitriol ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Thermal-corrosive assault mix  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Sulfuric-acid-family with thermal activation&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Accelerated resin breakdown&lt;br /&gt;
* Delamination&lt;br /&gt;
* Structural weakening&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Targeted structural attacks&lt;br /&gt;
* Rapid degradation prior to descent control&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Glass Reaper ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Exotic contraband  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Fluoride-bearing corrosive agents (non-native)&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Canopy and optical destruction&lt;br /&gt;
* Sensor degradation&lt;br /&gt;
* Interface and coating damage&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Pilot blinding&lt;br /&gt;
* Precision subsystem disablement&lt;br /&gt;
* High-value interdiction&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Auxiliary Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Baloot Tags ===&lt;br /&gt;
Harpoon-deployed drag devices.&lt;br /&gt;
&lt;br /&gt;
Functions:&lt;br /&gt;
* Increase drag&lt;br /&gt;
* Slow descent&lt;br /&gt;
* Stabilize target trajectory&lt;br /&gt;
* Extend salvage window&lt;br /&gt;
&lt;br /&gt;
Doctrine:&lt;br /&gt;
&#039;&#039;&amp;quot;Control the fall.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Harpoons and Retrieval Chains ===&lt;br /&gt;
&lt;br /&gt;
Primary salvage tools.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Barbed or magnetic anchors&lt;br /&gt;
* Reinforced chains or cables&lt;br /&gt;
* Winch-driven retrieval systems&lt;br /&gt;
&lt;br /&gt;
Used to:&lt;br /&gt;
* Maintain proximity&lt;br /&gt;
* Stabilize alongside target&lt;br /&gt;
* Extract components under motion&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Salvage Doctrine ==&lt;br /&gt;
&lt;br /&gt;
Draggers operate on a salvage-based economy.&lt;br /&gt;
&lt;br /&gt;
They prioritize:&lt;br /&gt;
* Speed of extraction&lt;br /&gt;
* Value of components&lt;br /&gt;
* Survival of the interdiction craft&lt;br /&gt;
&lt;br /&gt;
Loot tiers include:&lt;br /&gt;
* Basic materials (panels, alloys)&lt;br /&gt;
* Functional subsystems&lt;br /&gt;
* Advanced modules&lt;br /&gt;
* Rare/exotic components&lt;br /&gt;
&lt;br /&gt;
The target hull is expendable.&lt;br /&gt;
&lt;br /&gt;
Only what can be removed quickly is taken.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Pirate Engineering Philosophy ==&lt;br /&gt;
&lt;br /&gt;
Dragger interdiction ships are intentionally unsafe.&lt;br /&gt;
&lt;br /&gt;
Common traits:&lt;br /&gt;
* Exposed reactors&lt;br /&gt;
* Uncontained propulsion systems&lt;br /&gt;
* High-emission engines&lt;br /&gt;
* Oil-burning or inefficient powerplants&lt;br /&gt;
* Minimal environmental protection&lt;br /&gt;
&lt;br /&gt;
They accept:&lt;br /&gt;
* Equipment failure&lt;br /&gt;
* Crew exposure&lt;br /&gt;
* Environmental contamination&lt;br /&gt;
&lt;br /&gt;
In exchange for:&lt;br /&gt;
* Simplicity&lt;br /&gt;
* Raw power&lt;br /&gt;
* Ease of repair&lt;br /&gt;
* Psychological intimidation&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Psychological Warfare ==&lt;br /&gt;
&lt;br /&gt;
Victims experience progressive system collapse.&lt;br /&gt;
&lt;br /&gt;
Effects include:&lt;br /&gt;
* Visible degradation of surfaces&lt;br /&gt;
* Cockpit haze and streaking&lt;br /&gt;
* Sensor distortion and noise&lt;br /&gt;
* Structural creaking&lt;br /&gt;
* Delayed control response&lt;br /&gt;
&lt;br /&gt;
Described as:&lt;br /&gt;
&#039;&#039;&amp;quot;Flying something that is already falling apart.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Design Philosophy ==&lt;br /&gt;
&lt;br /&gt;
Dragger doctrine is not destruction—it is control.&lt;br /&gt;
&lt;br /&gt;
They:&lt;br /&gt;
* Degrade systems&lt;br /&gt;
* Control motion&lt;br /&gt;
* Extend engagement time&lt;br /&gt;
* Extract value&lt;br /&gt;
&lt;br /&gt;
Final doctrine:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Don’t kill the ship. Ride it down.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Countermeasures ==&lt;br /&gt;
&lt;br /&gt;
* Avoid corrosive plumes&lt;br /&gt;
* Remove baloots immediately&lt;br /&gt;
* Cut harpoon lines quickly&lt;br /&gt;
* Reduce maneuvering loads after exposure&lt;br /&gt;
* Use redundant systems&lt;br /&gt;
* Change altitude aggressively&lt;br /&gt;
&lt;br /&gt;
Even with countermeasures, Dragger interdiction remains one of the most feared threats in Venus operations.&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Draggers&amp;diff=190</id>
		<title>Draggers</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Draggers&amp;diff=190"/>
		<updated>2026-05-09T15:02:14Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:pageicon-pirates.png|thumb]]&lt;br /&gt;
== Pirate Doctrine: Draggers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; Feared, relentless, unstable  &lt;br /&gt;
&#039;&#039;&#039;Common name:&#039;&#039;&#039; &#039;&#039;Dragger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draggers are a pirate faction operating within the Venus cloud layer who specialize in corrosive warfare and controlled-descent salvage operations.&lt;br /&gt;
&lt;br /&gt;
They are most commonly encountered flying vessels classified as &#039;&#039;&#039;Interdiction Ships&#039;&#039;&#039;—craft designed not to destroy targets outright, but to capture, slow, degrade, and harvest them in-flight.&lt;br /&gt;
&lt;br /&gt;
Draggers do not seek clean kills. &lt;br /&gt;
&lt;br /&gt;
They seek to:&lt;br /&gt;
* Blind the target&lt;br /&gt;
* Weaken its structure&lt;br /&gt;
* Control its descent&lt;br /&gt;
* Strip valuable components&lt;br /&gt;
* Abandon the remainder to the atmosphere&lt;br /&gt;
&lt;br /&gt;
Their attacks are prolonged, deliberate, and often observed at close range.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Interdiction Ships ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Capture, degrade, and salvage airborne targets  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common features:&#039;&#039;&#039;&lt;br /&gt;
* Corrosive dispersal systems&lt;br /&gt;
* Harpoon launchers&lt;br /&gt;
* Retrieval chains and winches&lt;br /&gt;
* Baloot deployment systems&lt;br /&gt;
* Reinforced forward structures for close-proximity operations&lt;br /&gt;
&lt;br /&gt;
Unlike conventional combat aircraft, interdiction ships are optimized for:&lt;br /&gt;
* Maintaining proximity to a compromised target&lt;br /&gt;
* Surviving corrosive environments (including their own weapons)&lt;br /&gt;
* Operating in unstable airflow during multi-body descent&lt;br /&gt;
&lt;br /&gt;
Future classifications may include specialized variants such as:&lt;br /&gt;
* Hunter (fast tagger)&lt;br /&gt;
* Anchor (drag control / tether control)&lt;br /&gt;
* Stripper (salvage specialist)&lt;br /&gt;
* Reaper (Glass Reaper-equipped)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Engagement Pattern ==&lt;br /&gt;
&lt;br /&gt;
Dragger attacks follow a structured escalation designed to convert a functioning craft into a controlled salvage event.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Marking the Target ===&lt;br /&gt;
* Initial pass disperses &#039;&#039;&#039;Fuming Vitriol&#039;&#039;&#039;&lt;br /&gt;
* Sensors haze and smear&lt;br /&gt;
* External coatings degrade&lt;br /&gt;
* Sealants and exposed systems begin failing&lt;br /&gt;
&lt;br /&gt;
Pirates remain visible, pacing the target.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: The Burn ===&lt;br /&gt;
* Follow-up attack introduces &#039;&#039;&#039;Hot Vitriol&#039;&#039;&#039;&lt;br /&gt;
* Targeted at:&lt;br /&gt;
  * Control surfaces&lt;br /&gt;
  * Wing roots / lift structures&lt;br /&gt;
  * Thruster housings&lt;br /&gt;
  * Composite stress zones&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Control lag&lt;br /&gt;
* Structural vibration&lt;br /&gt;
* Heat buildup&lt;br /&gt;
* Efficiency loss&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: The Slow (Controlled Descent Initiation) ===&lt;br /&gt;
* Deployment of &#039;&#039;&#039;Baloot Tags&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Baloots:&lt;br /&gt;
* Increase aerodynamic drag&lt;br /&gt;
* Reduce maneuverability&lt;br /&gt;
* Slow descent rate when distributed correctly&lt;br /&gt;
&lt;br /&gt;
Purpose:&lt;br /&gt;
* Prevent escape&lt;br /&gt;
* Extend engagement window&lt;br /&gt;
* Convert uncontrolled fall into controlled descent&lt;br /&gt;
&lt;br /&gt;
Pirate doctrine:&lt;br /&gt;
&#039;&#039;&amp;quot;Keep it falling, but not too fast.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: The Blind (Canopy Kill) ===&lt;br /&gt;
* Optional deployment of &#039;&#039;&#039;Glass Reaper&#039;&#039;&#039;&lt;br /&gt;
* Precision strikes against:&lt;br /&gt;
  * Cockpit canopy&lt;br /&gt;
  * Forward sensor envelope&lt;br /&gt;
  * Optical systems&lt;br /&gt;
&lt;br /&gt;
Glass Reaper is most commonly used to disable pilot visibility by attacking the canopy assembly.&lt;br /&gt;
&lt;br /&gt;
==== Stage 1: Optical Kill ====&lt;br /&gt;
* Canopy becomes:&lt;br /&gt;
  * Etched&lt;br /&gt;
  * Frosted&lt;br /&gt;
  * Chemically streaked&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Severe visual distortion&lt;br /&gt;
* Glare and light scattering&lt;br /&gt;
* Loss of targeting clarity&lt;br /&gt;
* Reduced situational awareness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Stage 2: Structural Degradation ====&lt;br /&gt;
Modern canopies are layered systems (polymers, coatings, laminates).&lt;br /&gt;
&lt;br /&gt;
Glass Reaper attacks:&lt;br /&gt;
* Protective coatings&lt;br /&gt;
* Outer layers&lt;br /&gt;
* Bonded interfaces&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
* Microfractures&lt;br /&gt;
* Layer separation&lt;br /&gt;
* Reduced structural integrity&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Stage 3: Failure Under Load ====&lt;br /&gt;
During:&lt;br /&gt;
* High-speed flight&lt;br /&gt;
* Maneuvering&lt;br /&gt;
* Descent into denser atmosphere&lt;br /&gt;
&lt;br /&gt;
The canopy may:&lt;br /&gt;
* Crack or craze&lt;br /&gt;
* Delaminate&lt;br /&gt;
* Partially tear away&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Cockpit Effects ====&lt;br /&gt;
&lt;br /&gt;
Once compromised:&lt;br /&gt;
&lt;br /&gt;
* Violent airflow into cockpit&lt;br /&gt;
* Significant drag increase&lt;br /&gt;
* Reduced maximum speed&lt;br /&gt;
* Acidic aerosol intrusion&lt;br /&gt;
* Extreme noise&lt;br /&gt;
* Instrument interference&lt;br /&gt;
&lt;br /&gt;
The pilot becomes:&lt;br /&gt;
* Partially blind&lt;br /&gt;
* Physically overwhelmed&lt;br /&gt;
* Increasingly unable to control the aircraft&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: The Strip ===&lt;br /&gt;
* Interdiction ships close alongside&lt;br /&gt;
* Harpoons and retrieval systems deployed&lt;br /&gt;
&lt;br /&gt;
Pirates do not board in a traditional sense.&lt;br /&gt;
&lt;br /&gt;
Instead, they:&lt;br /&gt;
* Tear off external components&lt;br /&gt;
* Extract mounted systems&lt;br /&gt;
* Remove accessible hardware&lt;br /&gt;
&lt;br /&gt;
Common salvage targets:&lt;br /&gt;
* Weapons systems&lt;br /&gt;
* Engine modules&lt;br /&gt;
* Countermeasure pods&lt;br /&gt;
* Sensor arrays&lt;br /&gt;
* External avionics&lt;br /&gt;
* Structural assemblies (control surfaces, tail sections)&lt;br /&gt;
&lt;br /&gt;
This phase is fast, aggressive, and destructive.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 6: The Drop ===&lt;br /&gt;
&lt;br /&gt;
At approximately &#039;&#039;&#039;50 km altitude&#039;&#039;&#039;, a compromised craft enters a critical thermal window.&lt;br /&gt;
&lt;br /&gt;
Normally:&lt;br /&gt;
* ~3 minutes to catastrophic failure&lt;br /&gt;
&lt;br /&gt;
With baloot control:&lt;br /&gt;
* Descent is slowed&lt;br /&gt;
* Engagement time is extended&lt;br /&gt;
&lt;br /&gt;
After salvage:&lt;br /&gt;
* Pirates disengage&lt;br /&gt;
* Target continues descending&lt;br /&gt;
* Heat and pressure exceed survivability&lt;br /&gt;
&lt;br /&gt;
Final outcome:&lt;br /&gt;
* Structural breakup&lt;br /&gt;
* Thermal failure&lt;br /&gt;
* Atmospheric loss&lt;br /&gt;
&lt;br /&gt;
Pirates rarely remain to observe the end.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Corrosive Disabling Methods ==&lt;br /&gt;
&lt;br /&gt;
These methods are designed to degrade systems and enable controlled capture.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fuming Vitriol ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Native corrosive aerosol  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Sulfuric-acid-family (H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;SO&amp;lt;sub&amp;gt;4&amp;lt;/sub&amp;gt;, sulfur trioxide mixtures)&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Coating degradation&lt;br /&gt;
* Seal failure&lt;br /&gt;
* Sensor fouling&lt;br /&gt;
* Electrical insulation damage&lt;br /&gt;
* Composite resin breakdown&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Initial contamination&lt;br /&gt;
* Area denial&lt;br /&gt;
* Pre-salvage weakening&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hot Vitriol ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Thermal-corrosive assault mix  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Sulfuric-acid-family with thermal activation&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Accelerated resin breakdown&lt;br /&gt;
* Delamination&lt;br /&gt;
* Structural weakening&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Targeted structural attacks&lt;br /&gt;
* Rapid degradation prior to descent control&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Glass Reaper ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Exotic contraband  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Fluoride-bearing corrosive agents (non-native)&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Canopy and optical destruction&lt;br /&gt;
* Sensor degradation&lt;br /&gt;
* Interface and coating damage&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Pilot blinding&lt;br /&gt;
* Precision subsystem disablement&lt;br /&gt;
* High-value interdiction&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Auxiliary Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Baloot Tags ===&lt;br /&gt;
Harpoon-deployed drag devices.&lt;br /&gt;
&lt;br /&gt;
Functions:&lt;br /&gt;
* Increase drag&lt;br /&gt;
* Slow descent&lt;br /&gt;
* Stabilize target trajectory&lt;br /&gt;
* Extend salvage window&lt;br /&gt;
&lt;br /&gt;
Doctrine:&lt;br /&gt;
&#039;&#039;&amp;quot;Control the fall.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Harpoons and Retrieval Chains ===&lt;br /&gt;
&lt;br /&gt;
Primary salvage tools.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Barbed or magnetic anchors&lt;br /&gt;
* Reinforced chains or cables&lt;br /&gt;
* Winch-driven retrieval systems&lt;br /&gt;
&lt;br /&gt;
Used to:&lt;br /&gt;
* Maintain proximity&lt;br /&gt;
* Stabilize alongside target&lt;br /&gt;
* Extract components under motion&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Salvage Doctrine ==&lt;br /&gt;
&lt;br /&gt;
Draggers operate on a salvage-based economy.&lt;br /&gt;
&lt;br /&gt;
They prioritize:&lt;br /&gt;
* Speed of extraction&lt;br /&gt;
* Value of components&lt;br /&gt;
* Survival of the interdiction craft&lt;br /&gt;
&lt;br /&gt;
Loot tiers include:&lt;br /&gt;
* Basic materials (panels, alloys)&lt;br /&gt;
* Functional subsystems&lt;br /&gt;
* Advanced modules&lt;br /&gt;
* Rare/exotic components&lt;br /&gt;
&lt;br /&gt;
The target hull is expendable.&lt;br /&gt;
&lt;br /&gt;
Only what can be removed quickly is taken.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Pirate Engineering Philosophy ==&lt;br /&gt;
&lt;br /&gt;
Dragger interdiction ships are intentionally unsafe.&lt;br /&gt;
&lt;br /&gt;
Common traits:&lt;br /&gt;
* Exposed reactors&lt;br /&gt;
* Uncontained propulsion systems&lt;br /&gt;
* High-emission engines&lt;br /&gt;
* Oil-burning or inefficient powerplants&lt;br /&gt;
* Minimal environmental protection&lt;br /&gt;
&lt;br /&gt;
They accept:&lt;br /&gt;
* Equipment failure&lt;br /&gt;
* Crew exposure&lt;br /&gt;
* Environmental contamination&lt;br /&gt;
&lt;br /&gt;
In exchange for:&lt;br /&gt;
* Simplicity&lt;br /&gt;
* Raw power&lt;br /&gt;
* Ease of repair&lt;br /&gt;
* Psychological intimidation&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Psychological Warfare ==&lt;br /&gt;
&lt;br /&gt;
Victims experience progressive system collapse.&lt;br /&gt;
&lt;br /&gt;
Effects include:&lt;br /&gt;
* Visible degradation of surfaces&lt;br /&gt;
* Cockpit haze and streaking&lt;br /&gt;
* Sensor distortion and noise&lt;br /&gt;
* Structural creaking&lt;br /&gt;
* Delayed control response&lt;br /&gt;
&lt;br /&gt;
Described as:&lt;br /&gt;
&#039;&#039;&amp;quot;Flying something that is already falling apart.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Design Philosophy ==&lt;br /&gt;
&lt;br /&gt;
Dragger doctrine is not destruction—it is control.&lt;br /&gt;
&lt;br /&gt;
They:&lt;br /&gt;
* Degrade systems&lt;br /&gt;
* Control motion&lt;br /&gt;
* Extend engagement time&lt;br /&gt;
* Extract value&lt;br /&gt;
&lt;br /&gt;
Final doctrine:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Don’t kill the ship. Ride it down.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Countermeasures ==&lt;br /&gt;
&lt;br /&gt;
* Avoid corrosive plumes&lt;br /&gt;
* Remove baloots immediately&lt;br /&gt;
* Cut harpoon lines quickly&lt;br /&gt;
* Reduce maneuvering loads after exposure&lt;br /&gt;
* Use redundant systems&lt;br /&gt;
* Change altitude aggressively&lt;br /&gt;
&lt;br /&gt;
Even with countermeasures, Dragger interdiction remains one of the most feared threats in Venus operations.&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Vitriol_Dogs&amp;diff=189</id>
		<title>Vitriol Dogs</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Vitriol_Dogs&amp;diff=189"/>
		<updated>2026-04-24T19:43:06Z</updated>

		<summary type="html">&lt;p&gt;Reskin: Reskin moved page Vitriol Dogs to Draggers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Draggers]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Draggers&amp;diff=188</id>
		<title>Draggers</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Draggers&amp;diff=188"/>
		<updated>2026-04-24T19:43:06Z</updated>

		<summary type="html">&lt;p&gt;Reskin: Reskin moved page Vitriol Dogs to Draggers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:pageicon-pirates.png|thumb]]&lt;br /&gt;
== Pirate Doctrine: Draggers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; Feared, relentless, unstable  &lt;br /&gt;
&#039;&#039;&#039;Common name:&#039;&#039;&#039; &#039;&#039;Dragger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draggers are a pirate faction operating within the Venus cloud layer who specialize in corrosive warfare and controlled-descent salvage operations.&lt;br /&gt;
&lt;br /&gt;
They are most commonly encountered flying vessels classified as &#039;&#039;&#039;Interdiction Ships&#039;&#039;&#039;—craft designed not to destroy targets outright, but to capture, slow, degrade, and harvest them in-flight.&lt;br /&gt;
&lt;br /&gt;
Draggers do not seek clean kills.&lt;br /&gt;
&lt;br /&gt;
They seek to:&lt;br /&gt;
* Blind the target&lt;br /&gt;
* Weaken its structure&lt;br /&gt;
* Control its descent&lt;br /&gt;
* Strip valuable components&lt;br /&gt;
* Abandon the remainder to the atmosphere&lt;br /&gt;
&lt;br /&gt;
Their attacks are prolonged, deliberate, and often observed at close range.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Interdiction Ships ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Capture, degrade, and salvage airborne targets  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common features:&#039;&#039;&#039;&lt;br /&gt;
* Corrosive dispersal systems&lt;br /&gt;
* Harpoon launchers&lt;br /&gt;
* Retrieval chains and winches&lt;br /&gt;
* Baloot deployment systems&lt;br /&gt;
* Reinforced forward structures for close-proximity operations&lt;br /&gt;
&lt;br /&gt;
Unlike conventional combat aircraft, interdiction ships are optimized for:&lt;br /&gt;
* Maintaining proximity to a compromised target&lt;br /&gt;
* Surviving corrosive environments (including their own weapons)&lt;br /&gt;
* Operating in unstable airflow during multi-body descent&lt;br /&gt;
&lt;br /&gt;
Future classifications may include specialized variants such as:&lt;br /&gt;
* Hunter (fast tagger)&lt;br /&gt;
* Anchor (drag control / tether control)&lt;br /&gt;
* Stripper (salvage specialist)&lt;br /&gt;
* Reaper (Glass Reaper-equipped)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Engagement Pattern ==&lt;br /&gt;
&lt;br /&gt;
Dragger attacks follow a structured escalation designed to convert a functioning craft into a controlled salvage event.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Marking the Target ===&lt;br /&gt;
* Initial pass disperses &#039;&#039;&#039;Fuming Vitriol&#039;&#039;&#039;&lt;br /&gt;
* Sensors haze and smear&lt;br /&gt;
* External coatings degrade&lt;br /&gt;
* Sealants and exposed systems begin failing&lt;br /&gt;
&lt;br /&gt;
Pirates remain visible, pacing the target.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: The Burn ===&lt;br /&gt;
* Follow-up attack introduces &#039;&#039;&#039;Hot Vitriol&#039;&#039;&#039;&lt;br /&gt;
* Targeted at:&lt;br /&gt;
  * Control surfaces&lt;br /&gt;
  * Wing roots / lift structures&lt;br /&gt;
  * Thruster housings&lt;br /&gt;
  * Composite stress zones&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Control lag&lt;br /&gt;
* Structural vibration&lt;br /&gt;
* Heat buildup&lt;br /&gt;
* Efficiency loss&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: The Slow (Controlled Descent Initiation) ===&lt;br /&gt;
* Deployment of &#039;&#039;&#039;Baloot Tags&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Baloots:&lt;br /&gt;
* Increase aerodynamic drag&lt;br /&gt;
* Reduce maneuverability&lt;br /&gt;
* Slow descent rate when distributed correctly&lt;br /&gt;
&lt;br /&gt;
Purpose:&lt;br /&gt;
* Prevent escape&lt;br /&gt;
* Extend engagement window&lt;br /&gt;
* Convert uncontrolled fall into controlled descent&lt;br /&gt;
&lt;br /&gt;
Pirate doctrine:&lt;br /&gt;
&#039;&#039;&amp;quot;Keep it falling, but not too fast.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: The Blind (Canopy Kill) ===&lt;br /&gt;
* Optional deployment of &#039;&#039;&#039;Glass Reaper&#039;&#039;&#039;&lt;br /&gt;
* Precision strikes against:&lt;br /&gt;
  * Cockpit canopy&lt;br /&gt;
  * Forward sensor envelope&lt;br /&gt;
  * Optical systems&lt;br /&gt;
&lt;br /&gt;
Glass Reaper is most commonly used to disable pilot visibility by attacking the canopy assembly.&lt;br /&gt;
&lt;br /&gt;
==== Stage 1: Optical Kill ====&lt;br /&gt;
* Canopy becomes:&lt;br /&gt;
  * Etched&lt;br /&gt;
  * Frosted&lt;br /&gt;
  * Chemically streaked&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Severe visual distortion&lt;br /&gt;
* Glare and light scattering&lt;br /&gt;
* Loss of targeting clarity&lt;br /&gt;
* Reduced situational awareness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Stage 2: Structural Degradation ====&lt;br /&gt;
Modern canopies are layered systems (polymers, coatings, laminates).&lt;br /&gt;
&lt;br /&gt;
Glass Reaper attacks:&lt;br /&gt;
* Protective coatings&lt;br /&gt;
* Outer layers&lt;br /&gt;
* Bonded interfaces&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
* Microfractures&lt;br /&gt;
* Layer separation&lt;br /&gt;
* Reduced structural integrity&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Stage 3: Failure Under Load ====&lt;br /&gt;
During:&lt;br /&gt;
* High-speed flight&lt;br /&gt;
* Maneuvering&lt;br /&gt;
* Descent into denser atmosphere&lt;br /&gt;
&lt;br /&gt;
The canopy may:&lt;br /&gt;
* Crack or craze&lt;br /&gt;
* Delaminate&lt;br /&gt;
* Partially tear away&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Cockpit Effects ====&lt;br /&gt;
&lt;br /&gt;
Once compromised:&lt;br /&gt;
&lt;br /&gt;
* Violent airflow into cockpit&lt;br /&gt;
* Significant drag increase&lt;br /&gt;
* Reduced maximum speed&lt;br /&gt;
* Acidic aerosol intrusion&lt;br /&gt;
* Extreme noise&lt;br /&gt;
* Instrument interference&lt;br /&gt;
&lt;br /&gt;
The pilot becomes:&lt;br /&gt;
* Partially blind&lt;br /&gt;
* Physically overwhelmed&lt;br /&gt;
* Increasingly unable to control the aircraft&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: The Strip ===&lt;br /&gt;
* Interdiction ships close alongside&lt;br /&gt;
* Harpoons and retrieval systems deployed&lt;br /&gt;
&lt;br /&gt;
Pirates do not board in a traditional sense.&lt;br /&gt;
&lt;br /&gt;
Instead, they:&lt;br /&gt;
* Tear off external components&lt;br /&gt;
* Extract mounted systems&lt;br /&gt;
* Remove accessible hardware&lt;br /&gt;
&lt;br /&gt;
Common salvage targets:&lt;br /&gt;
* Weapons systems&lt;br /&gt;
* Engine modules&lt;br /&gt;
* Countermeasure pods&lt;br /&gt;
* Sensor arrays&lt;br /&gt;
* External avionics&lt;br /&gt;
* Structural assemblies (control surfaces, tail sections)&lt;br /&gt;
&lt;br /&gt;
This phase is fast, aggressive, and destructive.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 6: The Drop ===&lt;br /&gt;
&lt;br /&gt;
At approximately &#039;&#039;&#039;50 km altitude&#039;&#039;&#039;, a compromised craft enters a critical thermal window.&lt;br /&gt;
&lt;br /&gt;
Normally:&lt;br /&gt;
* ~3 minutes to catastrophic failure&lt;br /&gt;
&lt;br /&gt;
With baloot control:&lt;br /&gt;
* Descent is slowed&lt;br /&gt;
* Engagement time is extended&lt;br /&gt;
&lt;br /&gt;
After salvage:&lt;br /&gt;
* Pirates disengage&lt;br /&gt;
* Target continues descending&lt;br /&gt;
* Heat and pressure exceed survivability&lt;br /&gt;
&lt;br /&gt;
Final outcome:&lt;br /&gt;
* Structural breakup&lt;br /&gt;
* Thermal failure&lt;br /&gt;
* Atmospheric loss&lt;br /&gt;
&lt;br /&gt;
Pirates rarely remain to observe the end.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Corrosive Disabling Methods ==&lt;br /&gt;
&lt;br /&gt;
These methods are designed to degrade systems and enable controlled capture.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fuming Vitriol ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Native corrosive aerosol  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Sulfuric-acid-family (H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;SO&amp;lt;sub&amp;gt;4&amp;lt;/sub&amp;gt;, sulfur trioxide mixtures)&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Coating degradation&lt;br /&gt;
* Seal failure&lt;br /&gt;
* Sensor fouling&lt;br /&gt;
* Electrical insulation damage&lt;br /&gt;
* Composite resin breakdown&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Initial contamination&lt;br /&gt;
* Area denial&lt;br /&gt;
* Pre-salvage weakening&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hot Vitriol ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Thermal-corrosive assault mix  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Sulfuric-acid-family with thermal activation&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Accelerated resin breakdown&lt;br /&gt;
* Delamination&lt;br /&gt;
* Structural weakening&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Targeted structural attacks&lt;br /&gt;
* Rapid degradation prior to descent control&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Glass Reaper ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Exotic contraband  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Fluoride-bearing corrosive agents (non-native)&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Canopy and optical destruction&lt;br /&gt;
* Sensor degradation&lt;br /&gt;
* Interface and coating damage&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Pilot blinding&lt;br /&gt;
* Precision subsystem disablement&lt;br /&gt;
* High-value interdiction&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Auxiliary Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Baloot Tags ===&lt;br /&gt;
Harpoon-deployed drag devices.&lt;br /&gt;
&lt;br /&gt;
Functions:&lt;br /&gt;
* Increase drag&lt;br /&gt;
* Slow descent&lt;br /&gt;
* Stabilize target trajectory&lt;br /&gt;
* Extend salvage window&lt;br /&gt;
&lt;br /&gt;
Doctrine:&lt;br /&gt;
&#039;&#039;&amp;quot;Control the fall.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Harpoons and Retrieval Chains ===&lt;br /&gt;
&lt;br /&gt;
Primary salvage tools.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Barbed or magnetic anchors&lt;br /&gt;
* Reinforced chains or cables&lt;br /&gt;
* Winch-driven retrieval systems&lt;br /&gt;
&lt;br /&gt;
Used to:&lt;br /&gt;
* Maintain proximity&lt;br /&gt;
* Stabilize alongside target&lt;br /&gt;
* Extract components under motion&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Salvage Doctrine ==&lt;br /&gt;
&lt;br /&gt;
Draggers operate on a salvage-based economy.&lt;br /&gt;
&lt;br /&gt;
They prioritize:&lt;br /&gt;
* Speed of extraction&lt;br /&gt;
* Value of components&lt;br /&gt;
* Survival of the interdiction craft&lt;br /&gt;
&lt;br /&gt;
Loot tiers include:&lt;br /&gt;
* Basic materials (panels, alloys)&lt;br /&gt;
* Functional subsystems&lt;br /&gt;
* Advanced modules&lt;br /&gt;
* Rare/exotic components&lt;br /&gt;
&lt;br /&gt;
The target hull is expendable.&lt;br /&gt;
&lt;br /&gt;
Only what can be removed quickly is taken.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Pirate Engineering Philosophy ==&lt;br /&gt;
&lt;br /&gt;
Dragger interdiction ships are intentionally unsafe.&lt;br /&gt;
&lt;br /&gt;
Common traits:&lt;br /&gt;
* Exposed reactors&lt;br /&gt;
* Uncontained propulsion systems&lt;br /&gt;
* High-emission engines&lt;br /&gt;
* Oil-burning or inefficient powerplants&lt;br /&gt;
* Minimal environmental protection&lt;br /&gt;
&lt;br /&gt;
They accept:&lt;br /&gt;
* Equipment failure&lt;br /&gt;
* Crew exposure&lt;br /&gt;
* Environmental contamination&lt;br /&gt;
&lt;br /&gt;
In exchange for:&lt;br /&gt;
* Simplicity&lt;br /&gt;
* Raw power&lt;br /&gt;
* Ease of repair&lt;br /&gt;
* Psychological intimidation&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Psychological Warfare ==&lt;br /&gt;
&lt;br /&gt;
Victims experience progressive system collapse.&lt;br /&gt;
&lt;br /&gt;
Effects include:&lt;br /&gt;
* Visible degradation of surfaces&lt;br /&gt;
* Cockpit haze and streaking&lt;br /&gt;
* Sensor distortion and noise&lt;br /&gt;
* Structural creaking&lt;br /&gt;
* Delayed control response&lt;br /&gt;
&lt;br /&gt;
Described as:&lt;br /&gt;
&#039;&#039;&amp;quot;Flying something that is already falling apart.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Design Philosophy ==&lt;br /&gt;
&lt;br /&gt;
Dragger doctrine is not destruction—it is control.&lt;br /&gt;
&lt;br /&gt;
They:&lt;br /&gt;
* Degrade systems&lt;br /&gt;
* Control motion&lt;br /&gt;
* Extend engagement time&lt;br /&gt;
* Extract value&lt;br /&gt;
&lt;br /&gt;
Final doctrine:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Don’t kill the ship. Ride it down.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Countermeasures ==&lt;br /&gt;
&lt;br /&gt;
* Avoid corrosive plumes&lt;br /&gt;
* Remove baloots immediately&lt;br /&gt;
* Cut harpoon lines quickly&lt;br /&gt;
* Reduce maneuvering loads after exposure&lt;br /&gt;
* Use redundant systems&lt;br /&gt;
* Change altitude aggressively&lt;br /&gt;
&lt;br /&gt;
Even with countermeasures, Dragger interdiction remains one of the most feared threats in Venus operations.&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Draggers&amp;diff=187</id>
		<title>Draggers</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Draggers&amp;diff=187"/>
		<updated>2026-04-24T19:42:55Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:pageicon-pirates.png|thumb]]&lt;br /&gt;
== Pirate Doctrine: Draggers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation:&#039;&#039;&#039; Feared, relentless, unstable  &lt;br /&gt;
&#039;&#039;&#039;Common name:&#039;&#039;&#039; &#039;&#039;Dragger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Draggers are a pirate faction operating within the Venus cloud layer who specialize in corrosive warfare and controlled-descent salvage operations.&lt;br /&gt;
&lt;br /&gt;
They are most commonly encountered flying vessels classified as &#039;&#039;&#039;Interdiction Ships&#039;&#039;&#039;—craft designed not to destroy targets outright, but to capture, slow, degrade, and harvest them in-flight.&lt;br /&gt;
&lt;br /&gt;
Draggers do not seek clean kills.&lt;br /&gt;
&lt;br /&gt;
They seek to:&lt;br /&gt;
* Blind the target&lt;br /&gt;
* Weaken its structure&lt;br /&gt;
* Control its descent&lt;br /&gt;
* Strip valuable components&lt;br /&gt;
* Abandon the remainder to the atmosphere&lt;br /&gt;
&lt;br /&gt;
Their attacks are prolonged, deliberate, and often observed at close range.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Interdiction Ships ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Capture, degrade, and salvage airborne targets  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common features:&#039;&#039;&#039;&lt;br /&gt;
* Corrosive dispersal systems&lt;br /&gt;
* Harpoon launchers&lt;br /&gt;
* Retrieval chains and winches&lt;br /&gt;
* Baloot deployment systems&lt;br /&gt;
* Reinforced forward structures for close-proximity operations&lt;br /&gt;
&lt;br /&gt;
Unlike conventional combat aircraft, interdiction ships are optimized for:&lt;br /&gt;
* Maintaining proximity to a compromised target&lt;br /&gt;
* Surviving corrosive environments (including their own weapons)&lt;br /&gt;
* Operating in unstable airflow during multi-body descent&lt;br /&gt;
&lt;br /&gt;
Future classifications may include specialized variants such as:&lt;br /&gt;
* Hunter (fast tagger)&lt;br /&gt;
* Anchor (drag control / tether control)&lt;br /&gt;
* Stripper (salvage specialist)&lt;br /&gt;
* Reaper (Glass Reaper-equipped)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Engagement Pattern ==&lt;br /&gt;
&lt;br /&gt;
Dragger attacks follow a structured escalation designed to convert a functioning craft into a controlled salvage event.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Marking the Target ===&lt;br /&gt;
* Initial pass disperses &#039;&#039;&#039;Fuming Vitriol&#039;&#039;&#039;&lt;br /&gt;
* Sensors haze and smear&lt;br /&gt;
* External coatings degrade&lt;br /&gt;
* Sealants and exposed systems begin failing&lt;br /&gt;
&lt;br /&gt;
Pirates remain visible, pacing the target.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: The Burn ===&lt;br /&gt;
* Follow-up attack introduces &#039;&#039;&#039;Hot Vitriol&#039;&#039;&#039;&lt;br /&gt;
* Targeted at:&lt;br /&gt;
  * Control surfaces&lt;br /&gt;
  * Wing roots / lift structures&lt;br /&gt;
  * Thruster housings&lt;br /&gt;
  * Composite stress zones&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Control lag&lt;br /&gt;
* Structural vibration&lt;br /&gt;
* Heat buildup&lt;br /&gt;
* Efficiency loss&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: The Slow (Controlled Descent Initiation) ===&lt;br /&gt;
* Deployment of &#039;&#039;&#039;Baloot Tags&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Baloots:&lt;br /&gt;
* Increase aerodynamic drag&lt;br /&gt;
* Reduce maneuverability&lt;br /&gt;
* Slow descent rate when distributed correctly&lt;br /&gt;
&lt;br /&gt;
Purpose:&lt;br /&gt;
* Prevent escape&lt;br /&gt;
* Extend engagement window&lt;br /&gt;
* Convert uncontrolled fall into controlled descent&lt;br /&gt;
&lt;br /&gt;
Pirate doctrine:&lt;br /&gt;
&#039;&#039;&amp;quot;Keep it falling, but not too fast.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: The Blind (Canopy Kill) ===&lt;br /&gt;
* Optional deployment of &#039;&#039;&#039;Glass Reaper&#039;&#039;&#039;&lt;br /&gt;
* Precision strikes against:&lt;br /&gt;
  * Cockpit canopy&lt;br /&gt;
  * Forward sensor envelope&lt;br /&gt;
  * Optical systems&lt;br /&gt;
&lt;br /&gt;
Glass Reaper is most commonly used to disable pilot visibility by attacking the canopy assembly.&lt;br /&gt;
&lt;br /&gt;
==== Stage 1: Optical Kill ====&lt;br /&gt;
* Canopy becomes:&lt;br /&gt;
  * Etched&lt;br /&gt;
  * Frosted&lt;br /&gt;
  * Chemically streaked&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Severe visual distortion&lt;br /&gt;
* Glare and light scattering&lt;br /&gt;
* Loss of targeting clarity&lt;br /&gt;
* Reduced situational awareness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Stage 2: Structural Degradation ====&lt;br /&gt;
Modern canopies are layered systems (polymers, coatings, laminates).&lt;br /&gt;
&lt;br /&gt;
Glass Reaper attacks:&lt;br /&gt;
* Protective coatings&lt;br /&gt;
* Outer layers&lt;br /&gt;
* Bonded interfaces&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
* Microfractures&lt;br /&gt;
* Layer separation&lt;br /&gt;
* Reduced structural integrity&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Stage 3: Failure Under Load ====&lt;br /&gt;
During:&lt;br /&gt;
* High-speed flight&lt;br /&gt;
* Maneuvering&lt;br /&gt;
* Descent into denser atmosphere&lt;br /&gt;
&lt;br /&gt;
The canopy may:&lt;br /&gt;
* Crack or craze&lt;br /&gt;
* Delaminate&lt;br /&gt;
* Partially tear away&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Cockpit Effects ====&lt;br /&gt;
&lt;br /&gt;
Once compromised:&lt;br /&gt;
&lt;br /&gt;
* Violent airflow into cockpit&lt;br /&gt;
* Significant drag increase&lt;br /&gt;
* Reduced maximum speed&lt;br /&gt;
* Acidic aerosol intrusion&lt;br /&gt;
* Extreme noise&lt;br /&gt;
* Instrument interference&lt;br /&gt;
&lt;br /&gt;
The pilot becomes:&lt;br /&gt;
* Partially blind&lt;br /&gt;
* Physically overwhelmed&lt;br /&gt;
* Increasingly unable to control the aircraft&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: The Strip ===&lt;br /&gt;
* Interdiction ships close alongside&lt;br /&gt;
* Harpoons and retrieval systems deployed&lt;br /&gt;
&lt;br /&gt;
Pirates do not board in a traditional sense.&lt;br /&gt;
&lt;br /&gt;
Instead, they:&lt;br /&gt;
* Tear off external components&lt;br /&gt;
* Extract mounted systems&lt;br /&gt;
* Remove accessible hardware&lt;br /&gt;
&lt;br /&gt;
Common salvage targets:&lt;br /&gt;
* Weapons systems&lt;br /&gt;
* Engine modules&lt;br /&gt;
* Countermeasure pods&lt;br /&gt;
* Sensor arrays&lt;br /&gt;
* External avionics&lt;br /&gt;
* Structural assemblies (control surfaces, tail sections)&lt;br /&gt;
&lt;br /&gt;
This phase is fast, aggressive, and destructive.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Phase 6: The Drop ===&lt;br /&gt;
&lt;br /&gt;
At approximately &#039;&#039;&#039;50 km altitude&#039;&#039;&#039;, a compromised craft enters a critical thermal window.&lt;br /&gt;
&lt;br /&gt;
Normally:&lt;br /&gt;
* ~3 minutes to catastrophic failure&lt;br /&gt;
&lt;br /&gt;
With baloot control:&lt;br /&gt;
* Descent is slowed&lt;br /&gt;
* Engagement time is extended&lt;br /&gt;
&lt;br /&gt;
After salvage:&lt;br /&gt;
* Pirates disengage&lt;br /&gt;
* Target continues descending&lt;br /&gt;
* Heat and pressure exceed survivability&lt;br /&gt;
&lt;br /&gt;
Final outcome:&lt;br /&gt;
* Structural breakup&lt;br /&gt;
* Thermal failure&lt;br /&gt;
* Atmospheric loss&lt;br /&gt;
&lt;br /&gt;
Pirates rarely remain to observe the end.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Corrosive Disabling Methods ==&lt;br /&gt;
&lt;br /&gt;
These methods are designed to degrade systems and enable controlled capture.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fuming Vitriol ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Native corrosive aerosol  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Sulfuric-acid-family (H&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;SO&amp;lt;sub&amp;gt;4&amp;lt;/sub&amp;gt;, sulfur trioxide mixtures)&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Coating degradation&lt;br /&gt;
* Seal failure&lt;br /&gt;
* Sensor fouling&lt;br /&gt;
* Electrical insulation damage&lt;br /&gt;
* Composite resin breakdown&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Initial contamination&lt;br /&gt;
* Area denial&lt;br /&gt;
* Pre-salvage weakening&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Hot Vitriol ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Thermal-corrosive assault mix  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Sulfuric-acid-family with thermal activation&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Accelerated resin breakdown&lt;br /&gt;
* Delamination&lt;br /&gt;
* Structural weakening&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Targeted structural attacks&lt;br /&gt;
* Rapid degradation prior to descent control&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Glass Reaper ===&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Exotic contraband  &lt;br /&gt;
&#039;&#039;&#039;Chemistry:&#039;&#039;&#039; Fluoride-bearing corrosive agents (non-native)&lt;br /&gt;
&lt;br /&gt;
Effects:&lt;br /&gt;
* Canopy and optical destruction&lt;br /&gt;
* Sensor degradation&lt;br /&gt;
* Interface and coating damage&lt;br /&gt;
&lt;br /&gt;
Use:&lt;br /&gt;
* Pilot blinding&lt;br /&gt;
* Precision subsystem disablement&lt;br /&gt;
* High-value interdiction&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Auxiliary Systems ==&lt;br /&gt;
&lt;br /&gt;
=== Baloot Tags ===&lt;br /&gt;
Harpoon-deployed drag devices.&lt;br /&gt;
&lt;br /&gt;
Functions:&lt;br /&gt;
* Increase drag&lt;br /&gt;
* Slow descent&lt;br /&gt;
* Stabilize target trajectory&lt;br /&gt;
* Extend salvage window&lt;br /&gt;
&lt;br /&gt;
Doctrine:&lt;br /&gt;
&#039;&#039;&amp;quot;Control the fall.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Harpoons and Retrieval Chains ===&lt;br /&gt;
&lt;br /&gt;
Primary salvage tools.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Barbed or magnetic anchors&lt;br /&gt;
* Reinforced chains or cables&lt;br /&gt;
* Winch-driven retrieval systems&lt;br /&gt;
&lt;br /&gt;
Used to:&lt;br /&gt;
* Maintain proximity&lt;br /&gt;
* Stabilize alongside target&lt;br /&gt;
* Extract components under motion&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Salvage Doctrine ==&lt;br /&gt;
&lt;br /&gt;
Draggers operate on a salvage-based economy.&lt;br /&gt;
&lt;br /&gt;
They prioritize:&lt;br /&gt;
* Speed of extraction&lt;br /&gt;
* Value of components&lt;br /&gt;
* Survival of the interdiction craft&lt;br /&gt;
&lt;br /&gt;
Loot tiers include:&lt;br /&gt;
* Basic materials (panels, alloys)&lt;br /&gt;
* Functional subsystems&lt;br /&gt;
* Advanced modules&lt;br /&gt;
* Rare/exotic components&lt;br /&gt;
&lt;br /&gt;
The target hull is expendable.&lt;br /&gt;
&lt;br /&gt;
Only what can be removed quickly is taken.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Pirate Engineering Philosophy ==&lt;br /&gt;
&lt;br /&gt;
Dragger interdiction ships are intentionally unsafe.&lt;br /&gt;
&lt;br /&gt;
Common traits:&lt;br /&gt;
* Exposed reactors&lt;br /&gt;
* Uncontained propulsion systems&lt;br /&gt;
* High-emission engines&lt;br /&gt;
* Oil-burning or inefficient powerplants&lt;br /&gt;
* Minimal environmental protection&lt;br /&gt;
&lt;br /&gt;
They accept:&lt;br /&gt;
* Equipment failure&lt;br /&gt;
* Crew exposure&lt;br /&gt;
* Environmental contamination&lt;br /&gt;
&lt;br /&gt;
In exchange for:&lt;br /&gt;
* Simplicity&lt;br /&gt;
* Raw power&lt;br /&gt;
* Ease of repair&lt;br /&gt;
* Psychological intimidation&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Psychological Warfare ==&lt;br /&gt;
&lt;br /&gt;
Victims experience progressive system collapse.&lt;br /&gt;
&lt;br /&gt;
Effects include:&lt;br /&gt;
* Visible degradation of surfaces&lt;br /&gt;
* Cockpit haze and streaking&lt;br /&gt;
* Sensor distortion and noise&lt;br /&gt;
* Structural creaking&lt;br /&gt;
* Delayed control response&lt;br /&gt;
&lt;br /&gt;
Described as:&lt;br /&gt;
&#039;&#039;&amp;quot;Flying something that is already falling apart.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Design Philosophy ==&lt;br /&gt;
&lt;br /&gt;
Dragger doctrine is not destruction—it is control.&lt;br /&gt;
&lt;br /&gt;
They:&lt;br /&gt;
* Degrade systems&lt;br /&gt;
* Control motion&lt;br /&gt;
* Extend engagement time&lt;br /&gt;
* Extract value&lt;br /&gt;
&lt;br /&gt;
Final doctrine:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Don’t kill the ship. Ride it down.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Countermeasures ==&lt;br /&gt;
&lt;br /&gt;
* Avoid corrosive plumes&lt;br /&gt;
* Remove baloots immediately&lt;br /&gt;
* Cut harpoon lines quickly&lt;br /&gt;
* Reduce maneuvering loads after exposure&lt;br /&gt;
* Use redundant systems&lt;br /&gt;
* Change altitude aggressively&lt;br /&gt;
&lt;br /&gt;
Even with countermeasures, Dragger interdiction remains one of the most feared threats in Venus operations.&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=File:Visibility.PNG&amp;diff=186</id>
		<title>File:Visibility.PNG</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=File:Visibility.PNG&amp;diff=186"/>
		<updated>2026-04-17T22:17:02Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Arena&amp;diff=185</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Arena&amp;diff=185"/>
		<updated>2026-04-17T22:16:40Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Venus-Atmosphere.gif|thumb|Venus&#039;s Middle and Lower Atmospheres]]&lt;br /&gt;
&lt;br /&gt;
So the game takes place in the atmosphere above Venus.&lt;br /&gt;
&lt;br /&gt;
*Ground radius: 6,051.8 km&lt;br /&gt;
*Scale height: 15.9 km&lt;br /&gt;
*Surface gravity: 0.91 G&lt;br /&gt;
*Surface pressure: 92 bar&lt;br /&gt;
*Surface visibility: ~3 km&lt;br /&gt;
*Kármán line: ~165 km&lt;br /&gt;
*Atmosphere height: 99 km (proportionate to 60 km on Earth)&lt;br /&gt;
*Sun appearance: ≈0.74° angular diameter (Range: 0.72° – 0.75°)&lt;br /&gt;
&lt;br /&gt;
[[File:visibility.PNG|thumb]]&lt;br /&gt;
ExponentialHeightFog - basically need one setting for below the upper cloud layer (BCL) and one for above the upper cloud layer (ACL) ... or maybe we need to modify it as we change altitude through C++ ... I am not entirely clear yet except that the exponential height fog is much more realistic than what we used to do ... we should not be able to see the ground above ~3 km? Should not be able to see the lower cloud layer until what altitude?&lt;br /&gt;
&lt;br /&gt;
Tune the 50 km layer so large structures are readable at 5–10 km, with the far horizon fading out by 15–25 km.&lt;br /&gt;
&lt;br /&gt;
Modern reviews place the lower cloud layer at about 47.5–50.5 km, and probe data show a sharp increase in extinction just below 50 km, with the lower cloud layer having visible optical depth around 6–12 in some measurements.&lt;br /&gt;
&lt;br /&gt;
== Exponential Height Fog and Altitude Adjustments ==&lt;br /&gt;
&lt;br /&gt;
The exponential height fog represents how atmospheric density changes with altitude. To achieve specific visibility targets at different heights:&lt;br /&gt;
&lt;br /&gt;
* Start by setting the fog density at the surface level. Adjust this until you achieve, for example, 3 kilometers of visibility near the ground.&lt;br /&gt;
&lt;br /&gt;
* Next, adjust the height falloff parameter. This controls how rapidly the fog thins out as you go higher. Tune the falloff until you achieve about 10 kilometers of visibility at around 50 kilometers altitude.&lt;br /&gt;
&lt;br /&gt;
* If the natural exponential transition isn’t layered enough for your needs—for instance, if you want certain altitudes to be foggier or clearer—then you can dynamically adjust density or falloff at different altitude ranges. By tweaking fog parameters in steps, you can approximate a layered atmospheric profile.&lt;br /&gt;
&lt;br /&gt;
== Static Directional Light (Sun) ==&lt;br /&gt;
&lt;br /&gt;
In our scenario, Venus’s day is extremely long. Over the course of a gameplay session, the sun’s movement would be imperceptible. Thus, we treat the sun’s directional light as static.&lt;br /&gt;
&lt;br /&gt;
* The sun’s light itself is pure white; any color shift we perceive (like yellow) is due to atmospheric scattering. On Venus, the color of sunlight will be handled by the Sky Atmosphere actor, which manages how light is scattered through the planet’s atmosphere.&lt;br /&gt;
&lt;br /&gt;
* Keeping the sun static simplifies computations. With a stationary sun, lighting can be baked for efficiency, and clouds can still cast shadows without needing constant updates.&lt;br /&gt;
&lt;br /&gt;
== Sky Atmosphere Settings ==&lt;br /&gt;
&lt;br /&gt;
These settings approximate Venus’s dense CO₂ atmosphere and upper haze.&lt;br /&gt;
They intentionally exclude the sulfuric acid cloud decks (handled separately).&lt;br /&gt;
&lt;br /&gt;
All color values are linear RGB (0–1).&lt;br /&gt;
&lt;br /&gt;
=== Planet Setup ===&lt;br /&gt;
* Ground Radius: 6052000 (meters)&lt;br /&gt;
* Atmosphere Height: 100000 (meters)&lt;br /&gt;
&lt;br /&gt;
=== Rayleigh Scattering (molecular scattering - weak on Venus) ===&lt;br /&gt;
* Rayleigh Scattering Color:&lt;br /&gt;
** R: 0.02&lt;br /&gt;
** G: 0.03&lt;br /&gt;
** B: 0.04&lt;br /&gt;
&lt;br /&gt;
* Rayleigh Scattering Scale: 0.15&lt;br /&gt;
&lt;br /&gt;
* Rayleigh Exponential Distribution: 8000&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Venus has much weaker blue-sky behavior than Earth.&lt;br /&gt;
* Keep this low to avoid Earth-like blue tint.&lt;br /&gt;
&lt;br /&gt;
=== Mie Scattering (dominant haze / aerosol scattering) ===&lt;br /&gt;
* Mie Scattering Color:&lt;br /&gt;
** R: 0.85&lt;br /&gt;
** G: 0.65&lt;br /&gt;
** B: 0.45&lt;br /&gt;
&lt;br /&gt;
* Mie Scattering Scale: 8.0&lt;br /&gt;
&lt;br /&gt;
* Mie Anisotropy: 0.80&lt;br /&gt;
&lt;br /&gt;
* Mie Exponential Distribution: 12000&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* This is the MOST IMPORTANT parameter group.&lt;br /&gt;
* High scale + strong forward scattering creates:&lt;br /&gt;
** bright glow toward the sun&lt;br /&gt;
** washed-out horizon&lt;br /&gt;
** Venus “golden haze”&lt;br /&gt;
&lt;br /&gt;
=== Absorption (gas absorption - subtle but important) ===&lt;br /&gt;
* Absorption Color:&lt;br /&gt;
** R: 0.35&lt;br /&gt;
** G: 0.18&lt;br /&gt;
** B: 0.08&lt;br /&gt;
&lt;br /&gt;
* Absorption Scale: 0.6&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Adds slight brown/orange attenuation&lt;br /&gt;
* Prevents overly bright or “milky white” atmosphere&lt;br /&gt;
&lt;br /&gt;
=== Aerial Perspective ===&lt;br /&gt;
* Aerial Perspective View Distance Scale: 0.25&lt;br /&gt;
* Aerial Perspective Start Depth: 0.0&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Lower value = thicker perceived atmosphere&lt;br /&gt;
* This helps maintain strong distance fade even at altitude&lt;br /&gt;
&lt;br /&gt;
=== Multi Scattering ===&lt;br /&gt;
* Multi Scattering Factor: 1.0&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Keep enabled — Venus relies heavily on multiple scattering&lt;br /&gt;
* This is what removes shadows and creates uniform brightness&lt;br /&gt;
&lt;br /&gt;
=== Ground Albedo ===&lt;br /&gt;
* Ground Albedo Color:&lt;br /&gt;
** R: 0.25&lt;br /&gt;
** G: 0.20&lt;br /&gt;
** B: 0.15&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Subtle contribution only&lt;br /&gt;
* Prevents unrealistic light bounce&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Arena&amp;diff=184</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Arena&amp;diff=184"/>
		<updated>2026-04-16T13:23:50Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Venus-Atmosphere.gif|thumb|Venus&#039;s Middle and Lower Atmospheres]]&lt;br /&gt;
&lt;br /&gt;
So the game takes place in the atmosphere above Venus.&lt;br /&gt;
&lt;br /&gt;
*Ground radius: 6,051.8 km&lt;br /&gt;
*Scale height: 15.9 km&lt;br /&gt;
*Surface gravity: 0.91 G&lt;br /&gt;
*Surface pressure: 92 bar&lt;br /&gt;
*Surface visibility: ~3 km&lt;br /&gt;
*Kármán line: ~165 km&lt;br /&gt;
*Atmosphere height: 99 km (proportionate to 60 km on Earth)&lt;br /&gt;
*Sun appearance: ≈0.74° angular diameter (Range: 0.72° – 0.75°)&lt;br /&gt;
&lt;br /&gt;
ExponentialHeightFog - basically need one setting for below the upper cloud layer (BCL) and one for above the upper cloud layer (ACL) ... or maybe we need to modify it as we change altitude through C++ ... I am not entirely clear yet except that the exponential height fog is much more realistic than what we used to do ... we should not be able to see the ground above ~3 km? Should not be able to see the lower cloud layer until what altitude?&lt;br /&gt;
&lt;br /&gt;
Tune the 50 km layer so large structures are readable at 5–10 km, with the far horizon fading out by 15–25 km.&lt;br /&gt;
&lt;br /&gt;
Modern reviews place the lower cloud layer at about 47.5–50.5 km, and probe data show a sharp increase in extinction just below 50 km, with the lower cloud layer having visible optical depth around 6–12 in some measurements.&lt;br /&gt;
&lt;br /&gt;
== Exponential Height Fog and Altitude Adjustments ==&lt;br /&gt;
&lt;br /&gt;
The exponential height fog represents how atmospheric density changes with altitude. To achieve specific visibility targets at different heights:&lt;br /&gt;
&lt;br /&gt;
* Start by setting the fog density at the surface level. Adjust this until you achieve, for example, 3 kilometers of visibility near the ground.&lt;br /&gt;
&lt;br /&gt;
* Next, adjust the height falloff parameter. This controls how rapidly the fog thins out as you go higher. Tune the falloff until you achieve about 10 kilometers of visibility at around 50 kilometers altitude.&lt;br /&gt;
&lt;br /&gt;
* If the natural exponential transition isn’t layered enough for your needs—for instance, if you want certain altitudes to be foggier or clearer—then you can dynamically adjust density or falloff at different altitude ranges. By tweaking fog parameters in steps, you can approximate a layered atmospheric profile.&lt;br /&gt;
&lt;br /&gt;
== Static Directional Light (Sun) ==&lt;br /&gt;
&lt;br /&gt;
In our scenario, Venus’s day is extremely long. Over the course of a gameplay session, the sun’s movement would be imperceptible. Thus, we treat the sun’s directional light as static.&lt;br /&gt;
&lt;br /&gt;
* The sun’s light itself is pure white; any color shift we perceive (like yellow) is due to atmospheric scattering. On Venus, the color of sunlight will be handled by the Sky Atmosphere actor, which manages how light is scattered through the planet’s atmosphere.&lt;br /&gt;
&lt;br /&gt;
* Keeping the sun static simplifies computations. With a stationary sun, lighting can be baked for efficiency, and clouds can still cast shadows without needing constant updates.&lt;br /&gt;
&lt;br /&gt;
== Sky Atmosphere Settings ==&lt;br /&gt;
&lt;br /&gt;
These settings approximate Venus’s dense CO₂ atmosphere and upper haze.&lt;br /&gt;
They intentionally exclude the sulfuric acid cloud decks (handled separately).&lt;br /&gt;
&lt;br /&gt;
All color values are linear RGB (0–1).&lt;br /&gt;
&lt;br /&gt;
=== Planet Setup ===&lt;br /&gt;
* Ground Radius: 6052000 (meters)&lt;br /&gt;
* Atmosphere Height: 100000 (meters)&lt;br /&gt;
&lt;br /&gt;
=== Rayleigh Scattering (molecular scattering - weak on Venus) ===&lt;br /&gt;
* Rayleigh Scattering Color:&lt;br /&gt;
** R: 0.02&lt;br /&gt;
** G: 0.03&lt;br /&gt;
** B: 0.04&lt;br /&gt;
&lt;br /&gt;
* Rayleigh Scattering Scale: 0.15&lt;br /&gt;
&lt;br /&gt;
* Rayleigh Exponential Distribution: 8000&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Venus has much weaker blue-sky behavior than Earth.&lt;br /&gt;
* Keep this low to avoid Earth-like blue tint.&lt;br /&gt;
&lt;br /&gt;
=== Mie Scattering (dominant haze / aerosol scattering) ===&lt;br /&gt;
* Mie Scattering Color:&lt;br /&gt;
** R: 0.85&lt;br /&gt;
** G: 0.65&lt;br /&gt;
** B: 0.45&lt;br /&gt;
&lt;br /&gt;
* Mie Scattering Scale: 8.0&lt;br /&gt;
&lt;br /&gt;
* Mie Anisotropy: 0.80&lt;br /&gt;
&lt;br /&gt;
* Mie Exponential Distribution: 12000&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* This is the MOST IMPORTANT parameter group.&lt;br /&gt;
* High scale + strong forward scattering creates:&lt;br /&gt;
** bright glow toward the sun&lt;br /&gt;
** washed-out horizon&lt;br /&gt;
** Venus “golden haze”&lt;br /&gt;
&lt;br /&gt;
=== Absorption (gas absorption - subtle but important) ===&lt;br /&gt;
* Absorption Color:&lt;br /&gt;
** R: 0.35&lt;br /&gt;
** G: 0.18&lt;br /&gt;
** B: 0.08&lt;br /&gt;
&lt;br /&gt;
* Absorption Scale: 0.6&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Adds slight brown/orange attenuation&lt;br /&gt;
* Prevents overly bright or “milky white” atmosphere&lt;br /&gt;
&lt;br /&gt;
=== Aerial Perspective ===&lt;br /&gt;
* Aerial Perspective View Distance Scale: 0.25&lt;br /&gt;
* Aerial Perspective Start Depth: 0.0&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Lower value = thicker perceived atmosphere&lt;br /&gt;
* This helps maintain strong distance fade even at altitude&lt;br /&gt;
&lt;br /&gt;
=== Multi Scattering ===&lt;br /&gt;
* Multi Scattering Factor: 1.0&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Keep enabled — Venus relies heavily on multiple scattering&lt;br /&gt;
* This is what removes shadows and creates uniform brightness&lt;br /&gt;
&lt;br /&gt;
=== Ground Albedo ===&lt;br /&gt;
* Ground Albedo Color:&lt;br /&gt;
** R: 0.25&lt;br /&gt;
** G: 0.20&lt;br /&gt;
** B: 0.15&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Subtle contribution only&lt;br /&gt;
* Prevents unrealistic light bounce&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Arena&amp;diff=183</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Arena&amp;diff=183"/>
		<updated>2026-04-15T17:39:25Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Venus-Atmosphere.gif|thumb|Venus&#039;s Middle and Lower Atmospheres]]&lt;br /&gt;
&lt;br /&gt;
So the game takes place in the atmosphere above Venus.&lt;br /&gt;
&lt;br /&gt;
*Ground radius: 6,051.8 km&lt;br /&gt;
*Scale height: 15.9 km&lt;br /&gt;
*Surface gravity: 0.91 G&lt;br /&gt;
*Surface pressure: 92 bar&lt;br /&gt;
*Surface visibility: ~3 km&lt;br /&gt;
*Kármán line: ~165 km&lt;br /&gt;
*Sun appearance: ≈0.74° angular diameter (Range: 0.72° – 0.75°)&lt;br /&gt;
&lt;br /&gt;
ExponentialHeightFog - basically need one setting for below the upper cloud layer (BCL) and one for above the upper cloud layer (ACL) ... or maybe we need to modify it as we change altitude through C++ ... I am not entirely clear yet except that the exponential height fog is much more realistic than what we used to do ... we should not be able to see the ground above ~3 km? Should not be able to see the lower cloud layer until what altitude?&lt;br /&gt;
&lt;br /&gt;
Tune the 50 km layer so large structures are readable at 5–10 km, with the far horizon fading out by 15–25 km.&lt;br /&gt;
&lt;br /&gt;
Modern reviews place the lower cloud layer at about 47.5–50.5 km, and probe data show a sharp increase in extinction just below 50 km, with the lower cloud layer having visible optical depth around 6–12 in some measurements.&lt;br /&gt;
&lt;br /&gt;
== Exponential Height Fog and Altitude Adjustments ==&lt;br /&gt;
&lt;br /&gt;
The exponential height fog represents how atmospheric density changes with altitude. To achieve specific visibility targets at different heights:&lt;br /&gt;
&lt;br /&gt;
* Start by setting the fog density at the surface level. Adjust this until you achieve, for example, 3 kilometers of visibility near the ground.&lt;br /&gt;
&lt;br /&gt;
* Next, adjust the height falloff parameter. This controls how rapidly the fog thins out as you go higher. Tune the falloff until you achieve about 10 kilometers of visibility at around 50 kilometers altitude.&lt;br /&gt;
&lt;br /&gt;
* If the natural exponential transition isn’t layered enough for your needs—for instance, if you want certain altitudes to be foggier or clearer—then you can dynamically adjust density or falloff at different altitude ranges. By tweaking fog parameters in steps, you can approximate a layered atmospheric profile.&lt;br /&gt;
&lt;br /&gt;
== Static Directional Light (Sun) ==&lt;br /&gt;
&lt;br /&gt;
In our scenario, Venus’s day is extremely long. Over the course of a gameplay session, the sun’s movement would be imperceptible. Thus, we treat the sun’s directional light as static.&lt;br /&gt;
&lt;br /&gt;
* The sun’s light itself is pure white; any color shift we perceive (like yellow) is due to atmospheric scattering. On Venus, the color of sunlight will be handled by the Sky Atmosphere actor, which manages how light is scattered through the planet’s atmosphere.&lt;br /&gt;
&lt;br /&gt;
* Keeping the sun static simplifies computations. With a stationary sun, lighting can be baked for efficiency, and clouds can still cast shadows without needing constant updates.&lt;br /&gt;
&lt;br /&gt;
== Sky Atmosphere Settings ==&lt;br /&gt;
&lt;br /&gt;
These settings approximate Venus’s dense CO₂ atmosphere and upper haze.&lt;br /&gt;
They intentionally exclude the sulfuric acid cloud decks (handled separately).&lt;br /&gt;
&lt;br /&gt;
All color values are linear RGB (0–1).&lt;br /&gt;
&lt;br /&gt;
=== Planet Setup ===&lt;br /&gt;
* Ground Radius: 6052000 (meters)&lt;br /&gt;
* Atmosphere Height: 100000 (meters)&lt;br /&gt;
&lt;br /&gt;
=== Rayleigh Scattering (molecular scattering - weak on Venus) ===&lt;br /&gt;
* Rayleigh Scattering Color:&lt;br /&gt;
** R: 0.02&lt;br /&gt;
** G: 0.03&lt;br /&gt;
** B: 0.04&lt;br /&gt;
&lt;br /&gt;
* Rayleigh Scattering Scale: 0.15&lt;br /&gt;
&lt;br /&gt;
* Rayleigh Exponential Distribution: 8000&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Venus has much weaker blue-sky behavior than Earth.&lt;br /&gt;
* Keep this low to avoid Earth-like blue tint.&lt;br /&gt;
&lt;br /&gt;
=== Mie Scattering (dominant haze / aerosol scattering) ===&lt;br /&gt;
* Mie Scattering Color:&lt;br /&gt;
** R: 0.85&lt;br /&gt;
** G: 0.65&lt;br /&gt;
** B: 0.45&lt;br /&gt;
&lt;br /&gt;
* Mie Scattering Scale: 8.0&lt;br /&gt;
&lt;br /&gt;
* Mie Anisotropy: 0.80&lt;br /&gt;
&lt;br /&gt;
* Mie Exponential Distribution: 12000&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* This is the MOST IMPORTANT parameter group.&lt;br /&gt;
* High scale + strong forward scattering creates:&lt;br /&gt;
** bright glow toward the sun&lt;br /&gt;
** washed-out horizon&lt;br /&gt;
** Venus “golden haze”&lt;br /&gt;
&lt;br /&gt;
=== Absorption (gas absorption - subtle but important) ===&lt;br /&gt;
* Absorption Color:&lt;br /&gt;
** R: 0.35&lt;br /&gt;
** G: 0.18&lt;br /&gt;
** B: 0.08&lt;br /&gt;
&lt;br /&gt;
* Absorption Scale: 0.6&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Adds slight brown/orange attenuation&lt;br /&gt;
* Prevents overly bright or “milky white” atmosphere&lt;br /&gt;
&lt;br /&gt;
=== Aerial Perspective ===&lt;br /&gt;
* Aerial Perspective View Distance Scale: 0.25&lt;br /&gt;
* Aerial Perspective Start Depth: 0.0&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Lower value = thicker perceived atmosphere&lt;br /&gt;
* This helps maintain strong distance fade even at altitude&lt;br /&gt;
&lt;br /&gt;
=== Multi Scattering ===&lt;br /&gt;
* Multi Scattering Factor: 1.0&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Keep enabled — Venus relies heavily on multiple scattering&lt;br /&gt;
* This is what removes shadows and creates uniform brightness&lt;br /&gt;
&lt;br /&gt;
=== Ground Albedo ===&lt;br /&gt;
* Ground Albedo Color:&lt;br /&gt;
** R: 0.25&lt;br /&gt;
** G: 0.20&lt;br /&gt;
** B: 0.15&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Subtle contribution only&lt;br /&gt;
* Prevents unrealistic light bounce&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Template:LandingPage&amp;diff=182</id>
		<title>Template:LandingPage</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Template:LandingPage&amp;diff=182"/>
		<updated>2026-04-14T20:48:33Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:LandingPage/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;aov-landing&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;aov-hero&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;aov-hero-inner&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;!-- &amp;lt;div class=&amp;quot;aov-kicker&amp;quot;&amp;gt;Windows Desktop&amp;lt;/div&amp;gt; Steam Early Access •--&amp;gt;&lt;br /&gt;
      &amp;lt;h1&amp;gt;[[File:aovLogo.png]]&amp;lt;/h1&amp;gt;&lt;br /&gt;
      &amp;lt;p class=&amp;quot;aov-tagline&amp;quot;&amp;gt;&lt;br /&gt;
        A third-person session-based extraction shooter with aircraft, floating platforms, and hostile skies&lt;br /&gt;
        &amp;lt;span style=&amp;quot;text-wrap: nowrap;&amp;quot;&amp;gt;50 km&amp;lt;/span&amp;gt; above Venus.&lt;br /&gt;
      &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Aircraft combat&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Third-person&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Extraction shooter&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Session-based&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;PvE + PvP&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-actions&amp;quot; style=&amp;quot;display: none;&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;aov-button&amp;quot;&amp;gt;[[Getting Started|Get Started]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;!--        &amp;lt;span class=&amp;quot;aov-button aov-button-secondary&amp;quot;&amp;gt;[[:Category:Aerostats|Floating Platforms]]&amp;lt;/span&amp;gt;--&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;div class=&amp;quot;aov-mainpanel&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;aov-stack&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;What Is The Game?&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Arms of Venus&amp;lt;/strong&amp;gt; is a Windows-first desktop game built around short,&lt;br /&gt;
            high-intensity extraction runs in the Venusian skies.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            Players launch from massive [[:Category:Aerostats|aerostat platforms]], fly armed aircraft into dangerous zones,&lt;br /&gt;
            recover cargo or objectives, survive [[Vitriol Dogs|PvE threats]] and rival players, and return to extract.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-grid&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Setting&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;p&amp;gt;&lt;br /&gt;
              The game takes place roughly &amp;lt;strong&amp;gt;50 km above Venus&amp;lt;/strong&amp;gt;, in the relatively survivable layer of the atmosphere,&lt;br /&gt;
              where floating industrial platforms, trade routes, storms, and interdiction craft define life in the sky.&lt;br /&gt;
            &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Core Play&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;ul&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Launch from a floating base&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Fly to contested objectives&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Fight, scavenge, extract&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Return before somebody else takes what you found&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Why It Feels Different&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;ul&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Aircraft-centered combat and traversal&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Persistent floating platforms and infrastructure&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Heavy wind, atmosphere, and vehicle physics&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;High-fidelity environments and volumetric skies&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Platform&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Windows desktop first&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Steam Early Access&amp;lt;/strong&amp;gt;&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;p class=&amp;quot;aov-muted&amp;quot;&amp;gt;&lt;br /&gt;
            This page is player-facing. Technical and development details are below.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-devband&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-devband-title&amp;quot;&amp;gt;Developer / Artist Notes&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-grid&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Engine&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;&lt;br /&gt;
                Built in [[Unreal Engine 5]].&lt;br /&gt;
              &amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Technical Focus&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;ul&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Volumetric clouds&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Dense atmospheric scattering&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Physics-heavy vehicle systems&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Large-scale multiplayer environments&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;/ul&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Related Pages&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;ul&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;[[Arena]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Gameplay]]&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;/ul&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
 The biggest shift since the “Rise-era wiki + social plugins” model is this:&lt;br /&gt;
 * The wiki is no longer the community. It’s the source of truth.&lt;br /&gt;
 * The community lives elsewhere.&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=File:Venus-Atmosphere.gif&amp;diff=181</id>
		<title>File:Venus-Atmosphere.gif</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=File:Venus-Atmosphere.gif&amp;diff=181"/>
		<updated>2026-04-14T17:39:01Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Arena&amp;diff=180</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Arena&amp;diff=180"/>
		<updated>2026-04-14T17:35:29Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Venus-Atmosphere.gif|thumb|Venus&#039;s Middle and Lower Atmospheres]]&lt;br /&gt;
&lt;br /&gt;
So the game takes place in the atmosphere above Venus.&lt;br /&gt;
&lt;br /&gt;
*Ground radius: 6,051.8 km&lt;br /&gt;
*Scale height: 15.9 km&lt;br /&gt;
*Surface gravity: 0.91 G&lt;br /&gt;
*Surface pressure: 92 bar&lt;br /&gt;
*Surface visibility: ~3 km&lt;br /&gt;
*Kármán line: ~165 km&lt;br /&gt;
&lt;br /&gt;
ExponentialHeightFog - basically need one setting for below the upper cloud layer (BCL) and one for above the upper cloud layer (ACL) ... or maybe we need to modify it as we change altitude through C++ ... I am not entirely clear yet except that the exponential height fog is much more realistic than what we used to do ... we should not be able to see the ground above ~3 km? Should not be able to see the lower cloud layer until what altitude?&lt;br /&gt;
&lt;br /&gt;
Tune the 50 km layer so large structures are readable at 5–10 km, with the far horizon fading out by 15–25 km.&lt;br /&gt;
&lt;br /&gt;
Modern reviews place the lower cloud layer at about 47.5–50.5 km, and probe data show a sharp increase in extinction just below 50 km, with the lower cloud layer having visible optical depth around 6–12 in some measurements.&lt;br /&gt;
&lt;br /&gt;
== Exponential Height Fog and Altitude Adjustments ==&lt;br /&gt;
&lt;br /&gt;
The exponential height fog represents how atmospheric density changes with altitude. To achieve specific visibility targets at different heights:&lt;br /&gt;
&lt;br /&gt;
* Start by setting the fog density at the surface level. Adjust this until you achieve, for example, 3 kilometers of visibility near the ground.&lt;br /&gt;
&lt;br /&gt;
* Next, adjust the height falloff parameter. This controls how rapidly the fog thins out as you go higher. Tune the falloff until you achieve about 10 kilometers of visibility at around 50 kilometers altitude.&lt;br /&gt;
&lt;br /&gt;
* If the natural exponential transition isn’t layered enough for your needs—for instance, if you want certain altitudes to be foggier or clearer—then you can dynamically adjust density or falloff at different altitude ranges. By tweaking fog parameters in steps, you can approximate a layered atmospheric profile.&lt;br /&gt;
&lt;br /&gt;
== Static Directional Light (Sun) ==&lt;br /&gt;
&lt;br /&gt;
In our scenario, Venus’s day is extremely long. Over the course of a gameplay session, the sun’s movement would be imperceptible. Thus, we treat the sun’s directional light as static.&lt;br /&gt;
&lt;br /&gt;
* The sun’s light itself is pure white; any color shift we perceive (like yellow) is due to atmospheric scattering. On Venus, the color of sunlight will be handled by the Sky Atmosphere actor, which manages how light is scattered through the planet’s atmosphere.&lt;br /&gt;
&lt;br /&gt;
* Keeping the sun static simplifies computations. With a stationary sun, lighting can be baked for efficiency, and clouds can still cast shadows without needing constant updates.&lt;br /&gt;
&lt;br /&gt;
== Sky Atmosphere Settings ==&lt;br /&gt;
&lt;br /&gt;
These settings approximate Venus’s dense CO₂ atmosphere and upper haze.&lt;br /&gt;
They intentionally exclude the sulfuric acid cloud decks (handled separately).&lt;br /&gt;
&lt;br /&gt;
All color values are linear RGB (0–1).&lt;br /&gt;
&lt;br /&gt;
=== Planet Setup ===&lt;br /&gt;
* Ground Radius: 6052000 (meters)&lt;br /&gt;
* Atmosphere Height: 100000 (meters)&lt;br /&gt;
&lt;br /&gt;
=== Rayleigh Scattering (molecular scattering - weak on Venus) ===&lt;br /&gt;
* Rayleigh Scattering Color:&lt;br /&gt;
** R: 0.02&lt;br /&gt;
** G: 0.03&lt;br /&gt;
** B: 0.04&lt;br /&gt;
&lt;br /&gt;
* Rayleigh Scattering Scale: 0.15&lt;br /&gt;
&lt;br /&gt;
* Rayleigh Exponential Distribution: 8000&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Venus has much weaker blue-sky behavior than Earth.&lt;br /&gt;
* Keep this low to avoid Earth-like blue tint.&lt;br /&gt;
&lt;br /&gt;
=== Mie Scattering (dominant haze / aerosol scattering) ===&lt;br /&gt;
* Mie Scattering Color:&lt;br /&gt;
** R: 0.85&lt;br /&gt;
** G: 0.65&lt;br /&gt;
** B: 0.45&lt;br /&gt;
&lt;br /&gt;
* Mie Scattering Scale: 8.0&lt;br /&gt;
&lt;br /&gt;
* Mie Anisotropy: 0.80&lt;br /&gt;
&lt;br /&gt;
* Mie Exponential Distribution: 12000&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* This is the MOST IMPORTANT parameter group.&lt;br /&gt;
* High scale + strong forward scattering creates:&lt;br /&gt;
** bright glow toward the sun&lt;br /&gt;
** washed-out horizon&lt;br /&gt;
** Venus “golden haze”&lt;br /&gt;
&lt;br /&gt;
=== Absorption (gas absorption - subtle but important) ===&lt;br /&gt;
* Absorption Color:&lt;br /&gt;
** R: 0.35&lt;br /&gt;
** G: 0.18&lt;br /&gt;
** B: 0.08&lt;br /&gt;
&lt;br /&gt;
* Absorption Scale: 0.6&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Adds slight brown/orange attenuation&lt;br /&gt;
* Prevents overly bright or “milky white” atmosphere&lt;br /&gt;
&lt;br /&gt;
=== Aerial Perspective ===&lt;br /&gt;
* Aerial Perspective View Distance Scale: 0.25&lt;br /&gt;
* Aerial Perspective Start Depth: 0.0&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Lower value = thicker perceived atmosphere&lt;br /&gt;
* This helps maintain strong distance fade even at altitude&lt;br /&gt;
&lt;br /&gt;
=== Multi Scattering ===&lt;br /&gt;
* Multi Scattering Factor: 1.0&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Keep enabled — Venus relies heavily on multiple scattering&lt;br /&gt;
* This is what removes shadows and creates uniform brightness&lt;br /&gt;
&lt;br /&gt;
=== Ground Albedo ===&lt;br /&gt;
* Ground Albedo Color:&lt;br /&gt;
** R: 0.25&lt;br /&gt;
** G: 0.20&lt;br /&gt;
** B: 0.15&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Subtle contribution only&lt;br /&gt;
* Prevents unrealistic light bounce&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=File:Venus-Atmosphere.jpg&amp;diff=179</id>
		<title>File:Venus-Atmosphere.jpg</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=File:Venus-Atmosphere.jpg&amp;diff=179"/>
		<updated>2026-04-14T17:34:34Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Arena&amp;diff=178</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Arena&amp;diff=178"/>
		<updated>2026-04-14T17:34:11Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Venus-Atmosphere.jpg|thumb|Venus&#039;s Middle and Lower Atmospheres]]&lt;br /&gt;
&lt;br /&gt;
So the game takes place in the atmosphere above Venus.&lt;br /&gt;
&lt;br /&gt;
*Ground radius: 6,051.8 km&lt;br /&gt;
*Scale height: 15.9 km&lt;br /&gt;
*Surface gravity: 0.91 G&lt;br /&gt;
*Surface pressure: 92 bar&lt;br /&gt;
*Surface visibility: ~3 km&lt;br /&gt;
*Kármán line: ~165 km&lt;br /&gt;
&lt;br /&gt;
ExponentialHeightFog - basically need one setting for below the upper cloud layer (BCL) and one for above the upper cloud layer (ACL) ... or maybe we need to modify it as we change altitude through C++ ... I am not entirely clear yet except that the exponential height fog is much more realistic than what we used to do ... we should not be able to see the ground above ~3 km? Should not be able to see the lower cloud layer until what altitude?&lt;br /&gt;
&lt;br /&gt;
Tune the 50 km layer so large structures are readable at 5–10 km, with the far horizon fading out by 15–25 km.&lt;br /&gt;
&lt;br /&gt;
Modern reviews place the lower cloud layer at about 47.5–50.5 km, and probe data show a sharp increase in extinction just below 50 km, with the lower cloud layer having visible optical depth around 6–12 in some measurements.&lt;br /&gt;
&lt;br /&gt;
== Exponential Height Fog and Altitude Adjustments ==&lt;br /&gt;
&lt;br /&gt;
The exponential height fog represents how atmospheric density changes with altitude. To achieve specific visibility targets at different heights:&lt;br /&gt;
&lt;br /&gt;
* Start by setting the fog density at the surface level. Adjust this until you achieve, for example, 3 kilometers of visibility near the ground.&lt;br /&gt;
&lt;br /&gt;
* Next, adjust the height falloff parameter. This controls how rapidly the fog thins out as you go higher. Tune the falloff until you achieve about 10 kilometers of visibility at around 50 kilometers altitude.&lt;br /&gt;
&lt;br /&gt;
* If the natural exponential transition isn’t layered enough for your needs—for instance, if you want certain altitudes to be foggier or clearer—then you can dynamically adjust density or falloff at different altitude ranges. By tweaking fog parameters in steps, you can approximate a layered atmospheric profile.&lt;br /&gt;
&lt;br /&gt;
== Static Directional Light (Sun) ==&lt;br /&gt;
&lt;br /&gt;
In our scenario, Venus’s day is extremely long. Over the course of a gameplay session, the sun’s movement would be imperceptible. Thus, we treat the sun’s directional light as static.&lt;br /&gt;
&lt;br /&gt;
* The sun’s light itself is pure white; any color shift we perceive (like yellow) is due to atmospheric scattering. On Venus, the color of sunlight will be handled by the Sky Atmosphere actor, which manages how light is scattered through the planet’s atmosphere.&lt;br /&gt;
&lt;br /&gt;
* Keeping the sun static simplifies computations. With a stationary sun, lighting can be baked for efficiency, and clouds can still cast shadows without needing constant updates.&lt;br /&gt;
&lt;br /&gt;
== Sky Atmosphere Settings ==&lt;br /&gt;
&lt;br /&gt;
These settings approximate Venus’s dense CO₂ atmosphere and upper haze.&lt;br /&gt;
They intentionally exclude the sulfuric acid cloud decks (handled separately).&lt;br /&gt;
&lt;br /&gt;
All color values are linear RGB (0–1).&lt;br /&gt;
&lt;br /&gt;
=== Planet Setup ===&lt;br /&gt;
* Ground Radius: 6052000 (meters)&lt;br /&gt;
* Atmosphere Height: 100000 (meters)&lt;br /&gt;
&lt;br /&gt;
=== Rayleigh Scattering (molecular scattering - weak on Venus) ===&lt;br /&gt;
* Rayleigh Scattering Color:&lt;br /&gt;
** R: 0.02&lt;br /&gt;
** G: 0.03&lt;br /&gt;
** B: 0.04&lt;br /&gt;
&lt;br /&gt;
* Rayleigh Scattering Scale: 0.15&lt;br /&gt;
&lt;br /&gt;
* Rayleigh Exponential Distribution: 8000&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Venus has much weaker blue-sky behavior than Earth.&lt;br /&gt;
* Keep this low to avoid Earth-like blue tint.&lt;br /&gt;
&lt;br /&gt;
=== Mie Scattering (dominant haze / aerosol scattering) ===&lt;br /&gt;
* Mie Scattering Color:&lt;br /&gt;
** R: 0.85&lt;br /&gt;
** G: 0.65&lt;br /&gt;
** B: 0.45&lt;br /&gt;
&lt;br /&gt;
* Mie Scattering Scale: 8.0&lt;br /&gt;
&lt;br /&gt;
* Mie Anisotropy: 0.80&lt;br /&gt;
&lt;br /&gt;
* Mie Exponential Distribution: 12000&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* This is the MOST IMPORTANT parameter group.&lt;br /&gt;
* High scale + strong forward scattering creates:&lt;br /&gt;
** bright glow toward the sun&lt;br /&gt;
** washed-out horizon&lt;br /&gt;
** Venus “golden haze”&lt;br /&gt;
&lt;br /&gt;
=== Absorption (gas absorption - subtle but important) ===&lt;br /&gt;
* Absorption Color:&lt;br /&gt;
** R: 0.35&lt;br /&gt;
** G: 0.18&lt;br /&gt;
** B: 0.08&lt;br /&gt;
&lt;br /&gt;
* Absorption Scale: 0.6&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Adds slight brown/orange attenuation&lt;br /&gt;
* Prevents overly bright or “milky white” atmosphere&lt;br /&gt;
&lt;br /&gt;
=== Aerial Perspective ===&lt;br /&gt;
* Aerial Perspective View Distance Scale: 0.25&lt;br /&gt;
* Aerial Perspective Start Depth: 0.0&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Lower value = thicker perceived atmosphere&lt;br /&gt;
* This helps maintain strong distance fade even at altitude&lt;br /&gt;
&lt;br /&gt;
=== Multi Scattering ===&lt;br /&gt;
* Multi Scattering Factor: 1.0&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Keep enabled — Venus relies heavily on multiple scattering&lt;br /&gt;
* This is what removes shadows and creates uniform brightness&lt;br /&gt;
&lt;br /&gt;
=== Ground Albedo ===&lt;br /&gt;
* Ground Albedo Color:&lt;br /&gt;
** R: 0.25&lt;br /&gt;
** G: 0.20&lt;br /&gt;
** B: 0.15&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Subtle contribution only&lt;br /&gt;
* Prevents unrealistic light bounce&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Unreal_Engine_5&amp;diff=176</id>
		<title>Unreal Engine 5</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Unreal_Engine_5&amp;diff=176"/>
		<updated>2026-04-14T14:15:26Z</updated>

		<summary type="html">&lt;p&gt;Reskin: /* What UE5 Solves Immediately */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unreal Engine 5 (UE5) is a modern, high-performance game engine developed by Epic Games. It provides a comprehensive, production-ready framework for building real-time 3D applications, including games, simulations, and cinematic content.&lt;br /&gt;
&lt;br /&gt;
For the purposes of &#039;&#039;Rise: The Vieneo Province&#039;&#039; and the &#039;&#039;Arms of Venus&#039;&#039; project, UE5 represents a significant leap in capability compared to the legacy custom engine.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Licensing and Cost ==&lt;br /&gt;
&lt;br /&gt;
UE5 uses a highly favorable royalty-based licensing model:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Upfront Cost&#039;&#039;&#039;: $0&lt;br /&gt;
* &#039;&#039;&#039;Royalty Threshold&#039;&#039;&#039;: First $1,000,000 USD in lifetime revenue is royalty-free&lt;br /&gt;
* &#039;&#039;&#039;Royalty Rate&#039;&#039;&#039;: 5% of revenue above $1,000,000&lt;br /&gt;
* &#039;&#039;&#039;Royalty-Free Use Cases&#039;&#039;&#039;:&lt;br /&gt;
  * Non-interactive media (film, cinematics)&lt;br /&gt;
  * Internal tools and simulations&lt;br /&gt;
  * Visualization (architecture, industrial)&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
* Revenue: $1.5M&lt;br /&gt;
* Royalty: 5% of $500,000 = $25,000&lt;br /&gt;
&lt;br /&gt;
=== Epic Games Store Advantage ===&lt;br /&gt;
Products distributed via the Epic Games Store:&lt;br /&gt;
* &#039;&#039;&#039;No engine royalty&#039;&#039;&#039;&lt;br /&gt;
* ~12% storefront fee&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Core Features (Out of the Box) ==&lt;br /&gt;
&lt;br /&gt;
UE5 provides production-grade systems that would otherwise take years to develop internally:&lt;br /&gt;
&lt;br /&gt;
=== Rendering and Visual Fidelity ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nanite Virtualized Geometry&#039;&#039;&#039;&lt;br /&gt;
  * Film-quality assets without manual LOD creation&lt;br /&gt;
* &#039;&#039;&#039;Lumen Global Illumination&#039;&#039;&#039;&lt;br /&gt;
  * Real-time dynamic lighting and reflections&lt;br /&gt;
* &#039;&#039;&#039;Volumetric Clouds and Atmosphere&#039;&#039;&#039;&lt;br /&gt;
  * Physically-based atmospheric scattering&lt;br /&gt;
  * Essential for Venus cloud layer simulation&lt;br /&gt;
* &#039;&#039;&#039;High Dynamic Range (HDR) Pipeline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;PostProcessVolume System&#039;&#039;&#039;&lt;br /&gt;
  * Eye adaptation (auto exposure) to mimic human vision&lt;br /&gt;
  * Dynamic exposure compensation across extreme lighting conditions&lt;br /&gt;
  * Local exposure control (preserves highlights and shadows simultaneously)&lt;br /&gt;
  * Critical for transitioning between bright cloud tops and darker lower atmosphere&lt;br /&gt;
* &#039;&#039;&#039;Temporal Super Resolution (TSR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Physics and Simulation ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chaos Physics System&#039;&#039;&#039;&lt;br /&gt;
  * Rigid body, destruction, cloth, vehicles&lt;br /&gt;
* Built-in collision and constraint systems&lt;br /&gt;
* Deterministic-enough for gameplay scenarios&lt;br /&gt;
&lt;br /&gt;
=== World Building and Streaming ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;World Partition&#039;&#039;&#039;&lt;br /&gt;
  * Automatic large-world streaming&lt;br /&gt;
* &#039;&#039;&#039;Level Streaming&#039;&#039;&#039;&lt;br /&gt;
* Integration with real-world datasets (e.g., Cesium)&lt;br /&gt;
&lt;br /&gt;
=== Networking and Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
* Built-in replication framework&lt;br /&gt;
* Client/server authoritative model&lt;br /&gt;
* Scalable for PvE and PvP environments&lt;br /&gt;
&lt;br /&gt;
=== Tools and Workflow ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blueprints (Visual Scripting)&#039;&#039;&#039;&lt;br /&gt;
* Full C++ source access&lt;br /&gt;
* Live editor with hot reload&lt;br /&gt;
* Sequencer (cinematics)&lt;br /&gt;
* Niagara (VFX system)&lt;br /&gt;
&lt;br /&gt;
=== UI and UX ===&lt;br /&gt;
&lt;br /&gt;
* UMG (Unreal Motion Graphics)&lt;br /&gt;
* Input system abstraction&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
* Spatial audio&lt;br /&gt;
* Real-time effects and mixing&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What UE5 Solves Immediately ==&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;Arms of Venus&#039;&#039;, UE5 directly enables:&lt;br /&gt;
&lt;br /&gt;
* Realistic atmospheric scattering for Venus (Rayleigh + Mie tuning)&lt;br /&gt;
* Volumetric cloud rendering with depth and motion&lt;br /&gt;
* High-speed aerial combat with large draw distances&lt;br /&gt;
* Dynamic lighting across cloud layers&lt;br /&gt;
* Multiplayer infrastructure&lt;br /&gt;
* Asset pipeline compatibility with Blender and other DCC tools&lt;br /&gt;
* Human-eye-like exposure adaptation (bright cloud tops vs dim lower atmosphere)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Comparison: UE5 vs Rise Custom Engine ==&lt;br /&gt;
&lt;br /&gt;
=== Rendering ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Physically-based rendering (PBR)&lt;br /&gt;
* Real-time GI (Lumen)&lt;br /&gt;
* Volumetric clouds and atmosphere&lt;br /&gt;
* Nanite geometry scaling&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Custom rendering pipeline&lt;br /&gt;
* Geometry-based cloud layers (solid, non-volumetric)&lt;br /&gt;
* Clouds behave as opaque layers with limited light interaction&lt;br /&gt;
* No volumetric scattering, light diffusion, or sun bloom through clouds&lt;br /&gt;
* Can cast shadows onto terrain, but lacks atmospheric light transport&lt;br /&gt;
* No native GI or volumetric system&lt;br /&gt;
* Requires manual optimization for scale&lt;br /&gt;
&lt;br /&gt;
=== Development Speed ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Immediate productivity&lt;br /&gt;
* Massive ecosystem and documentation&lt;br /&gt;
* Marketplace assets available&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Slow iteration cycle&lt;br /&gt;
* All features must be built manually&lt;br /&gt;
* High maintenance burden&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Built-in replication and networking stack&lt;br /&gt;
* Proven at scale&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Custom networking implementation&lt;br /&gt;
* Requires ongoing debugging and scaling effort&lt;br /&gt;
&lt;br /&gt;
=== Tooling ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Editor, visual scripting, profiling tools&lt;br /&gt;
* Integrated pipeline&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Limited tooling&lt;br /&gt;
* Heavily code-driven&lt;br /&gt;
* Minimal visual debugging tools&lt;br /&gt;
&lt;br /&gt;
=== Visual Quality Ceiling ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Near-photorealistic out of the box&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Dependent on custom implementation&lt;br /&gt;
* High effort required to match modern standards&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What the Rise Engine Still Does Well ==&lt;br /&gt;
&lt;br /&gt;
Despite its limitations, the existing engine has strengths:&lt;br /&gt;
&lt;br /&gt;
* Deep integration with simulation logic&lt;br /&gt;
* Proven large-scale world math (e.g., STDistance scaling)&lt;br /&gt;
* Lightweight and efficient for specific workloads&lt;br /&gt;
* Full control over systems and architecture&lt;br /&gt;
&lt;br /&gt;
However, these advantages are outweighed by the cost of extending it to modern standards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Would Be Required to Match UE5 ==&lt;br /&gt;
&lt;br /&gt;
To bring the Rise engine to parity would require:&lt;br /&gt;
&lt;br /&gt;
* Full physically-based rendering pipeline&lt;br /&gt;
* Real-time global illumination system&lt;br /&gt;
* Volumetric cloud and atmospheric scattering system&lt;br /&gt;
* Modern asset pipeline and editor tools&lt;br /&gt;
* Multiplayer framework overhaul&lt;br /&gt;
* Cross-platform rendering abstraction&lt;br /&gt;
&lt;br /&gt;
Estimated effort: &#039;&#039;&#039;multiple years of full-time development&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
&lt;br /&gt;
=== Unity ===&lt;br /&gt;
&lt;br /&gt;
Developed by Unity Technologies &lt;br /&gt;
&lt;br /&gt;
* Pros:&lt;br /&gt;
  * Easier onboarding&lt;br /&gt;
  * Strong mobile support&lt;br /&gt;
* Cons:&lt;br /&gt;
  * Inferior out-of-the-box visuals vs UE5&lt;br /&gt;
  * Fragmented rendering pipelines (URP/HDRP)&lt;br /&gt;
  * Less suited for high-end atmospheric simulation&lt;br /&gt;
&lt;br /&gt;
=== Custom Engine ===&lt;br /&gt;
&lt;br /&gt;
* Pros:&lt;br /&gt;
  * Maximum control&lt;br /&gt;
  * Tailored to exact needs&lt;br /&gt;
* Cons:&lt;br /&gt;
  * Extremely high development cost&lt;br /&gt;
  * Reinvents solved problems&lt;br /&gt;
  * Slower time to market&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategic Considerations ==&lt;br /&gt;
&lt;br /&gt;
* UE5 allows immediate focus on gameplay rather than engine development&lt;br /&gt;
* Reduces technical risk dramatically&lt;br /&gt;
* Enables collaboration with external artists using standard tools&lt;br /&gt;
* Aligns with industry-standard workflows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
The decision is effectively unequivocal:&lt;br /&gt;
&lt;br /&gt;
* UE5 provides:&lt;br /&gt;
  * Superior rendering&lt;br /&gt;
  * Faster development&lt;br /&gt;
  * Lower cost of entry&lt;br /&gt;
  * Proven scalability&lt;br /&gt;
&lt;br /&gt;
* The Rise engine would require years of work to reach comparable capability&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therefore, Unreal Engine 5 is the correct and strategically optimal choice for current and future development, including Arms of Venus.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Unreal_Engine_5&amp;diff=175</id>
		<title>Unreal Engine 5</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Unreal_Engine_5&amp;diff=175"/>
		<updated>2026-04-14T14:15:11Z</updated>

		<summary type="html">&lt;p&gt;Reskin: /* Rendering and Visual Fidelity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unreal Engine 5 (UE5) is a modern, high-performance game engine developed by Epic Games. It provides a comprehensive, production-ready framework for building real-time 3D applications, including games, simulations, and cinematic content.&lt;br /&gt;
&lt;br /&gt;
For the purposes of &#039;&#039;Rise: The Vieneo Province&#039;&#039; and the &#039;&#039;Arms of Venus&#039;&#039; project, UE5 represents a significant leap in capability compared to the legacy custom engine.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Licensing and Cost ==&lt;br /&gt;
&lt;br /&gt;
UE5 uses a highly favorable royalty-based licensing model:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Upfront Cost&#039;&#039;&#039;: $0&lt;br /&gt;
* &#039;&#039;&#039;Royalty Threshold&#039;&#039;&#039;: First $1,000,000 USD in lifetime revenue is royalty-free&lt;br /&gt;
* &#039;&#039;&#039;Royalty Rate&#039;&#039;&#039;: 5% of revenue above $1,000,000&lt;br /&gt;
* &#039;&#039;&#039;Royalty-Free Use Cases&#039;&#039;&#039;:&lt;br /&gt;
  * Non-interactive media (film, cinematics)&lt;br /&gt;
  * Internal tools and simulations&lt;br /&gt;
  * Visualization (architecture, industrial)&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
* Revenue: $1.5M&lt;br /&gt;
* Royalty: 5% of $500,000 = $25,000&lt;br /&gt;
&lt;br /&gt;
=== Epic Games Store Advantage ===&lt;br /&gt;
Products distributed via the Epic Games Store:&lt;br /&gt;
* &#039;&#039;&#039;No engine royalty&#039;&#039;&#039;&lt;br /&gt;
* ~12% storefront fee&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Core Features (Out of the Box) ==&lt;br /&gt;
&lt;br /&gt;
UE5 provides production-grade systems that would otherwise take years to develop internally:&lt;br /&gt;
&lt;br /&gt;
=== Rendering and Visual Fidelity ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nanite Virtualized Geometry&#039;&#039;&#039;&lt;br /&gt;
  * Film-quality assets without manual LOD creation&lt;br /&gt;
* &#039;&#039;&#039;Lumen Global Illumination&#039;&#039;&#039;&lt;br /&gt;
  * Real-time dynamic lighting and reflections&lt;br /&gt;
* &#039;&#039;&#039;Volumetric Clouds and Atmosphere&#039;&#039;&#039;&lt;br /&gt;
  * Physically-based atmospheric scattering&lt;br /&gt;
  * Essential for Venus cloud layer simulation&lt;br /&gt;
* &#039;&#039;&#039;High Dynamic Range (HDR) Pipeline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;PostProcessVolume System&#039;&#039;&#039;&lt;br /&gt;
  * Eye adaptation (auto exposure) to mimic human vision&lt;br /&gt;
  * Dynamic exposure compensation across extreme lighting conditions&lt;br /&gt;
  * Local exposure control (preserves highlights and shadows simultaneously)&lt;br /&gt;
  * Critical for transitioning between bright cloud tops and darker lower atmosphere&lt;br /&gt;
* &#039;&#039;&#039;Temporal Super Resolution (TSR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Physics and Simulation ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chaos Physics System&#039;&#039;&#039;&lt;br /&gt;
  * Rigid body, destruction, cloth, vehicles&lt;br /&gt;
* Built-in collision and constraint systems&lt;br /&gt;
* Deterministic-enough for gameplay scenarios&lt;br /&gt;
&lt;br /&gt;
=== World Building and Streaming ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;World Partition&#039;&#039;&#039;&lt;br /&gt;
  * Automatic large-world streaming&lt;br /&gt;
* &#039;&#039;&#039;Level Streaming&#039;&#039;&#039;&lt;br /&gt;
* Integration with real-world datasets (e.g., Cesium)&lt;br /&gt;
&lt;br /&gt;
=== Networking and Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
* Built-in replication framework&lt;br /&gt;
* Client/server authoritative model&lt;br /&gt;
* Scalable for PvE and PvP environments&lt;br /&gt;
&lt;br /&gt;
=== Tools and Workflow ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blueprints (Visual Scripting)&#039;&#039;&#039;&lt;br /&gt;
* Full C++ source access&lt;br /&gt;
* Live editor with hot reload&lt;br /&gt;
* Sequencer (cinematics)&lt;br /&gt;
* Niagara (VFX system)&lt;br /&gt;
&lt;br /&gt;
=== UI and UX ===&lt;br /&gt;
&lt;br /&gt;
* UMG (Unreal Motion Graphics)&lt;br /&gt;
* Input system abstraction&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
* Spatial audio&lt;br /&gt;
* Real-time effects and mixing&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What UE5 Solves Immediately ==&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;Arms of Venus&#039;&#039;, UE5 directly enables:&lt;br /&gt;
&lt;br /&gt;
* Realistic atmospheric scattering for Venus (Rayleigh + Mie tuning)&lt;br /&gt;
* Volumetric cloud rendering with depth and motion&lt;br /&gt;
* High-speed aerial combat with large draw distances&lt;br /&gt;
* Dynamic lighting across cloud layers&lt;br /&gt;
* Multiplayer infrastructure&lt;br /&gt;
* Asset pipeline compatibility with Blender and other DCC tools&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Comparison: UE5 vs Rise Custom Engine ==&lt;br /&gt;
&lt;br /&gt;
=== Rendering ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Physically-based rendering (PBR)&lt;br /&gt;
* Real-time GI (Lumen)&lt;br /&gt;
* Volumetric clouds and atmosphere&lt;br /&gt;
* Nanite geometry scaling&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Custom rendering pipeline&lt;br /&gt;
* Geometry-based cloud layers (solid, non-volumetric)&lt;br /&gt;
* Clouds behave as opaque layers with limited light interaction&lt;br /&gt;
* No volumetric scattering, light diffusion, or sun bloom through clouds&lt;br /&gt;
* Can cast shadows onto terrain, but lacks atmospheric light transport&lt;br /&gt;
* No native GI or volumetric system&lt;br /&gt;
* Requires manual optimization for scale&lt;br /&gt;
&lt;br /&gt;
=== Development Speed ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Immediate productivity&lt;br /&gt;
* Massive ecosystem and documentation&lt;br /&gt;
* Marketplace assets available&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Slow iteration cycle&lt;br /&gt;
* All features must be built manually&lt;br /&gt;
* High maintenance burden&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Built-in replication and networking stack&lt;br /&gt;
* Proven at scale&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Custom networking implementation&lt;br /&gt;
* Requires ongoing debugging and scaling effort&lt;br /&gt;
&lt;br /&gt;
=== Tooling ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Editor, visual scripting, profiling tools&lt;br /&gt;
* Integrated pipeline&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Limited tooling&lt;br /&gt;
* Heavily code-driven&lt;br /&gt;
* Minimal visual debugging tools&lt;br /&gt;
&lt;br /&gt;
=== Visual Quality Ceiling ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Near-photorealistic out of the box&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Dependent on custom implementation&lt;br /&gt;
* High effort required to match modern standards&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What the Rise Engine Still Does Well ==&lt;br /&gt;
&lt;br /&gt;
Despite its limitations, the existing engine has strengths:&lt;br /&gt;
&lt;br /&gt;
* Deep integration with simulation logic&lt;br /&gt;
* Proven large-scale world math (e.g., STDistance scaling)&lt;br /&gt;
* Lightweight and efficient for specific workloads&lt;br /&gt;
* Full control over systems and architecture&lt;br /&gt;
&lt;br /&gt;
However, these advantages are outweighed by the cost of extending it to modern standards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Would Be Required to Match UE5 ==&lt;br /&gt;
&lt;br /&gt;
To bring the Rise engine to parity would require:&lt;br /&gt;
&lt;br /&gt;
* Full physically-based rendering pipeline&lt;br /&gt;
* Real-time global illumination system&lt;br /&gt;
* Volumetric cloud and atmospheric scattering system&lt;br /&gt;
* Modern asset pipeline and editor tools&lt;br /&gt;
* Multiplayer framework overhaul&lt;br /&gt;
* Cross-platform rendering abstraction&lt;br /&gt;
&lt;br /&gt;
Estimated effort: &#039;&#039;&#039;multiple years of full-time development&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
&lt;br /&gt;
=== Unity ===&lt;br /&gt;
&lt;br /&gt;
Developed by Unity Technologies &lt;br /&gt;
&lt;br /&gt;
* Pros:&lt;br /&gt;
  * Easier onboarding&lt;br /&gt;
  * Strong mobile support&lt;br /&gt;
* Cons:&lt;br /&gt;
  * Inferior out-of-the-box visuals vs UE5&lt;br /&gt;
  * Fragmented rendering pipelines (URP/HDRP)&lt;br /&gt;
  * Less suited for high-end atmospheric simulation&lt;br /&gt;
&lt;br /&gt;
=== Custom Engine ===&lt;br /&gt;
&lt;br /&gt;
* Pros:&lt;br /&gt;
  * Maximum control&lt;br /&gt;
  * Tailored to exact needs&lt;br /&gt;
* Cons:&lt;br /&gt;
  * Extremely high development cost&lt;br /&gt;
  * Reinvents solved problems&lt;br /&gt;
  * Slower time to market&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategic Considerations ==&lt;br /&gt;
&lt;br /&gt;
* UE5 allows immediate focus on gameplay rather than engine development&lt;br /&gt;
* Reduces technical risk dramatically&lt;br /&gt;
* Enables collaboration with external artists using standard tools&lt;br /&gt;
* Aligns with industry-standard workflows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
The decision is effectively unequivocal:&lt;br /&gt;
&lt;br /&gt;
* UE5 provides:&lt;br /&gt;
  * Superior rendering&lt;br /&gt;
  * Faster development&lt;br /&gt;
  * Lower cost of entry&lt;br /&gt;
  * Proven scalability&lt;br /&gt;
&lt;br /&gt;
* The Rise engine would require years of work to reach comparable capability&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therefore, Unreal Engine 5 is the correct and strategically optimal choice for current and future development, including Arms of Venus.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Unreal_Engine_5&amp;diff=174</id>
		<title>Unreal Engine 5</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Unreal_Engine_5&amp;diff=174"/>
		<updated>2026-04-14T14:14:32Z</updated>

		<summary type="html">&lt;p&gt;Reskin: /* Rendering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unreal Engine 5 (UE5) is a modern, high-performance game engine developed by Epic Games. It provides a comprehensive, production-ready framework for building real-time 3D applications, including games, simulations, and cinematic content.&lt;br /&gt;
&lt;br /&gt;
For the purposes of &#039;&#039;Rise: The Vieneo Province&#039;&#039; and the &#039;&#039;Arms of Venus&#039;&#039; project, UE5 represents a significant leap in capability compared to the legacy custom engine.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Licensing and Cost ==&lt;br /&gt;
&lt;br /&gt;
UE5 uses a highly favorable royalty-based licensing model:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Upfront Cost&#039;&#039;&#039;: $0&lt;br /&gt;
* &#039;&#039;&#039;Royalty Threshold&#039;&#039;&#039;: First $1,000,000 USD in lifetime revenue is royalty-free&lt;br /&gt;
* &#039;&#039;&#039;Royalty Rate&#039;&#039;&#039;: 5% of revenue above $1,000,000&lt;br /&gt;
* &#039;&#039;&#039;Royalty-Free Use Cases&#039;&#039;&#039;:&lt;br /&gt;
  * Non-interactive media (film, cinematics)&lt;br /&gt;
  * Internal tools and simulations&lt;br /&gt;
  * Visualization (architecture, industrial)&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
* Revenue: $1.5M&lt;br /&gt;
* Royalty: 5% of $500,000 = $25,000&lt;br /&gt;
&lt;br /&gt;
=== Epic Games Store Advantage ===&lt;br /&gt;
Products distributed via the Epic Games Store:&lt;br /&gt;
* &#039;&#039;&#039;No engine royalty&#039;&#039;&#039;&lt;br /&gt;
* ~12% storefront fee&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Core Features (Out of the Box) ==&lt;br /&gt;
&lt;br /&gt;
UE5 provides production-grade systems that would otherwise take years to develop internally:&lt;br /&gt;
&lt;br /&gt;
=== Rendering and Visual Fidelity ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nanite Virtualized Geometry&#039;&#039;&#039;&lt;br /&gt;
  * Film-quality assets without manual LOD creation&lt;br /&gt;
* &#039;&#039;&#039;Lumen Global Illumination&#039;&#039;&#039;&lt;br /&gt;
  * Real-time dynamic lighting and reflections&lt;br /&gt;
* &#039;&#039;&#039;Volumetric Clouds and Atmosphere&#039;&#039;&#039;&lt;br /&gt;
  * Physically-based atmospheric scattering&lt;br /&gt;
  * Essential for Venus cloud layer simulation&lt;br /&gt;
* &#039;&#039;&#039;High Dynamic Range (HDR) Pipeline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Temporal Super Resolution (TSR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Physics and Simulation ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chaos Physics System&#039;&#039;&#039;&lt;br /&gt;
  * Rigid body, destruction, cloth, vehicles&lt;br /&gt;
* Built-in collision and constraint systems&lt;br /&gt;
* Deterministic-enough for gameplay scenarios&lt;br /&gt;
&lt;br /&gt;
=== World Building and Streaming ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;World Partition&#039;&#039;&#039;&lt;br /&gt;
  * Automatic large-world streaming&lt;br /&gt;
* &#039;&#039;&#039;Level Streaming&#039;&#039;&#039;&lt;br /&gt;
* Integration with real-world datasets (e.g., Cesium)&lt;br /&gt;
&lt;br /&gt;
=== Networking and Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
* Built-in replication framework&lt;br /&gt;
* Client/server authoritative model&lt;br /&gt;
* Scalable for PvE and PvP environments&lt;br /&gt;
&lt;br /&gt;
=== Tools and Workflow ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blueprints (Visual Scripting)&#039;&#039;&#039;&lt;br /&gt;
* Full C++ source access&lt;br /&gt;
* Live editor with hot reload&lt;br /&gt;
* Sequencer (cinematics)&lt;br /&gt;
* Niagara (VFX system)&lt;br /&gt;
&lt;br /&gt;
=== UI and UX ===&lt;br /&gt;
&lt;br /&gt;
* UMG (Unreal Motion Graphics)&lt;br /&gt;
* Input system abstraction&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
* Spatial audio&lt;br /&gt;
* Real-time effects and mixing&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What UE5 Solves Immediately ==&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;Arms of Venus&#039;&#039;, UE5 directly enables:&lt;br /&gt;
&lt;br /&gt;
* Realistic atmospheric scattering for Venus (Rayleigh + Mie tuning)&lt;br /&gt;
* Volumetric cloud rendering with depth and motion&lt;br /&gt;
* High-speed aerial combat with large draw distances&lt;br /&gt;
* Dynamic lighting across cloud layers&lt;br /&gt;
* Multiplayer infrastructure&lt;br /&gt;
* Asset pipeline compatibility with Blender and other DCC tools&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Comparison: UE5 vs Rise Custom Engine ==&lt;br /&gt;
&lt;br /&gt;
=== Rendering ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Physically-based rendering (PBR)&lt;br /&gt;
* Real-time GI (Lumen)&lt;br /&gt;
* Volumetric clouds and atmosphere&lt;br /&gt;
* Nanite geometry scaling&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Custom rendering pipeline&lt;br /&gt;
* Geometry-based cloud layers (solid, non-volumetric)&lt;br /&gt;
* Clouds behave as opaque layers with limited light interaction&lt;br /&gt;
* No volumetric scattering, light diffusion, or sun bloom through clouds&lt;br /&gt;
* Can cast shadows onto terrain, but lacks atmospheric light transport&lt;br /&gt;
* No native GI or volumetric system&lt;br /&gt;
* Requires manual optimization for scale&lt;br /&gt;
&lt;br /&gt;
=== Development Speed ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Immediate productivity&lt;br /&gt;
* Massive ecosystem and documentation&lt;br /&gt;
* Marketplace assets available&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Slow iteration cycle&lt;br /&gt;
* All features must be built manually&lt;br /&gt;
* High maintenance burden&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Built-in replication and networking stack&lt;br /&gt;
* Proven at scale&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Custom networking implementation&lt;br /&gt;
* Requires ongoing debugging and scaling effort&lt;br /&gt;
&lt;br /&gt;
=== Tooling ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Editor, visual scripting, profiling tools&lt;br /&gt;
* Integrated pipeline&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Limited tooling&lt;br /&gt;
* Heavily code-driven&lt;br /&gt;
* Minimal visual debugging tools&lt;br /&gt;
&lt;br /&gt;
=== Visual Quality Ceiling ===&lt;br /&gt;
&lt;br /&gt;
; UE5&lt;br /&gt;
* Near-photorealistic out of the box&lt;br /&gt;
&lt;br /&gt;
; Rise Engine&lt;br /&gt;
* Dependent on custom implementation&lt;br /&gt;
* High effort required to match modern standards&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What the Rise Engine Still Does Well ==&lt;br /&gt;
&lt;br /&gt;
Despite its limitations, the existing engine has strengths:&lt;br /&gt;
&lt;br /&gt;
* Deep integration with simulation logic&lt;br /&gt;
* Proven large-scale world math (e.g., STDistance scaling)&lt;br /&gt;
* Lightweight and efficient for specific workloads&lt;br /&gt;
* Full control over systems and architecture&lt;br /&gt;
&lt;br /&gt;
However, these advantages are outweighed by the cost of extending it to modern standards.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What Would Be Required to Match UE5 ==&lt;br /&gt;
&lt;br /&gt;
To bring the Rise engine to parity would require:&lt;br /&gt;
&lt;br /&gt;
* Full physically-based rendering pipeline&lt;br /&gt;
* Real-time global illumination system&lt;br /&gt;
* Volumetric cloud and atmospheric scattering system&lt;br /&gt;
* Modern asset pipeline and editor tools&lt;br /&gt;
* Multiplayer framework overhaul&lt;br /&gt;
* Cross-platform rendering abstraction&lt;br /&gt;
&lt;br /&gt;
Estimated effort: &#039;&#039;&#039;multiple years of full-time development&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
&lt;br /&gt;
=== Unity ===&lt;br /&gt;
&lt;br /&gt;
Developed by Unity Technologies &lt;br /&gt;
&lt;br /&gt;
* Pros:&lt;br /&gt;
  * Easier onboarding&lt;br /&gt;
  * Strong mobile support&lt;br /&gt;
* Cons:&lt;br /&gt;
  * Inferior out-of-the-box visuals vs UE5&lt;br /&gt;
  * Fragmented rendering pipelines (URP/HDRP)&lt;br /&gt;
  * Less suited for high-end atmospheric simulation&lt;br /&gt;
&lt;br /&gt;
=== Custom Engine ===&lt;br /&gt;
&lt;br /&gt;
* Pros:&lt;br /&gt;
  * Maximum control&lt;br /&gt;
  * Tailored to exact needs&lt;br /&gt;
* Cons:&lt;br /&gt;
  * Extremely high development cost&lt;br /&gt;
  * Reinvents solved problems&lt;br /&gt;
  * Slower time to market&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Strategic Considerations ==&lt;br /&gt;
&lt;br /&gt;
* UE5 allows immediate focus on gameplay rather than engine development&lt;br /&gt;
* Reduces technical risk dramatically&lt;br /&gt;
* Enables collaboration with external artists using standard tools&lt;br /&gt;
* Aligns with industry-standard workflows&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
The decision is effectively unequivocal:&lt;br /&gt;
&lt;br /&gt;
* UE5 provides:&lt;br /&gt;
  * Superior rendering&lt;br /&gt;
  * Faster development&lt;br /&gt;
  * Lower cost of entry&lt;br /&gt;
  * Proven scalability&lt;br /&gt;
&lt;br /&gt;
* The Rise engine would require years of work to reach comparable capability&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therefore, Unreal Engine 5 is the correct and strategically optimal choice for current and future development, including Arms of Venus.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Template:LandingPage&amp;diff=173</id>
		<title>Template:LandingPage</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Template:LandingPage&amp;diff=173"/>
		<updated>2026-04-14T14:05:12Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:LandingPage/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;aov-landing&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;aov-hero&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;aov-hero-inner&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;!-- &amp;lt;div class=&amp;quot;aov-kicker&amp;quot;&amp;gt;Windows Desktop&amp;lt;/div&amp;gt; Steam Early Access •--&amp;gt;&lt;br /&gt;
      &amp;lt;h1&amp;gt;[[File:aovLogo.png]]&amp;lt;/h1&amp;gt;&lt;br /&gt;
      &amp;lt;p class=&amp;quot;aov-tagline&amp;quot;&amp;gt;&lt;br /&gt;
        A third-person session-based extraction shooter with aircraft, floating platforms, and hostile skies&lt;br /&gt;
        50 km above Venus.&lt;br /&gt;
      &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Aircraft combat&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Third-person&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Extraction shooter&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Session-based&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;PvE + PvP&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-actions&amp;quot; style=&amp;quot;display: none;&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;aov-button&amp;quot;&amp;gt;[[Getting Started|Get Started]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;!--        &amp;lt;span class=&amp;quot;aov-button aov-button-secondary&amp;quot;&amp;gt;[[:Category:Aerostats|Floating Platforms]]&amp;lt;/span&amp;gt;--&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;div class=&amp;quot;aov-mainpanel&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;aov-stack&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;What Is The Game?&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Arms of Venus&amp;lt;/strong&amp;gt; is a Windows-first desktop game built around short,&lt;br /&gt;
            high-intensity extraction runs in the Venusian skies.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            Players launch from massive [[:Category:Aerostats|aerostat platforms]], fly armed aircraft into dangerous zones,&lt;br /&gt;
            recover cargo or objectives, survive [[Vitriol Dogs|PvE threats]] and rival players, and return to extract.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-grid&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Setting&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;p&amp;gt;&lt;br /&gt;
              The game takes place roughly &amp;lt;strong&amp;gt;50 km above Venus&amp;lt;/strong&amp;gt;, in the relatively survivable layer of the atmosphere,&lt;br /&gt;
              where floating industrial platforms, trade routes, storms, and interdiction craft define life in the sky.&lt;br /&gt;
            &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Core Play&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;ul&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Launch from a floating base&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Fly to contested objectives&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Fight, scavenge, extract&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Return before somebody else takes what you found&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Why It Feels Different&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;ul&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Aircraft-centered combat and traversal&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Persistent floating platforms and infrastructure&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Heavy wind, atmosphere, and vehicle physics&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;High-fidelity environments and volumetric skies&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Platform&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Windows desktop first&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Steam Early Access&amp;lt;/strong&amp;gt;&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;p class=&amp;quot;aov-muted&amp;quot;&amp;gt;&lt;br /&gt;
            This page is player-facing. Technical and development details are below.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-devband&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-devband-title&amp;quot;&amp;gt;Developer / Artist Notes&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-grid&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Engine&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;&lt;br /&gt;
                Built in [[Unreal Engine 5]].&lt;br /&gt;
              &amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Technical Focus&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;ul&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Volumetric clouds&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Dense atmospheric scattering&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Physics-heavy vehicle systems&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Large-scale multiplayer environments&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;/ul&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Related Pages&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;ul&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;[[Arena]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Gameplay]]&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;/ul&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
 The biggest shift since the “Rise-era wiki + social plugins” model is this:&lt;br /&gt;
 * The wiki is no longer the community. It’s the source of truth.&lt;br /&gt;
 * The community lives elsewhere.&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Gameplay&amp;diff=172</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Gameplay&amp;diff=172"/>
		<updated>2026-04-14T12:54:43Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Extraction Shooter — but vehicle-first and no crafting&lt;br /&gt;
&lt;br /&gt;
* Session-Based&lt;br /&gt;
* Extraction Loop&lt;br /&gt;
* Vehicle-Centric Combat&lt;br /&gt;
* Third-Person Camera&lt;br /&gt;
&lt;br /&gt;
==What sets AoV apart==&lt;br /&gt;
There are:&lt;br /&gt;
*Tons of extraction shooters&lt;br /&gt;
*Almost ZERO vehicle-first extraction games&lt;br /&gt;
&lt;br /&gt;
[[Economy]] - Wicked Tuna concept instead of crafting&lt;br /&gt;
&lt;br /&gt;
== Steam Tags ==&lt;br /&gt;
*Vehicle Combat&lt;br /&gt;
*Extraction Shooter&lt;br /&gt;
*PvPvE&lt;br /&gt;
*Multiplayer&lt;br /&gt;
*Action&lt;br /&gt;
*Flight&lt;br /&gt;
*Online Co-Op&lt;br /&gt;
*Third-Person Shooter&lt;br /&gt;
*Sci-fi&lt;br /&gt;
*Futuristic&lt;br /&gt;
*Atmospheric&lt;br /&gt;
*Team-Based&lt;br /&gt;
&lt;br /&gt;
== Target Audience ==&lt;br /&gt;
*Ace Combat players&lt;br /&gt;
*War Thunder players&lt;br /&gt;
*DCS-lite curious players&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Gameplay&amp;diff=171</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Gameplay&amp;diff=171"/>
		<updated>2026-04-14T12:49:23Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game Type:&lt;br /&gt;
* Session-Based&lt;br /&gt;
* Extraction Loop&lt;br /&gt;
* Vehicle-Centric Combat&lt;br /&gt;
* Third-Person Camera&lt;br /&gt;
&lt;br /&gt;
==What sets AoV apart==&lt;br /&gt;
There are:&lt;br /&gt;
*Tons of extraction shooters&lt;br /&gt;
*Almost ZERO vehicle-first extraction games&lt;br /&gt;
&lt;br /&gt;
[[Economy]] - Wicked Tuna concept instead of crafting&lt;br /&gt;
&lt;br /&gt;
== Steam Tags ==&lt;br /&gt;
*Vehicle Combat&lt;br /&gt;
*Extraction Shooter&lt;br /&gt;
*PvPvE&lt;br /&gt;
*Multiplayer&lt;br /&gt;
*Action&lt;br /&gt;
*Flight&lt;br /&gt;
*Online Co-Op&lt;br /&gt;
*Third-Person Shooter&lt;br /&gt;
*Sci-fi&lt;br /&gt;
*Futuristic&lt;br /&gt;
*Atmospheric&lt;br /&gt;
*Team-Based&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Gameplay&amp;diff=170</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Gameplay&amp;diff=170"/>
		<updated>2026-04-14T12:40:48Z</updated>

		<summary type="html">&lt;p&gt;Reskin: Created page with &amp;quot;Game Type: * Session-Based * Extraction Loop * Vehicle-Centric Combat * Third-Person Camera  ==What sets AoV apart== There are: *Tons of extraction shooters *Almost ZERO vehicle-first extraction games  Economy - Wicked Tuna concept instead of crafting&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game Type:&lt;br /&gt;
* Session-Based&lt;br /&gt;
* Extraction Loop&lt;br /&gt;
* Vehicle-Centric Combat&lt;br /&gt;
* Third-Person Camera&lt;br /&gt;
&lt;br /&gt;
==What sets AoV apart==&lt;br /&gt;
There are:&lt;br /&gt;
*Tons of extraction shooters&lt;br /&gt;
*Almost ZERO vehicle-first extraction games&lt;br /&gt;
&lt;br /&gt;
[[Economy]] - Wicked Tuna concept instead of crafting&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Template:LandingPage&amp;diff=169</id>
		<title>Template:LandingPage</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Template:LandingPage&amp;diff=169"/>
		<updated>2026-04-14T12:38:59Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:LandingPage/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;aov-landing&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;aov-hero&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;aov-hero-inner&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;!-- &amp;lt;div class=&amp;quot;aov-kicker&amp;quot;&amp;gt;Windows Desktop&amp;lt;/div&amp;gt; Steam Early Access •--&amp;gt;&lt;br /&gt;
      &amp;lt;h1&amp;gt;[[File:aovLogo.png]]&amp;lt;/h1&amp;gt;&lt;br /&gt;
      &amp;lt;p class=&amp;quot;aov-tagline&amp;quot;&amp;gt;&lt;br /&gt;
        A third-person session-based extraction shooter with aircraft, floating platforms, and hostile skies&lt;br /&gt;
        50 km above Venus.&lt;br /&gt;
      &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Aircraft combat&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Third-person&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Extraction shooter&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Session-based&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;PvE + PvP&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-actions&amp;quot; style=&amp;quot;display: none;&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;aov-button&amp;quot;&amp;gt;[[Getting Started|Get Started]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;!--        &amp;lt;span class=&amp;quot;aov-button aov-button-secondary&amp;quot;&amp;gt;[[:Category:Aerostats|Floating Platforms]]&amp;lt;/span&amp;gt;--&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;div class=&amp;quot;aov-mainpanel&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;aov-stack&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;What Is The Game?&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Arms of Venus&amp;lt;/strong&amp;gt; is a Windows-first desktop game built around short,&lt;br /&gt;
            high-intensity extraction runs in the Venusian skies.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            Players launch from massive [[:Category:Aerostats|aerostat platforms]], fly armed aircraft into dangerous zones,&lt;br /&gt;
            recover cargo or objectives, survive [[Vitriol Dogs|PvE threats]] and rival players, and return to extract.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-grid&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Setting&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;p&amp;gt;&lt;br /&gt;
              The game takes place roughly &amp;lt;strong&amp;gt;50 km above Venus&amp;lt;/strong&amp;gt;, in the relatively survivable layer of the atmosphere,&lt;br /&gt;
              where floating industrial platforms, trade routes, storms, and interdiction craft define life in the sky.&lt;br /&gt;
            &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Core Play&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;ul&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Launch from a floating base&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Fly to contested objectives&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Fight, scavenge, extract&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Return before somebody else takes what you found&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Why It Feels Different&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;ul&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Aircraft-centered combat and traversal&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Persistent floating platforms and infrastructure&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Heavy wind, atmosphere, and vehicle physics&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;High-fidelity environments and volumetric skies&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Platform&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Windows desktop first&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Steam Early Access&amp;lt;/strong&amp;gt;&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;p class=&amp;quot;aov-muted&amp;quot;&amp;gt;&lt;br /&gt;
            This page is player-facing. Technical and development details are below.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-devband&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-devband-title&amp;quot;&amp;gt;Developer / Artist Notes&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-grid&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Engine&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;&lt;br /&gt;
                Built in [[Unreal Engine 5]].&lt;br /&gt;
              &amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Technical Focus&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;ul&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Volumetric clouds&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Dense atmospheric scattering&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Physics-heavy vehicle systems&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Large-scale multiplayer environments&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;/ul&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Related Pages&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;ul&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;[[Arena]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Gameplay]]&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;/ul&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=MediaWiki:Common.css&amp;diff=168</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=MediaWiki:Common.css&amp;diff=168"/>
		<updated>2026-04-14T12:20:30Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a[href*=&amp;quot;armsofvenus.atlassian.net/jira&amp;quot;]::before {&lt;br /&gt;
    font-family: &amp;quot;Font Awesome 5 Brands&amp;quot;;&lt;br /&gt;
    font-weight: 400;&lt;br /&gt;
    content: &amp;quot;\f7b1&amp;quot;;&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    margin-right: 0.45em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a[href*=&amp;quot;https://discord.gg/HNa9bP7Zmm&amp;quot;]::before {&lt;br /&gt;
    font-family: &amp;quot;Font Awesome 5 Brands&amp;quot;;&lt;br /&gt;
    font-weight: 400;&lt;br /&gt;
    content: &amp;quot;\f392&amp;quot;;&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    margin-right: 0.45em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page div.contentHeader {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page div.flex-fill.container {&lt;br /&gt;
  max-width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.aov-hero {&lt;br /&gt;
  background-image: url(&amp;quot;/images/3/3c/Aov-venusclouds.jpg&amp;quot;);&lt;br /&gt;
  background-size: cover;&lt;br /&gt;
  background-position: center;&lt;br /&gt;
  background-repeat: no-repeat;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.page-Main_Page .mw-file-element {&lt;br /&gt;
  max-width: 100%;&lt;br /&gt;
  height: auto;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=MediaWiki:Sidebar&amp;diff=167</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=MediaWiki:Sidebar&amp;diff=167"/>
		<updated>2026-04-14T12:18:58Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** https://armsofvenus.atlassian.net/jira/software/projects/KAN/list?jql=project%20%3D%20KAN%20ORDER%20BY%20created%20DESC|JIRA&lt;br /&gt;
** https://discord.gg/HNa9bP7Zmm|Discord&lt;br /&gt;
** specialpages-url|specialpages&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Economy&amp;diff=166</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Economy&amp;diff=166"/>
		<updated>2026-04-13T19:52:23Z</updated>

		<summary type="html">&lt;p&gt;Reskin: /* Appraisal Engine (Center Panel) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Appraisal.png|thumb]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Dock Intake &amp;amp; Appraisal System&#039;&#039;&#039; is a core economic and progression mechanic in &#039;&#039;Arms of Venus&#039;&#039;. It replaces traditional crafting systems with a streamlined, real-time salvage valuation loop inspired by real-world industrial workflows and commercial fishing operations (e.g., the “Wicked Tuna” model).&lt;br /&gt;
&lt;br /&gt;
Instead of collecting materials and assembling items through recipes, players recover salvage during missions and receive an immediate credit offer upon extraction.&lt;br /&gt;
&lt;br /&gt;
This system emphasizes:&lt;br /&gt;
&lt;br /&gt;
* Clarity over complexity&lt;br /&gt;
* Momentum over micromanagement&lt;br /&gt;
* Social accessibility over inventory dependency chains&lt;br /&gt;
&lt;br /&gt;
== Design Philosophy ==&lt;br /&gt;
Traditional crafting systems often introduce:&lt;br /&gt;
&lt;br /&gt;
* Inventory clutter&lt;br /&gt;
* Recipe memorization&lt;br /&gt;
* Player friction (especially in co-op)&lt;br /&gt;
&lt;br /&gt;
The Dock Intake system removes these barriers by shifting complexity away from the player and into the world simulation.&lt;br /&gt;
&lt;br /&gt;
Players are &#039;&#039;&#039;operators&#039;&#039;&#039;, not fabricators.&lt;br /&gt;
&lt;br /&gt;
They:&lt;br /&gt;
&lt;br /&gt;
* Deploy&lt;br /&gt;
* Recover assets&lt;br /&gt;
* Extract&lt;br /&gt;
* Get paid&lt;br /&gt;
&lt;br /&gt;
== The &amp;quot;Wicked Tuna&amp;quot; Analogy ==&lt;br /&gt;
The system is inspired by real-world commercial fishing workflows:&lt;br /&gt;
&lt;br /&gt;
# Catch is brought to port&lt;br /&gt;
&lt;br /&gt;
# A buyer inspects the haul&lt;br /&gt;
&lt;br /&gt;
# A price is offered based on quality and demand&lt;br /&gt;
&lt;br /&gt;
# The seller accepts (typically without negotiation)&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Arms of Venus&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Players recover salvage during a mission&lt;br /&gt;
&lt;br /&gt;
# Return to the aerostat platform&lt;br /&gt;
&lt;br /&gt;
# Dock intake systems evaluate the cargo&lt;br /&gt;
&lt;br /&gt;
# A credit offer is generated instantly&lt;br /&gt;
&lt;br /&gt;
No crafting. No recipes. No ambiguity.&lt;br /&gt;
&lt;br /&gt;
== Core Gameplay Loop ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Deploy&#039;&#039;&#039; from aerostat platform&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Engage&#039;&#039;&#039; (PvE / PvP / salvage targets)&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Recover&#039;&#039;&#039; weapons, components, and materials&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Extract&#039;&#039;&#039; successfully&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dock&#039;&#039;&#039; and undergo intake processing&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Receive&#039;&#039;&#039; credit offer&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Accept&#039;&#039;&#039; and progress&lt;br /&gt;
&lt;br /&gt;
== Dock Intake UI ==&lt;br /&gt;
The Dock Intake interface is presented immediately after a successful landing and recovery.&lt;br /&gt;
&lt;br /&gt;
It is designed as a three-panel system prioritizing readability and speed.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! LEFT: CARGO SCAN      !!   CENTER: APPRAISAL           !! RIGHT: ACTIONS &lt;br /&gt;
|-&lt;br /&gt;
| Item List              || Total Value                   || [ACCEPT]       &lt;br /&gt;
|-&lt;br /&gt;
| Icons + Categories     || Line-by-line breakdown        || [FLAG ITEMS]   &lt;br /&gt;
|-&lt;br /&gt;
| Weight / Risk Tags     || Bonuses / penalties           || [HOLD ITEMS]   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cargo Manifest (Left Panel) ===&lt;br /&gt;
Displays recovered items in a clean, categorized list.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! SALVAGE INTAKE&lt;br /&gt;
|-&lt;br /&gt;
| ✔ ARC Cannon (Damaged)&amp;lt;br /&amp;gt;&lt;br /&gt;
✔ Pulse Missiles x12&amp;lt;br /&amp;gt;&lt;br /&gt;
✔ Avionics Core (Rare)&amp;lt;br /&amp;gt;&lt;br /&gt;
✔ Structural Alloy (Bulk)&amp;lt;br /&amp;gt;&lt;br /&gt;
✔ Unknown Device (??)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL MASS: 1,240 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
RISK FLAG: NONE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Color-coded rarity tiers&lt;br /&gt;
* Condition indicators (non-numeric)&lt;br /&gt;
* Source and context metadata (hover/select)&lt;br /&gt;
&lt;br /&gt;
=== Appraisal Engine (Center Panel) ===&lt;br /&gt;
Provides a transparent breakdown of valuation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! APPRAISAL SUMMARY !! AMOUNT&lt;br /&gt;
|-&lt;br /&gt;
|Base Salvage Value:     &amp;lt;br /&amp;gt;&lt;br /&gt;
Condition Adjustment:   &amp;lt;br /&amp;gt;   &lt;br /&gt;
Rarity Bonus:     &amp;lt;br /&amp;gt;         &lt;br /&gt;
Demand Surge:              &lt;br /&gt;
||    18,400&amp;lt;br /&amp;gt;&lt;br /&gt;
-3,200&amp;lt;br /&amp;gt;&lt;br /&gt;
+9,500&amp;lt;br /&amp;gt;&lt;br /&gt;
+6,800&lt;br /&gt;
|-&lt;br /&gt;
! TOTAL OFFER:   !!           31,500 CR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Animated value calculation (incremental tally)&lt;br /&gt;
* Clear reasoning for final price&lt;br /&gt;
* Optional flavor commentary from dock crew&lt;br /&gt;
&lt;br /&gt;
Example flavor lines:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Avionics core’s still intact… nice pull.&amp;quot;&lt;br /&gt;
* &amp;quot;Missiles are cooked, but we can strip the guidance.&amp;quot;&lt;br /&gt;
* &amp;quot;Market’s hot for these. You got lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Actions Panel (Right Panel) ===&lt;br /&gt;
Primary interaction area.&lt;br /&gt;
&lt;br /&gt;
Default action:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACCEPT OFFER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Optional (collapsed by default):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HOLD ITEMS&#039;&#039;&#039; — retain specific gear (e.g., weapons/modules)&lt;br /&gt;
* &#039;&#039;&#039;FLAG ITEMS&#039;&#039;&#039; — designate for trade, squad sharing, or black market&lt;br /&gt;
&lt;br /&gt;
== Item Handling Rules ==&lt;br /&gt;
The system separates items into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Retained by Player ===&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Modules / augments&lt;br /&gt;
* Unique or rare components&lt;br /&gt;
&lt;br /&gt;
=== Automatically Liquidated ===&lt;br /&gt;
&lt;br /&gt;
* Raw materials&lt;br /&gt;
* Scrap&lt;br /&gt;
* Bulk salvage&lt;br /&gt;
&lt;br /&gt;
This prevents inventory overload while preserving meaningful gear progression.&lt;br /&gt;
&lt;br /&gt;
== Social Design ==&lt;br /&gt;
The system eliminates friction in cooperative play.&lt;br /&gt;
&lt;br /&gt;
Players can:&lt;br /&gt;
&lt;br /&gt;
* Transfer items to squadmates outside of deployment&lt;br /&gt;
* Share equipment directly within the hangar environment&lt;br /&gt;
&lt;br /&gt;
This removes the need for “deploy to trade” mechanics.&lt;br /&gt;
&lt;br /&gt;
== Advantages Over Crafting Systems ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! Feature !!                                       Crafting Systems !! Dock Intake System &lt;br /&gt;
|-&lt;br /&gt;
| Cognitive Load                                         || High       || Low        &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Social Friction                                        || High       || Minimal    &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Inventory Management                                   || Complex    || Simplified &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Time to Reward                                         || Delayed    || Immediate  &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Accessibility                                          || Limited    || Broad      &lt;br /&gt;
|}                                                     &lt;br /&gt;
&lt;br /&gt;
== Future Extensions ==&lt;br /&gt;
The Dock Intake system supports additional layers without increasing complexity:&lt;br /&gt;
&lt;br /&gt;
* Dynamic market demand (price fluctuations)&lt;br /&gt;
* Black market channels (restricted or illegal tech)&lt;br /&gt;
* Faction-based bonuses or penalties&lt;br /&gt;
* Contract-driven valuation modifiers&lt;br /&gt;
* Reputation-based appraisal advantages&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Dock Intake &amp;amp; Appraisal System replaces crafting with a streamlined, industrial salvage economy.&lt;br /&gt;
&lt;br /&gt;
It delivers:&lt;br /&gt;
&lt;br /&gt;
* Immediate feedback&lt;br /&gt;
* Clear value&lt;br /&gt;
* Strong thematic alignment&lt;br /&gt;
&lt;br /&gt;
Players are not builders of items.&lt;br /&gt;
&lt;br /&gt;
They are pilots operating in a hostile environment, recovering value from chaos and converting it into progress.&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Economy&amp;diff=165</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Economy&amp;diff=165"/>
		<updated>2026-04-13T19:50:34Z</updated>

		<summary type="html">&lt;p&gt;Reskin: /* Cargo Manifest (Left Panel) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Appraisal.png|thumb]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Dock Intake &amp;amp; Appraisal System&#039;&#039;&#039; is a core economic and progression mechanic in &#039;&#039;Arms of Venus&#039;&#039;. It replaces traditional crafting systems with a streamlined, real-time salvage valuation loop inspired by real-world industrial workflows and commercial fishing operations (e.g., the “Wicked Tuna” model).&lt;br /&gt;
&lt;br /&gt;
Instead of collecting materials and assembling items through recipes, players recover salvage during missions and receive an immediate credit offer upon extraction.&lt;br /&gt;
&lt;br /&gt;
This system emphasizes:&lt;br /&gt;
&lt;br /&gt;
* Clarity over complexity&lt;br /&gt;
* Momentum over micromanagement&lt;br /&gt;
* Social accessibility over inventory dependency chains&lt;br /&gt;
&lt;br /&gt;
== Design Philosophy ==&lt;br /&gt;
Traditional crafting systems often introduce:&lt;br /&gt;
&lt;br /&gt;
* Inventory clutter&lt;br /&gt;
* Recipe memorization&lt;br /&gt;
* Player friction (especially in co-op)&lt;br /&gt;
&lt;br /&gt;
The Dock Intake system removes these barriers by shifting complexity away from the player and into the world simulation.&lt;br /&gt;
&lt;br /&gt;
Players are &#039;&#039;&#039;operators&#039;&#039;&#039;, not fabricators.&lt;br /&gt;
&lt;br /&gt;
They:&lt;br /&gt;
&lt;br /&gt;
* Deploy&lt;br /&gt;
* Recover assets&lt;br /&gt;
* Extract&lt;br /&gt;
* Get paid&lt;br /&gt;
&lt;br /&gt;
== The &amp;quot;Wicked Tuna&amp;quot; Analogy ==&lt;br /&gt;
The system is inspired by real-world commercial fishing workflows:&lt;br /&gt;
&lt;br /&gt;
# Catch is brought to port&lt;br /&gt;
&lt;br /&gt;
# A buyer inspects the haul&lt;br /&gt;
&lt;br /&gt;
# A price is offered based on quality and demand&lt;br /&gt;
&lt;br /&gt;
# The seller accepts (typically without negotiation)&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Arms of Venus&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Players recover salvage during a mission&lt;br /&gt;
&lt;br /&gt;
# Return to the aerostat platform&lt;br /&gt;
&lt;br /&gt;
# Dock intake systems evaluate the cargo&lt;br /&gt;
&lt;br /&gt;
# A credit offer is generated instantly&lt;br /&gt;
&lt;br /&gt;
No crafting. No recipes. No ambiguity.&lt;br /&gt;
&lt;br /&gt;
== Core Gameplay Loop ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Deploy&#039;&#039;&#039; from aerostat platform&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Engage&#039;&#039;&#039; (PvE / PvP / salvage targets)&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Recover&#039;&#039;&#039; weapons, components, and materials&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Extract&#039;&#039;&#039; successfully&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dock&#039;&#039;&#039; and undergo intake processing&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Receive&#039;&#039;&#039; credit offer&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Accept&#039;&#039;&#039; and progress&lt;br /&gt;
&lt;br /&gt;
== Dock Intake UI ==&lt;br /&gt;
The Dock Intake interface is presented immediately after a successful landing and recovery.&lt;br /&gt;
&lt;br /&gt;
It is designed as a three-panel system prioritizing readability and speed.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! LEFT: CARGO SCAN      !!   CENTER: APPRAISAL           !! RIGHT: ACTIONS &lt;br /&gt;
|-&lt;br /&gt;
| Item List              || Total Value                   || [ACCEPT]       &lt;br /&gt;
|-&lt;br /&gt;
| Icons + Categories     || Line-by-line breakdown        || [FLAG ITEMS]   &lt;br /&gt;
|-&lt;br /&gt;
| Weight / Risk Tags     || Bonuses / penalties           || [HOLD ITEMS]   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cargo Manifest (Left Panel) ===&lt;br /&gt;
Displays recovered items in a clean, categorized list.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! SALVAGE INTAKE&lt;br /&gt;
|-&lt;br /&gt;
| ✔ ARC Cannon (Damaged)&amp;lt;br /&amp;gt;&lt;br /&gt;
✔ Pulse Missiles x12&amp;lt;br /&amp;gt;&lt;br /&gt;
✔ Avionics Core (Rare)&amp;lt;br /&amp;gt;&lt;br /&gt;
✔ Structural Alloy (Bulk)&amp;lt;br /&amp;gt;&lt;br /&gt;
✔ Unknown Device (??)&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL MASS: 1,240 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
RISK FLAG: NONE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Color-coded rarity tiers&lt;br /&gt;
* Condition indicators (non-numeric)&lt;br /&gt;
* Source and context metadata (hover/select)&lt;br /&gt;
&lt;br /&gt;
=== Appraisal Engine (Center Panel) ===&lt;br /&gt;
Provides a transparent breakdown of valuation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
APPRAISAL SUMMARY&lt;br /&gt;
-------------------------&lt;br /&gt;
Base Salvage Value:        18,400&lt;br /&gt;
Condition Adjustment:      -3,200&lt;br /&gt;
Rarity Bonus:              +9,500&lt;br /&gt;
Demand Surge:              +6,800&lt;br /&gt;
---------------------------------&lt;br /&gt;
TOTAL OFFER:              31,500 CR&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Animated value calculation (incremental tally)&lt;br /&gt;
* Clear reasoning for final price&lt;br /&gt;
* Optional flavor commentary from dock crew&lt;br /&gt;
&lt;br /&gt;
Example flavor lines:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Avionics core’s still intact… nice pull.&amp;quot;&lt;br /&gt;
* &amp;quot;Missiles are cooked, but we can strip the guidance.&amp;quot;&lt;br /&gt;
* &amp;quot;Market’s hot for these. You got lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Actions Panel (Right Panel) ===&lt;br /&gt;
Primary interaction area.&lt;br /&gt;
&lt;br /&gt;
Default action:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACCEPT OFFER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Optional (collapsed by default):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HOLD ITEMS&#039;&#039;&#039; — retain specific gear (e.g., weapons/modules)&lt;br /&gt;
* &#039;&#039;&#039;FLAG ITEMS&#039;&#039;&#039; — designate for trade, squad sharing, or black market&lt;br /&gt;
&lt;br /&gt;
== Item Handling Rules ==&lt;br /&gt;
The system separates items into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Retained by Player ===&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Modules / augments&lt;br /&gt;
* Unique or rare components&lt;br /&gt;
&lt;br /&gt;
=== Automatically Liquidated ===&lt;br /&gt;
&lt;br /&gt;
* Raw materials&lt;br /&gt;
* Scrap&lt;br /&gt;
* Bulk salvage&lt;br /&gt;
&lt;br /&gt;
This prevents inventory overload while preserving meaningful gear progression.&lt;br /&gt;
&lt;br /&gt;
== Social Design ==&lt;br /&gt;
The system eliminates friction in cooperative play.&lt;br /&gt;
&lt;br /&gt;
Players can:&lt;br /&gt;
&lt;br /&gt;
* Transfer items to squadmates outside of deployment&lt;br /&gt;
* Share equipment directly within the hangar environment&lt;br /&gt;
&lt;br /&gt;
This removes the need for “deploy to trade” mechanics.&lt;br /&gt;
&lt;br /&gt;
== Advantages Over Crafting Systems ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! Feature !!                                       Crafting Systems !! Dock Intake System &lt;br /&gt;
|-&lt;br /&gt;
| Cognitive Load                                         || High       || Low        &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Social Friction                                        || High       || Minimal    &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Inventory Management                                   || Complex    || Simplified &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Time to Reward                                         || Delayed    || Immediate  &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Accessibility                                          || Limited    || Broad      &lt;br /&gt;
|}                                                     &lt;br /&gt;
&lt;br /&gt;
== Future Extensions ==&lt;br /&gt;
The Dock Intake system supports additional layers without increasing complexity:&lt;br /&gt;
&lt;br /&gt;
* Dynamic market demand (price fluctuations)&lt;br /&gt;
* Black market channels (restricted or illegal tech)&lt;br /&gt;
* Faction-based bonuses or penalties&lt;br /&gt;
* Contract-driven valuation modifiers&lt;br /&gt;
* Reputation-based appraisal advantages&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Dock Intake &amp;amp; Appraisal System replaces crafting with a streamlined, industrial salvage economy.&lt;br /&gt;
&lt;br /&gt;
It delivers:&lt;br /&gt;
&lt;br /&gt;
* Immediate feedback&lt;br /&gt;
* Clear value&lt;br /&gt;
* Strong thematic alignment&lt;br /&gt;
&lt;br /&gt;
Players are not builders of items.&lt;br /&gt;
&lt;br /&gt;
They are pilots operating in a hostile environment, recovering value from chaos and converting it into progress.&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Economy&amp;diff=164</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Economy&amp;diff=164"/>
		<updated>2026-04-13T19:49:20Z</updated>

		<summary type="html">&lt;p&gt;Reskin: /* Layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Appraisal.png|thumb]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Dock Intake &amp;amp; Appraisal System&#039;&#039;&#039; is a core economic and progression mechanic in &#039;&#039;Arms of Venus&#039;&#039;. It replaces traditional crafting systems with a streamlined, real-time salvage valuation loop inspired by real-world industrial workflows and commercial fishing operations (e.g., the “Wicked Tuna” model).&lt;br /&gt;
&lt;br /&gt;
Instead of collecting materials and assembling items through recipes, players recover salvage during missions and receive an immediate credit offer upon extraction.&lt;br /&gt;
&lt;br /&gt;
This system emphasizes:&lt;br /&gt;
&lt;br /&gt;
* Clarity over complexity&lt;br /&gt;
* Momentum over micromanagement&lt;br /&gt;
* Social accessibility over inventory dependency chains&lt;br /&gt;
&lt;br /&gt;
== Design Philosophy ==&lt;br /&gt;
Traditional crafting systems often introduce:&lt;br /&gt;
&lt;br /&gt;
* Inventory clutter&lt;br /&gt;
* Recipe memorization&lt;br /&gt;
* Player friction (especially in co-op)&lt;br /&gt;
&lt;br /&gt;
The Dock Intake system removes these barriers by shifting complexity away from the player and into the world simulation.&lt;br /&gt;
&lt;br /&gt;
Players are &#039;&#039;&#039;operators&#039;&#039;&#039;, not fabricators.&lt;br /&gt;
&lt;br /&gt;
They:&lt;br /&gt;
&lt;br /&gt;
* Deploy&lt;br /&gt;
* Recover assets&lt;br /&gt;
* Extract&lt;br /&gt;
* Get paid&lt;br /&gt;
&lt;br /&gt;
== The &amp;quot;Wicked Tuna&amp;quot; Analogy ==&lt;br /&gt;
The system is inspired by real-world commercial fishing workflows:&lt;br /&gt;
&lt;br /&gt;
# Catch is brought to port&lt;br /&gt;
&lt;br /&gt;
# A buyer inspects the haul&lt;br /&gt;
&lt;br /&gt;
# A price is offered based on quality and demand&lt;br /&gt;
&lt;br /&gt;
# The seller accepts (typically without negotiation)&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Arms of Venus&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Players recover salvage during a mission&lt;br /&gt;
&lt;br /&gt;
# Return to the aerostat platform&lt;br /&gt;
&lt;br /&gt;
# Dock intake systems evaluate the cargo&lt;br /&gt;
&lt;br /&gt;
# A credit offer is generated instantly&lt;br /&gt;
&lt;br /&gt;
No crafting. No recipes. No ambiguity.&lt;br /&gt;
&lt;br /&gt;
== Core Gameplay Loop ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Deploy&#039;&#039;&#039; from aerostat platform&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Engage&#039;&#039;&#039; (PvE / PvP / salvage targets)&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Recover&#039;&#039;&#039; weapons, components, and materials&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Extract&#039;&#039;&#039; successfully&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dock&#039;&#039;&#039; and undergo intake processing&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Receive&#039;&#039;&#039; credit offer&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Accept&#039;&#039;&#039; and progress&lt;br /&gt;
&lt;br /&gt;
== Dock Intake UI ==&lt;br /&gt;
The Dock Intake interface is presented immediately after a successful landing and recovery.&lt;br /&gt;
&lt;br /&gt;
It is designed as a three-panel system prioritizing readability and speed.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! LEFT: CARGO SCAN      !!   CENTER: APPRAISAL           !! RIGHT: ACTIONS &lt;br /&gt;
|-&lt;br /&gt;
| Item List              || Total Value                   || [ACCEPT]       &lt;br /&gt;
|-&lt;br /&gt;
| Icons + Categories     || Line-by-line breakdown        || [FLAG ITEMS]   &lt;br /&gt;
|-&lt;br /&gt;
| Weight / Risk Tags     || Bonuses / penalties           || [HOLD ITEMS]   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cargo Manifest (Left Panel) ===&lt;br /&gt;
Displays recovered items in a clean, categorized list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SALVAGE INTAKE&lt;br /&gt;
-------------------------&lt;br /&gt;
✔ ARC Cannon (Damaged)&lt;br /&gt;
✔ Pulse Missiles x12&lt;br /&gt;
✔ Avionics Core (Rare)&lt;br /&gt;
✔ Structural Alloy (Bulk)&lt;br /&gt;
✔ Unknown Device (??)&lt;br /&gt;
&lt;br /&gt;
TOTAL MASS: 1,240 kg&lt;br /&gt;
RISK FLAG: NONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Color-coded rarity tiers&lt;br /&gt;
* Condition indicators (non-numeric)&lt;br /&gt;
* Source and context metadata (hover/select)&lt;br /&gt;
&lt;br /&gt;
=== Appraisal Engine (Center Panel) ===&lt;br /&gt;
Provides a transparent breakdown of valuation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
APPRAISAL SUMMARY&lt;br /&gt;
-------------------------&lt;br /&gt;
Base Salvage Value:        18,400&lt;br /&gt;
Condition Adjustment:      -3,200&lt;br /&gt;
Rarity Bonus:              +9,500&lt;br /&gt;
Demand Surge:              +6,800&lt;br /&gt;
---------------------------------&lt;br /&gt;
TOTAL OFFER:              31,500 CR&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Animated value calculation (incremental tally)&lt;br /&gt;
* Clear reasoning for final price&lt;br /&gt;
* Optional flavor commentary from dock crew&lt;br /&gt;
&lt;br /&gt;
Example flavor lines:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Avionics core’s still intact… nice pull.&amp;quot;&lt;br /&gt;
* &amp;quot;Missiles are cooked, but we can strip the guidance.&amp;quot;&lt;br /&gt;
* &amp;quot;Market’s hot for these. You got lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Actions Panel (Right Panel) ===&lt;br /&gt;
Primary interaction area.&lt;br /&gt;
&lt;br /&gt;
Default action:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACCEPT OFFER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Optional (collapsed by default):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HOLD ITEMS&#039;&#039;&#039; — retain specific gear (e.g., weapons/modules)&lt;br /&gt;
* &#039;&#039;&#039;FLAG ITEMS&#039;&#039;&#039; — designate for trade, squad sharing, or black market&lt;br /&gt;
&lt;br /&gt;
== Item Handling Rules ==&lt;br /&gt;
The system separates items into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Retained by Player ===&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Modules / augments&lt;br /&gt;
* Unique or rare components&lt;br /&gt;
&lt;br /&gt;
=== Automatically Liquidated ===&lt;br /&gt;
&lt;br /&gt;
* Raw materials&lt;br /&gt;
* Scrap&lt;br /&gt;
* Bulk salvage&lt;br /&gt;
&lt;br /&gt;
This prevents inventory overload while preserving meaningful gear progression.&lt;br /&gt;
&lt;br /&gt;
== Social Design ==&lt;br /&gt;
The system eliminates friction in cooperative play.&lt;br /&gt;
&lt;br /&gt;
Players can:&lt;br /&gt;
&lt;br /&gt;
* Transfer items to squadmates outside of deployment&lt;br /&gt;
* Share equipment directly within the hangar environment&lt;br /&gt;
&lt;br /&gt;
This removes the need for “deploy to trade” mechanics.&lt;br /&gt;
&lt;br /&gt;
== Advantages Over Crafting Systems ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! Feature !!                                       Crafting Systems !! Dock Intake System &lt;br /&gt;
|-&lt;br /&gt;
| Cognitive Load                                         || High       || Low        &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Social Friction                                        || High       || Minimal    &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Inventory Management                                   || Complex    || Simplified &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Time to Reward                                         || Delayed    || Immediate  &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Accessibility                                          || Limited    || Broad      &lt;br /&gt;
|}                                                     &lt;br /&gt;
&lt;br /&gt;
== Future Extensions ==&lt;br /&gt;
The Dock Intake system supports additional layers without increasing complexity:&lt;br /&gt;
&lt;br /&gt;
* Dynamic market demand (price fluctuations)&lt;br /&gt;
* Black market channels (restricted or illegal tech)&lt;br /&gt;
* Faction-based bonuses or penalties&lt;br /&gt;
* Contract-driven valuation modifiers&lt;br /&gt;
* Reputation-based appraisal advantages&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Dock Intake &amp;amp; Appraisal System replaces crafting with a streamlined, industrial salvage economy.&lt;br /&gt;
&lt;br /&gt;
It delivers:&lt;br /&gt;
&lt;br /&gt;
* Immediate feedback&lt;br /&gt;
* Clear value&lt;br /&gt;
* Strong thematic alignment&lt;br /&gt;
&lt;br /&gt;
Players are not builders of items.&lt;br /&gt;
&lt;br /&gt;
They are pilots operating in a hostile environment, recovering value from chaos and converting it into progress.&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=File:Appraisal.png&amp;diff=163</id>
		<title>File:Appraisal.png</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=File:Appraisal.png&amp;diff=163"/>
		<updated>2026-04-13T19:47:28Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Economy&amp;diff=162</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Economy&amp;diff=162"/>
		<updated>2026-04-13T19:47:13Z</updated>

		<summary type="html">&lt;p&gt;Reskin: Created page with &amp;quot;thumb == Overview == The &amp;#039;&amp;#039;&amp;#039;Dock Intake &amp;amp; Appraisal System&amp;#039;&amp;#039;&amp;#039; is a core economic and progression mechanic in &amp;#039;&amp;#039;Arms of Venus&amp;#039;&amp;#039;. It replaces traditional crafting systems with a streamlined, real-time salvage valuation loop inspired by real-world industrial workflows and commercial fishing operations (e.g., the “Wicked Tuna” model).  Instead of collecting materials and assembling items through recipes, players recover salvage during missions and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Appraisal.png|thumb]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Dock Intake &amp;amp; Appraisal System&#039;&#039;&#039; is a core economic and progression mechanic in &#039;&#039;Arms of Venus&#039;&#039;. It replaces traditional crafting systems with a streamlined, real-time salvage valuation loop inspired by real-world industrial workflows and commercial fishing operations (e.g., the “Wicked Tuna” model).&lt;br /&gt;
&lt;br /&gt;
Instead of collecting materials and assembling items through recipes, players recover salvage during missions and receive an immediate credit offer upon extraction.&lt;br /&gt;
&lt;br /&gt;
This system emphasizes:&lt;br /&gt;
&lt;br /&gt;
* Clarity over complexity&lt;br /&gt;
* Momentum over micromanagement&lt;br /&gt;
* Social accessibility over inventory dependency chains&lt;br /&gt;
&lt;br /&gt;
== Design Philosophy ==&lt;br /&gt;
Traditional crafting systems often introduce:&lt;br /&gt;
&lt;br /&gt;
* Inventory clutter&lt;br /&gt;
* Recipe memorization&lt;br /&gt;
* Player friction (especially in co-op)&lt;br /&gt;
&lt;br /&gt;
The Dock Intake system removes these barriers by shifting complexity away from the player and into the world simulation.&lt;br /&gt;
&lt;br /&gt;
Players are &#039;&#039;&#039;operators&#039;&#039;&#039;, not fabricators.&lt;br /&gt;
&lt;br /&gt;
They:&lt;br /&gt;
&lt;br /&gt;
* Deploy&lt;br /&gt;
* Recover assets&lt;br /&gt;
* Extract&lt;br /&gt;
* Get paid&lt;br /&gt;
&lt;br /&gt;
== The &amp;quot;Wicked Tuna&amp;quot; Analogy ==&lt;br /&gt;
The system is inspired by real-world commercial fishing workflows:&lt;br /&gt;
&lt;br /&gt;
# Catch is brought to port&lt;br /&gt;
&lt;br /&gt;
# A buyer inspects the haul&lt;br /&gt;
&lt;br /&gt;
# A price is offered based on quality and demand&lt;br /&gt;
&lt;br /&gt;
# The seller accepts (typically without negotiation)&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Arms of Venus&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Players recover salvage during a mission&lt;br /&gt;
&lt;br /&gt;
# Return to the aerostat platform&lt;br /&gt;
&lt;br /&gt;
# Dock intake systems evaluate the cargo&lt;br /&gt;
&lt;br /&gt;
# A credit offer is generated instantly&lt;br /&gt;
&lt;br /&gt;
No crafting. No recipes. No ambiguity.&lt;br /&gt;
&lt;br /&gt;
== Core Gameplay Loop ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Deploy&#039;&#039;&#039; from aerostat platform&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Engage&#039;&#039;&#039; (PvE / PvP / salvage targets)&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Recover&#039;&#039;&#039; weapons, components, and materials&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Extract&#039;&#039;&#039; successfully&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dock&#039;&#039;&#039; and undergo intake processing&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Receive&#039;&#039;&#039; credit offer&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Accept&#039;&#039;&#039; and progress&lt;br /&gt;
&lt;br /&gt;
== Dock Intake UI ==&lt;br /&gt;
The Dock Intake interface is presented immediately after a successful landing and recovery.&lt;br /&gt;
&lt;br /&gt;
It is designed as a three-panel system prioritizing readability and speed.&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ---------------------------------------------------------&lt;br /&gt;
|  LEFT: CARGO SCAN      |   CENTER: APPRAISAL           | RIGHT: ACTIONS |&lt;br /&gt;
|------------------------|-------------------------------|----------------|&lt;br /&gt;
| Item List              | Total Value                   | [ACCEPT]       |&lt;br /&gt;
| Icons + Categories     | Line-by-line breakdown        | [FLAG ITEMS]   |&lt;br /&gt;
| Weight / Risk Tags     | Bonuses / penalties           | [HOLD ITEMS]   |&lt;br /&gt;
 ---------------------------------------------------------&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cargo Manifest (Left Panel) ===&lt;br /&gt;
Displays recovered items in a clean, categorized list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SALVAGE INTAKE&lt;br /&gt;
-------------------------&lt;br /&gt;
✔ ARC Cannon (Damaged)&lt;br /&gt;
✔ Pulse Missiles x12&lt;br /&gt;
✔ Avionics Core (Rare)&lt;br /&gt;
✔ Structural Alloy (Bulk)&lt;br /&gt;
✔ Unknown Device (??)&lt;br /&gt;
&lt;br /&gt;
TOTAL MASS: 1,240 kg&lt;br /&gt;
RISK FLAG: NONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Color-coded rarity tiers&lt;br /&gt;
* Condition indicators (non-numeric)&lt;br /&gt;
* Source and context metadata (hover/select)&lt;br /&gt;
&lt;br /&gt;
=== Appraisal Engine (Center Panel) ===&lt;br /&gt;
Provides a transparent breakdown of valuation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
APPRAISAL SUMMARY&lt;br /&gt;
-------------------------&lt;br /&gt;
Base Salvage Value:        18,400&lt;br /&gt;
Condition Adjustment:      -3,200&lt;br /&gt;
Rarity Bonus:              +9,500&lt;br /&gt;
Demand Surge:              +6,800&lt;br /&gt;
---------------------------------&lt;br /&gt;
TOTAL OFFER:              31,500 CR&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
* Animated value calculation (incremental tally)&lt;br /&gt;
* Clear reasoning for final price&lt;br /&gt;
* Optional flavor commentary from dock crew&lt;br /&gt;
&lt;br /&gt;
Example flavor lines:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Avionics core’s still intact… nice pull.&amp;quot;&lt;br /&gt;
* &amp;quot;Missiles are cooked, but we can strip the guidance.&amp;quot;&lt;br /&gt;
* &amp;quot;Market’s hot for these. You got lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Actions Panel (Right Panel) ===&lt;br /&gt;
Primary interaction area.&lt;br /&gt;
&lt;br /&gt;
Default action:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACCEPT OFFER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Optional (collapsed by default):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HOLD ITEMS&#039;&#039;&#039; — retain specific gear (e.g., weapons/modules)&lt;br /&gt;
* &#039;&#039;&#039;FLAG ITEMS&#039;&#039;&#039; — designate for trade, squad sharing, or black market&lt;br /&gt;
&lt;br /&gt;
== Item Handling Rules ==&lt;br /&gt;
The system separates items into two categories:&lt;br /&gt;
&lt;br /&gt;
=== Retained by Player ===&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
* Modules / augments&lt;br /&gt;
* Unique or rare components&lt;br /&gt;
&lt;br /&gt;
=== Automatically Liquidated ===&lt;br /&gt;
&lt;br /&gt;
* Raw materials&lt;br /&gt;
* Scrap&lt;br /&gt;
* Bulk salvage&lt;br /&gt;
&lt;br /&gt;
This prevents inventory overload while preserving meaningful gear progression.&lt;br /&gt;
&lt;br /&gt;
== Social Design ==&lt;br /&gt;
The system eliminates friction in cooperative play.&lt;br /&gt;
&lt;br /&gt;
Players can:&lt;br /&gt;
&lt;br /&gt;
* Transfer items to squadmates outside of deployment&lt;br /&gt;
* Share equipment directly within the hangar environment&lt;br /&gt;
&lt;br /&gt;
This removes the need for “deploy to trade” mechanics.&lt;br /&gt;
&lt;br /&gt;
== Advantages Over Crafting Systems ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! Feature !!                                       Crafting Systems !! Dock Intake System &lt;br /&gt;
|-&lt;br /&gt;
| Cognitive Load                                         || High       || Low        &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Social Friction                                        || High       || Minimal    &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Inventory Management                                   || Complex    || Simplified &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Time to Reward                                         || Delayed    || Immediate  &lt;br /&gt;
|-                                                      &lt;br /&gt;
| Accessibility                                          || Limited    || Broad      &lt;br /&gt;
|}                                                     &lt;br /&gt;
&lt;br /&gt;
== Future Extensions ==&lt;br /&gt;
The Dock Intake system supports additional layers without increasing complexity:&lt;br /&gt;
&lt;br /&gt;
* Dynamic market demand (price fluctuations)&lt;br /&gt;
* Black market channels (restricted or illegal tech)&lt;br /&gt;
* Faction-based bonuses or penalties&lt;br /&gt;
* Contract-driven valuation modifiers&lt;br /&gt;
* Reputation-based appraisal advantages&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The Dock Intake &amp;amp; Appraisal System replaces crafting with a streamlined, industrial salvage economy.&lt;br /&gt;
&lt;br /&gt;
It delivers:&lt;br /&gt;
&lt;br /&gt;
* Immediate feedback&lt;br /&gt;
* Clear value&lt;br /&gt;
* Strong thematic alignment&lt;br /&gt;
&lt;br /&gt;
Players are not builders of items.&lt;br /&gt;
&lt;br /&gt;
They are pilots operating in a hostile environment, recovering value from chaos and converting it into progress.&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=161</id>
		<title>Extractor</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=161"/>
		<updated>2026-04-13T19:12:09Z</updated>

		<summary type="html">&lt;p&gt;Reskin: /* Flight Deck Operations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:mosmoni_cr3722rp_concept.png|thumb|right|400px|Mosmoni aerostat extractor operating within the Venusian lower cloud deck (~50 km altitude).]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Extractor&#039;&#039;&#039; is a heavy industrial aerostat platform designed for continuous atmospheric extraction, processing, and aerial logistics operations within the temperate band of Venus’s atmosphere (45–60 km altitude).  &lt;br /&gt;
&lt;br /&gt;
Manufactured by &#039;&#039;&#039;Mosmoni Heavy Industries&#039;&#039;&#039;, the rig serves as a multi-role installation combining:&lt;br /&gt;
* Atmospheric resource extraction&lt;br /&gt;
* Flight deck operations&lt;br /&gt;
* Station-keeping and regional traffic coordination&lt;br /&gt;
* Defensive and surveillance capabilities&lt;br /&gt;
* Long-duration crew habitation&lt;br /&gt;
&lt;br /&gt;
The platform is optimized for sustained operation in high-wind, corrosive, and electrically active atmospheric conditions.&lt;br /&gt;
&lt;br /&gt;
== General Characteristics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Value (Typical)&lt;br /&gt;
|-&lt;br /&gt;
| Operational Altitude || 47–52 km&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Pressure || ~1 bar (Earth-like)&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Temperature || 20–75°C (external)&lt;br /&gt;
|-&lt;br /&gt;
| Atmospheric Composition || CO₂-rich, sulfuric acid aerosols&lt;br /&gt;
|-&lt;br /&gt;
| Nominal Crew Complement || ~90–100 personnel&lt;br /&gt;
|-&lt;br /&gt;
| On-Duty Watch || ~28 personnel (3-shift rotation)&lt;br /&gt;
|-&lt;br /&gt;
| Endurance || 14–30 days without resupply&lt;br /&gt;
|-&lt;br /&gt;
| Lift Gas || Hydrogen (primary), mixed buffer gases&lt;br /&gt;
|-&lt;br /&gt;
| Structure Type || Central spine + distributed lift envelope&lt;br /&gt;
|-&lt;br /&gt;
| Winds aloft || ~210 km/h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structural Layout ==&lt;br /&gt;
The aerostat is built around a &#039;&#039;&#039;reinforced central spine&#039;&#039;&#039; supporting:&lt;br /&gt;
* Habitation decks&lt;br /&gt;
* Processing plant&lt;br /&gt;
* Power systems&lt;br /&gt;
* Structural load paths&lt;br /&gt;
&lt;br /&gt;
The lift section is mounted above the operational mass, improving:&lt;br /&gt;
* Stability (pendulum damping)&lt;br /&gt;
* Weather alignment (weathervaning)&lt;br /&gt;
* Reduced roll and pitch coupling&lt;br /&gt;
&lt;br /&gt;
=== Major Sections ===&lt;br /&gt;
* &#039;&#039;&#039;Lift Envelope (Upper Section)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Central Spine (Core Structure)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flight Deck and Hangar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Atmospheric Processing Plant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;External Intake Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Power System ==&lt;br /&gt;
The extractor is powered by an onboard reactor system providing continuous energy for atmospheric processing, life support, and platform operations.&lt;br /&gt;
&lt;br /&gt;
=== Primary Reactor ===&lt;br /&gt;
The platform utilizes a compact fission reactor housed within the reinforced central spine.&lt;br /&gt;
&lt;br /&gt;
* Provides continuous high-output power independent of solar conditions&lt;br /&gt;
* Supports energy-intensive processes such as CO₂ splitting and chemical refinement&lt;br /&gt;
* Integrated into the platform’s structural core for shielding and protection&lt;br /&gt;
&lt;br /&gt;
The reactor is isolated within hardened compartments with multiple containment and shutdown systems.&lt;br /&gt;
&lt;br /&gt;
=== Power Distribution ===&lt;br /&gt;
Energy is distributed throughout the platform via redundant bus systems:&lt;br /&gt;
&lt;br /&gt;
* Primary power grid (processing plant, compressors, and separation systems)&lt;br /&gt;
* Secondary grid (life support, habitation, and control systems)&lt;br /&gt;
* Emergency grid (citadel, critical controls, and communications)&lt;br /&gt;
&lt;br /&gt;
Localized buffering and conversion systems ensure stable delivery across varying load conditions.&lt;br /&gt;
&lt;br /&gt;
=== Thermal Management ===&lt;br /&gt;
Reactor and processing operations generate significant waste heat.&lt;br /&gt;
&lt;br /&gt;
* Heat exchangers transfer thermal energy into processing loops where possible&lt;br /&gt;
* Excess heat is dissipated through radiative and convective systems&lt;br /&gt;
* Thermal load balancing is critical to maintaining structural and system integrity&lt;br /&gt;
&lt;br /&gt;
=== Energy Storage and Backup ===&lt;br /&gt;
The platform incorporates multiple energy storage systems:&lt;br /&gt;
&lt;br /&gt;
* Sulfur-based battery arrays for medium-duration storage&lt;br /&gt;
* Hydrogen reserves for chemical energy buffering&lt;br /&gt;
* Emergency backup systems supporting critical operations in the event of reactor shutdown&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Reactor output is closely tied to processing throughput and platform productivity&lt;br /&gt;
* Power fluctuations can directly impact buoyancy stability due to reduced hydrogen production&lt;br /&gt;
* Thermal management failures represent a major operational hazard&lt;br /&gt;
&lt;br /&gt;
== Crew and Habitation ==&lt;br /&gt;
The platform operates continuously using a &#039;&#039;&#039;three-watch rotation system&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*No full days off&lt;br /&gt;
*Continuous rotation&lt;br /&gt;
*Occasional lighter-duty shifts&lt;br /&gt;
*Crew rotation off-platform (2–3 weeks on / off)&lt;br /&gt;
&lt;br /&gt;
=== Crew Breakdown (Typical) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! On Duty !! Total (Approx.)&lt;br /&gt;
|-&lt;br /&gt;
| Bridge / Command || 6 || 18&lt;br /&gt;
|-&lt;br /&gt;
| Flight Operations || 10 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Processing Plant || 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Engineering / Trim || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Security / Medical / Misc || 4 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Habitation Model ===&lt;br /&gt;
The rig uses a &#039;&#039;&#039;hot-bunking system&#039;&#039;&#039; to reduce required volume.&lt;br /&gt;
&lt;br /&gt;
* 2–3 personnel assigned per rack&lt;br /&gt;
* Separate locker bays for personal storage&lt;br /&gt;
* Shift-based occupancy rotation&lt;br /&gt;
* Centralized habitation within protected spine&lt;br /&gt;
&lt;br /&gt;
=== Habitation Facilities ===&lt;br /&gt;
* Rack rooms (shared, 4 bunks per room)&lt;br /&gt;
* Locker bays (external to sleeping areas)&lt;br /&gt;
* Galley and mess hall&lt;br /&gt;
* Hygiene blocks (&amp;quot;heads&amp;quot;)&lt;br /&gt;
* Medical bay&lt;br /&gt;
* Emergency citadel (sealed refuge for full on-duty crew)&lt;br /&gt;
&lt;br /&gt;
== Bridge and Command Operations ==&lt;br /&gt;
The bridge functions as the platform’s:&lt;br /&gt;
* Navigation center&lt;br /&gt;
* Tactical control&lt;br /&gt;
* Airspace coordination node&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Station-keeping relative to wind and neighboring platforms&lt;br /&gt;
* Traffic management (approach/departure sequencing)&lt;br /&gt;
* Sensor monitoring (radar, atmospheric, threat detection)&lt;br /&gt;
* Defensive systems authorization&lt;br /&gt;
* Emergency coordination&lt;br /&gt;
&lt;br /&gt;
=== Typical Watch ===&lt;br /&gt;
* Watch Officer (Command)&lt;br /&gt;
* Helm / Station-Keeping Operator&lt;br /&gt;
* Sensor / Tactical Operator&lt;br /&gt;
* Communications Controller&lt;br /&gt;
* Systems Monitor (Engineering liaison)&lt;br /&gt;
* Air Ops Coordinator (if integrated)&lt;br /&gt;
&lt;br /&gt;
== Flight Deck Operations ==&lt;br /&gt;
The extractor supports continuous aerial operations.&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
* External cargo handling (cranes, rigging)&lt;br /&gt;
* Emergency recovery (damaged craft)&lt;br /&gt;
&lt;br /&gt;
=== Aircraft Launch and Recovery ===&lt;br /&gt;
&lt;br /&gt;
The platform utilizes a gravity-assisted launch system, taking advantage of its high-altitude operating environment.&lt;br /&gt;
&lt;br /&gt;
==== Launch System ====&lt;br /&gt;
Aircraft are deployed via inclined launch chutes extending from one side of the platform.&lt;br /&gt;
&lt;br /&gt;
* Vehicles roll or are guided into the chute and released into controlled descent&lt;br /&gt;
* Altitude is converted into airspeed during the initial drop&lt;br /&gt;
* Engines spool during descent, transitioning to powered flight&lt;br /&gt;
&lt;br /&gt;
This approach eliminates the need for catapult systems and reduces mechanical complexity.&lt;br /&gt;
&lt;br /&gt;
Multiple parallel chutes may be used to support high sortie rates.&lt;br /&gt;
&lt;br /&gt;
==== Recovery System ====&lt;br /&gt;
Aircraft are recovered on a dedicated flight deck located on the opposite side of the platform.&lt;br /&gt;
&lt;br /&gt;
* Short-runway landings supported by arrestor systems&lt;br /&gt;
* Assisted guidance may be available for approach and alignment&lt;br /&gt;
* Recovery operations are separated from launch operations to reduce conflict and increase throughput&lt;br /&gt;
&lt;br /&gt;
==== Operational Notes ====&lt;br /&gt;
* Launch operations inherently trade altitude for energy&lt;br /&gt;
* Aircraft may require minimum operational altitude margins following deployment&lt;br /&gt;
* Damage to launch or recovery systems can significantly impact sortie capability&lt;br /&gt;
&lt;br /&gt;
=== Deck Crew Roles ===&lt;br /&gt;
* Air Boss (deck authority)&lt;br /&gt;
* Landing Controller&lt;br /&gt;
* Launch Controller&lt;br /&gt;
* Deck handlers / rigging crew&lt;br /&gt;
* Fueling and turnaround technicians&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Deck operations are heavily influenced by variable visibility &lt;br /&gt;
* Approach corridors are dynamically adjusted based on atmospheric conditions&lt;br /&gt;
* Arresting and guided landing systems (e.g., &amp;quot;Autoflyte&amp;quot;) may be employed&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Processing System ==&lt;br /&gt;
The defining feature of the extractor is its atmospheric extraction and refinement capability, converting Venusian atmospheric constituents into usable gases, structural materials, and industrial feedstocks.&lt;br /&gt;
&lt;br /&gt;
=== Intake System ===&lt;br /&gt;
A large lower-mounted intake continuously draws in Venusian atmosphere:&lt;br /&gt;
* High-volume CO₂ intake&lt;br /&gt;
* Aerosol capture (H₂SO₄ droplets)&lt;br /&gt;
* Trace sulfur compounds (SO₂, SO₃)&lt;br /&gt;
* Multi-stage filtration, separation, and compression&lt;br /&gt;
&lt;br /&gt;
The intake assembly is designed to operate under continuous exposure to corrosive aerosols, requiring frequent maintenance and anti-fouling measures.&lt;br /&gt;
&lt;br /&gt;
A single-hinged intake isolation door can be deployed to seal the intake assembly during maintenance cycles, contamination events, or emergency shutdown conditions.&lt;br /&gt;
&lt;br /&gt;
=== Primary Processing Functions ===&lt;br /&gt;
&lt;br /&gt;
==== Carbon Dioxide Processing ====&lt;br /&gt;
CO₂ is separated into its constituent elements through high-energy processes:&lt;br /&gt;
&lt;br /&gt;
* Oxygen extraction (O₂) for life support and oxidizer use&lt;br /&gt;
* Carbon recovery (C) for industrial material production&lt;br /&gt;
&lt;br /&gt;
Recovered carbon is processed into multiple forms:&lt;br /&gt;
* Carbon black and graphite (industrial bulk materials)&lt;br /&gt;
* Carbon fiber composites (structural applications)&lt;br /&gt;
* Advanced allotropes (e.g., graphene) for high-strength, lightweight construction&lt;br /&gt;
&lt;br /&gt;
These materials are used in:&lt;br /&gt;
* Airframe and structural fabrication&lt;br /&gt;
* Pressure vessels and tanks&lt;br /&gt;
* Reinforcement of aerostat components and tether systems&lt;br /&gt;
&lt;br /&gt;
==== Hydrogen Recovery and Sulfuric Processing ====&lt;br /&gt;
Sulfuric acid (H₂SO₄) aerosols are processed to recover:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen (H₂)&lt;br /&gt;
  * Primary lift gas for buoyancy systems&lt;br /&gt;
  * Feedstock for fuel and chemical synthesis&lt;br /&gt;
&lt;br /&gt;
* Sulfur (S)&lt;br /&gt;
  * Industrial feedstock for chemical processes&lt;br /&gt;
  * Input for sulfur-based energy storage systems&lt;br /&gt;
  * Polymer additives and material treatments&lt;br /&gt;
&lt;br /&gt;
* Oxygen (additional recovery stream)&lt;br /&gt;
&lt;br /&gt;
Sulfur compounds are also used in:&lt;br /&gt;
* Acid regeneration loops (closed-cycle processing)&lt;br /&gt;
* Corrosion-resistant coatings and treatments&lt;br /&gt;
* Industrial chemical synthesis&lt;br /&gt;
&lt;br /&gt;
==== Hydrocarbon Synthesis ====&lt;br /&gt;
With both carbon and hydrogen available, the extractor supports synthetic fuel and material production.&lt;br /&gt;
&lt;br /&gt;
Primary outputs include:&lt;br /&gt;
* Methane (CH₄)&lt;br /&gt;
* Longer-chain hydrocarbons (liquid fuels, lubricants, polymers)&lt;br /&gt;
&lt;br /&gt;
Intermediate products:&lt;br /&gt;
* Carbon monoxide (CO)&lt;br /&gt;
* Synthesis gas (CO + H₂)&lt;br /&gt;
&lt;br /&gt;
These outputs support:&lt;br /&gt;
* Fuel production (local consumption and export)&lt;br /&gt;
* Polymer and plastics manufacturing&lt;br /&gt;
* Thermal and chemical energy storage&lt;br /&gt;
&lt;br /&gt;
==== Propellant Production ====&lt;br /&gt;
Oxygen (O₂) is generated as a byproduct of CO₂ processing and is captured, stored, and distributed as an oxidizer.&lt;br /&gt;
&lt;br /&gt;
Combined with hydrocarbon synthesis, the platform produces complete propellant loads:&lt;br /&gt;
&lt;br /&gt;
* Methane (fuel)&lt;br /&gt;
* Oxygen (oxidizer)&lt;br /&gt;
&lt;br /&gt;
These are used for:&lt;br /&gt;
* Aircraft propulsion systems&lt;br /&gt;
* High-power maneuvering and emergency thrust systems&lt;br /&gt;
&lt;br /&gt;
=== Gas Refinement and Distribution ===&lt;br /&gt;
Processed gases are conditioned and routed to:&lt;br /&gt;
&lt;br /&gt;
* Buoyancy systems (hydrogen lift cells)&lt;br /&gt;
* Life support systems (oxygen supply)&lt;br /&gt;
* Fuel storage and transfer systems&lt;br /&gt;
* Export pipelines and transport vessels&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
==== Life Support ====&lt;br /&gt;
* Oxygen (breathable atmosphere)&lt;br /&gt;
* Trace gases for environmental control&lt;br /&gt;
&lt;br /&gt;
==== Buoyancy ====&lt;br /&gt;
* Hydrogen (primary lift gas)&lt;br /&gt;
&lt;br /&gt;
==== Structural Materials ====&lt;br /&gt;
* Carbon composites (fiber, graphite, graphene-derived)&lt;br /&gt;
* Reinforcement materials for platform construction and repair&lt;br /&gt;
&lt;br /&gt;
==== Industrial Feedstocks ====&lt;br /&gt;
* Methane and synthetic hydrocarbons&lt;br /&gt;
* Carbon monoxide and synthesis gas&lt;br /&gt;
* Sulfur and sulfur-based compounds&lt;br /&gt;
&lt;br /&gt;
==== Energy Storage ====&lt;br /&gt;
* Hydrogen fuel&lt;br /&gt;
* Sulfur-based battery systems&lt;br /&gt;
&lt;br /&gt;
==== Thermal Output ====&lt;br /&gt;
* Significant waste heat requiring active dissipation and thermal management&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Intake systems are prone to sulfuric fouling and require continuous maintenance cycles&lt;br /&gt;
* Carbon production generates fine particulate contamination within processing zones&lt;br /&gt;
* Processing efficiency directly impacts platform buoyancy stability and operational capability&lt;br /&gt;
* Hydrogen handling primarily presents containment and system integrity challenges rather than combustion risk, as the surrounding atmosphere lacks free oxygen&lt;br /&gt;
* The primary safety hazards arise within enclosed systems and propellant handling operations, where hydrogen, methane, and stored oxygen may mix under fault conditions.&lt;br /&gt;
&lt;br /&gt;
==== Propellant Safety ====&lt;br /&gt;
The most significant explosive risk on the platform occurs during fuel and oxidizer handling.&lt;br /&gt;
&lt;br /&gt;
* Methane (or synthetic hydrocarbons) and oxygen are stored and transferred under controlled conditions&lt;br /&gt;
* Any uncontrolled mixing can result in rapid combustion or detonation&lt;br /&gt;
* Fueling systems, transfer lines, and storage tanks are heavily monitored and compartmentalized&lt;br /&gt;
&lt;br /&gt;
Operational protocols prioritize strict separation of fuel and oxidizer except at controlled injection points.&lt;br /&gt;
&lt;br /&gt;
== Lift and Buoyancy System ==&lt;br /&gt;
The platform maintains altitude using a combination of:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen-filled lift cells&lt;br /&gt;
* Controlled gas compression and expansion&lt;br /&gt;
* Ballast and trim management&lt;br /&gt;
&lt;br /&gt;
=== Stability Features ===&lt;br /&gt;
* High-mounted lift section for pendulum stability&lt;br /&gt;
* Distributed buoyancy cells for redundancy&lt;br /&gt;
* Active trim control (mass shifting, gas redistribution)&lt;br /&gt;
&lt;br /&gt;
== Station-Keeping and Propulsion ==&lt;br /&gt;
The platform is not an airship but maintains controlled positioning.&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
* Process gas exhaust redirection&lt;br /&gt;
* Buoyancy adjustments&lt;br /&gt;
* Aerodynamic alignment (weathervaning)&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* Relative movement vs air mass: ~5–20 km/h typical&lt;br /&gt;
* Primary function: formation keeping, drift correction, spacing&lt;br /&gt;
&lt;br /&gt;
== Defensive Systems ==&lt;br /&gt;
Due to piracy and territorial conflict, platforms are typically equipped with:&lt;br /&gt;
&lt;br /&gt;
* Radar and sensor arrays&lt;br /&gt;
* Close-range defensive weapons&lt;br /&gt;
* Electronic countermeasures&lt;br /&gt;
* Shield emitters&lt;br /&gt;
* Hardened internal citadel&lt;br /&gt;
&lt;br /&gt;
Security personnel maintain:&lt;br /&gt;
* Boarding defense readiness&lt;br /&gt;
* Internal threat control&lt;br /&gt;
* Access control to critical systems&lt;br /&gt;
&lt;br /&gt;
== Environmental Hazards ==&lt;br /&gt;
Operations at ~50 km altitude on Venus expose the platform to:&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid aerosols (corrosive)&lt;br /&gt;
* Static discharge&lt;br /&gt;
* Thermal gradients&lt;br /&gt;
* Structural fatigue&lt;br /&gt;
&lt;br /&gt;
Radiation levels are not considered a primary hazard due to atmospheric shielding.&lt;br /&gt;
&lt;br /&gt;
== Emergency Systems ==&lt;br /&gt;
=== Citadel ===&lt;br /&gt;
A hardened internal refuge capable of sustaining the full on-duty crew:&lt;br /&gt;
* Independent air supply&lt;br /&gt;
* Sealed environment&lt;br /&gt;
* Emergency rations&lt;br /&gt;
* Command link to bridge&lt;br /&gt;
&lt;br /&gt;
=== Redundancies ===&lt;br /&gt;
* Multiple power paths&lt;br /&gt;
* Compartmentalized bulkheads&lt;br /&gt;
* Fire suppression systems&lt;br /&gt;
* Decontamination zones&lt;br /&gt;
&lt;br /&gt;
== Operational Doctrine ==&lt;br /&gt;
The extractor is designed for:&lt;br /&gt;
&lt;br /&gt;
* Continuous industrial extraction&lt;br /&gt;
* Cooperative or competitive aerostat networks&lt;br /&gt;
* Support of aerial trade and combat operations&lt;br /&gt;
&lt;br /&gt;
It functions as both:&lt;br /&gt;
* A mobile industrial asset&lt;br /&gt;
* A strategic node in aerial logistics and conflict zones&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Crew endurance and morale are heavily influenced by hot-bunking and confined living conditions.&lt;br /&gt;
* Platforms often develop distinct internal cultures and informal hierarchies.&lt;br /&gt;
* Long-term deployments may lead to psychological and interpersonal strain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aerostats]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=160</id>
		<title>Extractor</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=160"/>
		<updated>2026-04-13T19:11:07Z</updated>

		<summary type="html">&lt;p&gt;Reskin: /* Operational Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:mosmoni_cr3722rp_concept.png|thumb|right|400px|Mosmoni aerostat extractor operating within the Venusian lower cloud deck (~50 km altitude).]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Extractor&#039;&#039;&#039; is a heavy industrial aerostat platform designed for continuous atmospheric extraction, processing, and aerial logistics operations within the temperate band of Venus’s atmosphere (45–60 km altitude).  &lt;br /&gt;
&lt;br /&gt;
Manufactured by &#039;&#039;&#039;Mosmoni Heavy Industries&#039;&#039;&#039;, the rig serves as a multi-role installation combining:&lt;br /&gt;
* Atmospheric resource extraction&lt;br /&gt;
* Flight deck operations&lt;br /&gt;
* Station-keeping and regional traffic coordination&lt;br /&gt;
* Defensive and surveillance capabilities&lt;br /&gt;
* Long-duration crew habitation&lt;br /&gt;
&lt;br /&gt;
The platform is optimized for sustained operation in high-wind, corrosive, and electrically active atmospheric conditions.&lt;br /&gt;
&lt;br /&gt;
== General Characteristics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Value (Typical)&lt;br /&gt;
|-&lt;br /&gt;
| Operational Altitude || 47–52 km&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Pressure || ~1 bar (Earth-like)&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Temperature || 20–75°C (external)&lt;br /&gt;
|-&lt;br /&gt;
| Atmospheric Composition || CO₂-rich, sulfuric acid aerosols&lt;br /&gt;
|-&lt;br /&gt;
| Nominal Crew Complement || ~90–100 personnel&lt;br /&gt;
|-&lt;br /&gt;
| On-Duty Watch || ~28 personnel (3-shift rotation)&lt;br /&gt;
|-&lt;br /&gt;
| Endurance || 14–30 days without resupply&lt;br /&gt;
|-&lt;br /&gt;
| Lift Gas || Hydrogen (primary), mixed buffer gases&lt;br /&gt;
|-&lt;br /&gt;
| Structure Type || Central spine + distributed lift envelope&lt;br /&gt;
|-&lt;br /&gt;
| Winds aloft || ~210 km/h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structural Layout ==&lt;br /&gt;
The aerostat is built around a &#039;&#039;&#039;reinforced central spine&#039;&#039;&#039; supporting:&lt;br /&gt;
* Habitation decks&lt;br /&gt;
* Processing plant&lt;br /&gt;
* Power systems&lt;br /&gt;
* Structural load paths&lt;br /&gt;
&lt;br /&gt;
The lift section is mounted above the operational mass, improving:&lt;br /&gt;
* Stability (pendulum damping)&lt;br /&gt;
* Weather alignment (weathervaning)&lt;br /&gt;
* Reduced roll and pitch coupling&lt;br /&gt;
&lt;br /&gt;
=== Major Sections ===&lt;br /&gt;
* &#039;&#039;&#039;Lift Envelope (Upper Section)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Central Spine (Core Structure)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flight Deck and Hangar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Atmospheric Processing Plant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;External Intake Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Power System ==&lt;br /&gt;
The extractor is powered by an onboard reactor system providing continuous energy for atmospheric processing, life support, and platform operations.&lt;br /&gt;
&lt;br /&gt;
=== Primary Reactor ===&lt;br /&gt;
The platform utilizes a compact fission reactor housed within the reinforced central spine.&lt;br /&gt;
&lt;br /&gt;
* Provides continuous high-output power independent of solar conditions&lt;br /&gt;
* Supports energy-intensive processes such as CO₂ splitting and chemical refinement&lt;br /&gt;
* Integrated into the platform’s structural core for shielding and protection&lt;br /&gt;
&lt;br /&gt;
The reactor is isolated within hardened compartments with multiple containment and shutdown systems.&lt;br /&gt;
&lt;br /&gt;
=== Power Distribution ===&lt;br /&gt;
Energy is distributed throughout the platform via redundant bus systems:&lt;br /&gt;
&lt;br /&gt;
* Primary power grid (processing plant, compressors, and separation systems)&lt;br /&gt;
* Secondary grid (life support, habitation, and control systems)&lt;br /&gt;
* Emergency grid (citadel, critical controls, and communications)&lt;br /&gt;
&lt;br /&gt;
Localized buffering and conversion systems ensure stable delivery across varying load conditions.&lt;br /&gt;
&lt;br /&gt;
=== Thermal Management ===&lt;br /&gt;
Reactor and processing operations generate significant waste heat.&lt;br /&gt;
&lt;br /&gt;
* Heat exchangers transfer thermal energy into processing loops where possible&lt;br /&gt;
* Excess heat is dissipated through radiative and convective systems&lt;br /&gt;
* Thermal load balancing is critical to maintaining structural and system integrity&lt;br /&gt;
&lt;br /&gt;
=== Energy Storage and Backup ===&lt;br /&gt;
The platform incorporates multiple energy storage systems:&lt;br /&gt;
&lt;br /&gt;
* Sulfur-based battery arrays for medium-duration storage&lt;br /&gt;
* Hydrogen reserves for chemical energy buffering&lt;br /&gt;
* Emergency backup systems supporting critical operations in the event of reactor shutdown&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Reactor output is closely tied to processing throughput and platform productivity&lt;br /&gt;
* Power fluctuations can directly impact buoyancy stability due to reduced hydrogen production&lt;br /&gt;
* Thermal management failures represent a major operational hazard&lt;br /&gt;
&lt;br /&gt;
== Crew and Habitation ==&lt;br /&gt;
The platform operates continuously using a &#039;&#039;&#039;three-watch rotation system&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*No full days off&lt;br /&gt;
*Continuous rotation&lt;br /&gt;
*Occasional lighter-duty shifts&lt;br /&gt;
*Crew rotation off-platform (2–3 weeks on / off)&lt;br /&gt;
&lt;br /&gt;
=== Crew Breakdown (Typical) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! On Duty !! Total (Approx.)&lt;br /&gt;
|-&lt;br /&gt;
| Bridge / Command || 6 || 18&lt;br /&gt;
|-&lt;br /&gt;
| Flight Operations || 10 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Processing Plant || 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Engineering / Trim || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Security / Medical / Misc || 4 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Habitation Model ===&lt;br /&gt;
The rig uses a &#039;&#039;&#039;hot-bunking system&#039;&#039;&#039; to reduce required volume.&lt;br /&gt;
&lt;br /&gt;
* 2–3 personnel assigned per rack&lt;br /&gt;
* Separate locker bays for personal storage&lt;br /&gt;
* Shift-based occupancy rotation&lt;br /&gt;
* Centralized habitation within protected spine&lt;br /&gt;
&lt;br /&gt;
=== Habitation Facilities ===&lt;br /&gt;
* Rack rooms (shared, 4 bunks per room)&lt;br /&gt;
* Locker bays (external to sleeping areas)&lt;br /&gt;
* Galley and mess hall&lt;br /&gt;
* Hygiene blocks (&amp;quot;heads&amp;quot;)&lt;br /&gt;
* Medical bay&lt;br /&gt;
* Emergency citadel (sealed refuge for full on-duty crew)&lt;br /&gt;
&lt;br /&gt;
== Bridge and Command Operations ==&lt;br /&gt;
The bridge functions as the platform’s:&lt;br /&gt;
* Navigation center&lt;br /&gt;
* Tactical control&lt;br /&gt;
* Airspace coordination node&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Station-keeping relative to wind and neighboring platforms&lt;br /&gt;
* Traffic management (approach/departure sequencing)&lt;br /&gt;
* Sensor monitoring (radar, atmospheric, threat detection)&lt;br /&gt;
* Defensive systems authorization&lt;br /&gt;
* Emergency coordination&lt;br /&gt;
&lt;br /&gt;
=== Typical Watch ===&lt;br /&gt;
* Watch Officer (Command)&lt;br /&gt;
* Helm / Station-Keeping Operator&lt;br /&gt;
* Sensor / Tactical Operator&lt;br /&gt;
* Communications Controller&lt;br /&gt;
* Systems Monitor (Engineering liaison)&lt;br /&gt;
* Air Ops Coordinator (if integrated)&lt;br /&gt;
&lt;br /&gt;
== Flight Deck Operations ==&lt;br /&gt;
The extractor supports continuous aerial operations.&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
* Aircraft launch and recovery&lt;br /&gt;
** Initially for launch I was thinking elevator-based hangar integration and dropping but since we are high in the atmosphere we could have a &amp;quot;chute&amp;quot; off one side of the platform and just slide the vehicle off - they would trade some altitude to get airspeed (something aircraft carriers can&#039;t do!) ... they could be retractable or permanent ... maybe several off one side and the landing strip is the other side?&lt;br /&gt;
* External cargo handling (cranes, rigging)&lt;br /&gt;
* Emergency recovery (damaged craft)&lt;br /&gt;
&lt;br /&gt;
=== Deck Crew Roles ===&lt;br /&gt;
* Air Boss (deck authority)&lt;br /&gt;
* Landing Controller&lt;br /&gt;
* Launch Controller&lt;br /&gt;
* Deck handlers / rigging crew&lt;br /&gt;
* Fueling and turnaround technicians&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Deck operations are heavily influenced by variable visibility &lt;br /&gt;
* Approach corridors are dynamically adjusted based on atmospheric conditions&lt;br /&gt;
* Arresting and guided landing systems (e.g., &amp;quot;Autoflyte&amp;quot;) may be employed&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Processing System ==&lt;br /&gt;
The defining feature of the extractor is its atmospheric extraction and refinement capability, converting Venusian atmospheric constituents into usable gases, structural materials, and industrial feedstocks.&lt;br /&gt;
&lt;br /&gt;
=== Intake System ===&lt;br /&gt;
A large lower-mounted intake continuously draws in Venusian atmosphere:&lt;br /&gt;
* High-volume CO₂ intake&lt;br /&gt;
* Aerosol capture (H₂SO₄ droplets)&lt;br /&gt;
* Trace sulfur compounds (SO₂, SO₃)&lt;br /&gt;
* Multi-stage filtration, separation, and compression&lt;br /&gt;
&lt;br /&gt;
The intake assembly is designed to operate under continuous exposure to corrosive aerosols, requiring frequent maintenance and anti-fouling measures.&lt;br /&gt;
&lt;br /&gt;
A single-hinged intake isolation door can be deployed to seal the intake assembly during maintenance cycles, contamination events, or emergency shutdown conditions.&lt;br /&gt;
&lt;br /&gt;
=== Primary Processing Functions ===&lt;br /&gt;
&lt;br /&gt;
==== Carbon Dioxide Processing ====&lt;br /&gt;
CO₂ is separated into its constituent elements through high-energy processes:&lt;br /&gt;
&lt;br /&gt;
* Oxygen extraction (O₂) for life support and oxidizer use&lt;br /&gt;
* Carbon recovery (C) for industrial material production&lt;br /&gt;
&lt;br /&gt;
Recovered carbon is processed into multiple forms:&lt;br /&gt;
* Carbon black and graphite (industrial bulk materials)&lt;br /&gt;
* Carbon fiber composites (structural applications)&lt;br /&gt;
* Advanced allotropes (e.g., graphene) for high-strength, lightweight construction&lt;br /&gt;
&lt;br /&gt;
These materials are used in:&lt;br /&gt;
* Airframe and structural fabrication&lt;br /&gt;
* Pressure vessels and tanks&lt;br /&gt;
* Reinforcement of aerostat components and tether systems&lt;br /&gt;
&lt;br /&gt;
==== Hydrogen Recovery and Sulfuric Processing ====&lt;br /&gt;
Sulfuric acid (H₂SO₄) aerosols are processed to recover:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen (H₂)&lt;br /&gt;
  * Primary lift gas for buoyancy systems&lt;br /&gt;
  * Feedstock for fuel and chemical synthesis&lt;br /&gt;
&lt;br /&gt;
* Sulfur (S)&lt;br /&gt;
  * Industrial feedstock for chemical processes&lt;br /&gt;
  * Input for sulfur-based energy storage systems&lt;br /&gt;
  * Polymer additives and material treatments&lt;br /&gt;
&lt;br /&gt;
* Oxygen (additional recovery stream)&lt;br /&gt;
&lt;br /&gt;
Sulfur compounds are also used in:&lt;br /&gt;
* Acid regeneration loops (closed-cycle processing)&lt;br /&gt;
* Corrosion-resistant coatings and treatments&lt;br /&gt;
* Industrial chemical synthesis&lt;br /&gt;
&lt;br /&gt;
==== Hydrocarbon Synthesis ====&lt;br /&gt;
With both carbon and hydrogen available, the extractor supports synthetic fuel and material production.&lt;br /&gt;
&lt;br /&gt;
Primary outputs include:&lt;br /&gt;
* Methane (CH₄)&lt;br /&gt;
* Longer-chain hydrocarbons (liquid fuels, lubricants, polymers)&lt;br /&gt;
&lt;br /&gt;
Intermediate products:&lt;br /&gt;
* Carbon monoxide (CO)&lt;br /&gt;
* Synthesis gas (CO + H₂)&lt;br /&gt;
&lt;br /&gt;
These outputs support:&lt;br /&gt;
* Fuel production (local consumption and export)&lt;br /&gt;
* Polymer and plastics manufacturing&lt;br /&gt;
* Thermal and chemical energy storage&lt;br /&gt;
&lt;br /&gt;
==== Propellant Production ====&lt;br /&gt;
Oxygen (O₂) is generated as a byproduct of CO₂ processing and is captured, stored, and distributed as an oxidizer.&lt;br /&gt;
&lt;br /&gt;
Combined with hydrocarbon synthesis, the platform produces complete propellant loads:&lt;br /&gt;
&lt;br /&gt;
* Methane (fuel)&lt;br /&gt;
* Oxygen (oxidizer)&lt;br /&gt;
&lt;br /&gt;
These are used for:&lt;br /&gt;
* Aircraft propulsion systems&lt;br /&gt;
* High-power maneuvering and emergency thrust systems&lt;br /&gt;
&lt;br /&gt;
=== Gas Refinement and Distribution ===&lt;br /&gt;
Processed gases are conditioned and routed to:&lt;br /&gt;
&lt;br /&gt;
* Buoyancy systems (hydrogen lift cells)&lt;br /&gt;
* Life support systems (oxygen supply)&lt;br /&gt;
* Fuel storage and transfer systems&lt;br /&gt;
* Export pipelines and transport vessels&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
==== Life Support ====&lt;br /&gt;
* Oxygen (breathable atmosphere)&lt;br /&gt;
* Trace gases for environmental control&lt;br /&gt;
&lt;br /&gt;
==== Buoyancy ====&lt;br /&gt;
* Hydrogen (primary lift gas)&lt;br /&gt;
&lt;br /&gt;
==== Structural Materials ====&lt;br /&gt;
* Carbon composites (fiber, graphite, graphene-derived)&lt;br /&gt;
* Reinforcement materials for platform construction and repair&lt;br /&gt;
&lt;br /&gt;
==== Industrial Feedstocks ====&lt;br /&gt;
* Methane and synthetic hydrocarbons&lt;br /&gt;
* Carbon monoxide and synthesis gas&lt;br /&gt;
* Sulfur and sulfur-based compounds&lt;br /&gt;
&lt;br /&gt;
==== Energy Storage ====&lt;br /&gt;
* Hydrogen fuel&lt;br /&gt;
* Sulfur-based battery systems&lt;br /&gt;
&lt;br /&gt;
==== Thermal Output ====&lt;br /&gt;
* Significant waste heat requiring active dissipation and thermal management&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Intake systems are prone to sulfuric fouling and require continuous maintenance cycles&lt;br /&gt;
* Carbon production generates fine particulate contamination within processing zones&lt;br /&gt;
* Processing efficiency directly impacts platform buoyancy stability and operational capability&lt;br /&gt;
* Hydrogen handling primarily presents containment and system integrity challenges rather than combustion risk, as the surrounding atmosphere lacks free oxygen&lt;br /&gt;
* The primary safety hazards arise within enclosed systems and propellant handling operations, where hydrogen, methane, and stored oxygen may mix under fault conditions.&lt;br /&gt;
&lt;br /&gt;
==== Propellant Safety ====&lt;br /&gt;
The most significant explosive risk on the platform occurs during fuel and oxidizer handling.&lt;br /&gt;
&lt;br /&gt;
* Methane (or synthetic hydrocarbons) and oxygen are stored and transferred under controlled conditions&lt;br /&gt;
* Any uncontrolled mixing can result in rapid combustion or detonation&lt;br /&gt;
* Fueling systems, transfer lines, and storage tanks are heavily monitored and compartmentalized&lt;br /&gt;
&lt;br /&gt;
Operational protocols prioritize strict separation of fuel and oxidizer except at controlled injection points.&lt;br /&gt;
&lt;br /&gt;
== Lift and Buoyancy System ==&lt;br /&gt;
The platform maintains altitude using a combination of:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen-filled lift cells&lt;br /&gt;
* Controlled gas compression and expansion&lt;br /&gt;
* Ballast and trim management&lt;br /&gt;
&lt;br /&gt;
=== Stability Features ===&lt;br /&gt;
* High-mounted lift section for pendulum stability&lt;br /&gt;
* Distributed buoyancy cells for redundancy&lt;br /&gt;
* Active trim control (mass shifting, gas redistribution)&lt;br /&gt;
&lt;br /&gt;
== Station-Keeping and Propulsion ==&lt;br /&gt;
The platform is not an airship but maintains controlled positioning.&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
* Process gas exhaust redirection&lt;br /&gt;
* Buoyancy adjustments&lt;br /&gt;
* Aerodynamic alignment (weathervaning)&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* Relative movement vs air mass: ~5–20 km/h typical&lt;br /&gt;
* Primary function: formation keeping, drift correction, spacing&lt;br /&gt;
&lt;br /&gt;
== Defensive Systems ==&lt;br /&gt;
Due to piracy and territorial conflict, platforms are typically equipped with:&lt;br /&gt;
&lt;br /&gt;
* Radar and sensor arrays&lt;br /&gt;
* Close-range defensive weapons&lt;br /&gt;
* Electronic countermeasures&lt;br /&gt;
* Shield emitters&lt;br /&gt;
* Hardened internal citadel&lt;br /&gt;
&lt;br /&gt;
Security personnel maintain:&lt;br /&gt;
* Boarding defense readiness&lt;br /&gt;
* Internal threat control&lt;br /&gt;
* Access control to critical systems&lt;br /&gt;
&lt;br /&gt;
== Environmental Hazards ==&lt;br /&gt;
Operations at ~50 km altitude on Venus expose the platform to:&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid aerosols (corrosive)&lt;br /&gt;
* Static discharge&lt;br /&gt;
* Thermal gradients&lt;br /&gt;
* Structural fatigue&lt;br /&gt;
&lt;br /&gt;
Radiation levels are not considered a primary hazard due to atmospheric shielding.&lt;br /&gt;
&lt;br /&gt;
== Emergency Systems ==&lt;br /&gt;
=== Citadel ===&lt;br /&gt;
A hardened internal refuge capable of sustaining the full on-duty crew:&lt;br /&gt;
* Independent air supply&lt;br /&gt;
* Sealed environment&lt;br /&gt;
* Emergency rations&lt;br /&gt;
* Command link to bridge&lt;br /&gt;
&lt;br /&gt;
=== Redundancies ===&lt;br /&gt;
* Multiple power paths&lt;br /&gt;
* Compartmentalized bulkheads&lt;br /&gt;
* Fire suppression systems&lt;br /&gt;
* Decontamination zones&lt;br /&gt;
&lt;br /&gt;
== Operational Doctrine ==&lt;br /&gt;
The extractor is designed for:&lt;br /&gt;
&lt;br /&gt;
* Continuous industrial extraction&lt;br /&gt;
* Cooperative or competitive aerostat networks&lt;br /&gt;
* Support of aerial trade and combat operations&lt;br /&gt;
&lt;br /&gt;
It functions as both:&lt;br /&gt;
* A mobile industrial asset&lt;br /&gt;
* A strategic node in aerial logistics and conflict zones&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Crew endurance and morale are heavily influenced by hot-bunking and confined living conditions.&lt;br /&gt;
* Platforms often develop distinct internal cultures and informal hierarchies.&lt;br /&gt;
* Long-term deployments may lead to psychological and interpersonal strain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aerostats]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=159</id>
		<title>Extractor</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=159"/>
		<updated>2026-04-13T19:06:40Z</updated>

		<summary type="html">&lt;p&gt;Reskin: /* Capabilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:mosmoni_cr3722rp_concept.png|thumb|right|400px|Mosmoni aerostat extractor operating within the Venusian lower cloud deck (~50 km altitude).]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Extractor&#039;&#039;&#039; is a heavy industrial aerostat platform designed for continuous atmospheric extraction, processing, and aerial logistics operations within the temperate band of Venus’s atmosphere (45–60 km altitude).  &lt;br /&gt;
&lt;br /&gt;
Manufactured by &#039;&#039;&#039;Mosmoni Heavy Industries&#039;&#039;&#039;, the rig serves as a multi-role installation combining:&lt;br /&gt;
* Atmospheric resource extraction&lt;br /&gt;
* Flight deck operations&lt;br /&gt;
* Station-keeping and regional traffic coordination&lt;br /&gt;
* Defensive and surveillance capabilities&lt;br /&gt;
* Long-duration crew habitation&lt;br /&gt;
&lt;br /&gt;
The platform is optimized for sustained operation in high-wind, corrosive, and electrically active atmospheric conditions.&lt;br /&gt;
&lt;br /&gt;
== General Characteristics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Value (Typical)&lt;br /&gt;
|-&lt;br /&gt;
| Operational Altitude || 47–52 km&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Pressure || ~1 bar (Earth-like)&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Temperature || 20–75°C (external)&lt;br /&gt;
|-&lt;br /&gt;
| Atmospheric Composition || CO₂-rich, sulfuric acid aerosols&lt;br /&gt;
|-&lt;br /&gt;
| Nominal Crew Complement || ~90–100 personnel&lt;br /&gt;
|-&lt;br /&gt;
| On-Duty Watch || ~28 personnel (3-shift rotation)&lt;br /&gt;
|-&lt;br /&gt;
| Endurance || 14–30 days without resupply&lt;br /&gt;
|-&lt;br /&gt;
| Lift Gas || Hydrogen (primary), mixed buffer gases&lt;br /&gt;
|-&lt;br /&gt;
| Structure Type || Central spine + distributed lift envelope&lt;br /&gt;
|-&lt;br /&gt;
| Winds aloft || ~210 km/h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structural Layout ==&lt;br /&gt;
The aerostat is built around a &#039;&#039;&#039;reinforced central spine&#039;&#039;&#039; supporting:&lt;br /&gt;
* Habitation decks&lt;br /&gt;
* Processing plant&lt;br /&gt;
* Power systems&lt;br /&gt;
* Structural load paths&lt;br /&gt;
&lt;br /&gt;
The lift section is mounted above the operational mass, improving:&lt;br /&gt;
* Stability (pendulum damping)&lt;br /&gt;
* Weather alignment (weathervaning)&lt;br /&gt;
* Reduced roll and pitch coupling&lt;br /&gt;
&lt;br /&gt;
=== Major Sections ===&lt;br /&gt;
* &#039;&#039;&#039;Lift Envelope (Upper Section)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Central Spine (Core Structure)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flight Deck and Hangar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Atmospheric Processing Plant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;External Intake Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Power System ==&lt;br /&gt;
The extractor is powered by an onboard reactor system providing continuous energy for atmospheric processing, life support, and platform operations.&lt;br /&gt;
&lt;br /&gt;
=== Primary Reactor ===&lt;br /&gt;
The platform utilizes a compact fission reactor housed within the reinforced central spine.&lt;br /&gt;
&lt;br /&gt;
* Provides continuous high-output power independent of solar conditions&lt;br /&gt;
* Supports energy-intensive processes such as CO₂ splitting and chemical refinement&lt;br /&gt;
* Integrated into the platform’s structural core for shielding and protection&lt;br /&gt;
&lt;br /&gt;
The reactor is isolated within hardened compartments with multiple containment and shutdown systems.&lt;br /&gt;
&lt;br /&gt;
=== Power Distribution ===&lt;br /&gt;
Energy is distributed throughout the platform via redundant bus systems:&lt;br /&gt;
&lt;br /&gt;
* Primary power grid (processing plant, compressors, and separation systems)&lt;br /&gt;
* Secondary grid (life support, habitation, and control systems)&lt;br /&gt;
* Emergency grid (citadel, critical controls, and communications)&lt;br /&gt;
&lt;br /&gt;
Localized buffering and conversion systems ensure stable delivery across varying load conditions.&lt;br /&gt;
&lt;br /&gt;
=== Thermal Management ===&lt;br /&gt;
Reactor and processing operations generate significant waste heat.&lt;br /&gt;
&lt;br /&gt;
* Heat exchangers transfer thermal energy into processing loops where possible&lt;br /&gt;
* Excess heat is dissipated through radiative and convective systems&lt;br /&gt;
* Thermal load balancing is critical to maintaining structural and system integrity&lt;br /&gt;
&lt;br /&gt;
=== Energy Storage and Backup ===&lt;br /&gt;
The platform incorporates multiple energy storage systems:&lt;br /&gt;
&lt;br /&gt;
* Sulfur-based battery arrays for medium-duration storage&lt;br /&gt;
* Hydrogen reserves for chemical energy buffering&lt;br /&gt;
* Emergency backup systems supporting critical operations in the event of reactor shutdown&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Reactor output is closely tied to processing throughput and platform productivity&lt;br /&gt;
* Power fluctuations can directly impact buoyancy stability due to reduced hydrogen production&lt;br /&gt;
* Thermal management failures represent a major operational hazard&lt;br /&gt;
&lt;br /&gt;
== Crew and Habitation ==&lt;br /&gt;
The platform operates continuously using a &#039;&#039;&#039;three-watch rotation system&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*No full days off&lt;br /&gt;
*Continuous rotation&lt;br /&gt;
*Occasional lighter-duty shifts&lt;br /&gt;
*Crew rotation off-platform (2–3 weeks on / off)&lt;br /&gt;
&lt;br /&gt;
=== Crew Breakdown (Typical) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! On Duty !! Total (Approx.)&lt;br /&gt;
|-&lt;br /&gt;
| Bridge / Command || 6 || 18&lt;br /&gt;
|-&lt;br /&gt;
| Flight Operations || 10 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Processing Plant || 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Engineering / Trim || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Security / Medical / Misc || 4 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Habitation Model ===&lt;br /&gt;
The rig uses a &#039;&#039;&#039;hot-bunking system&#039;&#039;&#039; to reduce required volume.&lt;br /&gt;
&lt;br /&gt;
* 2–3 personnel assigned per rack&lt;br /&gt;
* Separate locker bays for personal storage&lt;br /&gt;
* Shift-based occupancy rotation&lt;br /&gt;
* Centralized habitation within protected spine&lt;br /&gt;
&lt;br /&gt;
=== Habitation Facilities ===&lt;br /&gt;
* Rack rooms (shared, 4 bunks per room)&lt;br /&gt;
* Locker bays (external to sleeping areas)&lt;br /&gt;
* Galley and mess hall&lt;br /&gt;
* Hygiene blocks (&amp;quot;heads&amp;quot;)&lt;br /&gt;
* Medical bay&lt;br /&gt;
* Emergency citadel (sealed refuge for full on-duty crew)&lt;br /&gt;
&lt;br /&gt;
== Bridge and Command Operations ==&lt;br /&gt;
The bridge functions as the platform’s:&lt;br /&gt;
* Navigation center&lt;br /&gt;
* Tactical control&lt;br /&gt;
* Airspace coordination node&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Station-keeping relative to wind and neighboring platforms&lt;br /&gt;
* Traffic management (approach/departure sequencing)&lt;br /&gt;
* Sensor monitoring (radar, atmospheric, threat detection)&lt;br /&gt;
* Defensive systems authorization&lt;br /&gt;
* Emergency coordination&lt;br /&gt;
&lt;br /&gt;
=== Typical Watch ===&lt;br /&gt;
* Watch Officer (Command)&lt;br /&gt;
* Helm / Station-Keeping Operator&lt;br /&gt;
* Sensor / Tactical Operator&lt;br /&gt;
* Communications Controller&lt;br /&gt;
* Systems Monitor (Engineering liaison)&lt;br /&gt;
* Air Ops Coordinator (if integrated)&lt;br /&gt;
&lt;br /&gt;
== Flight Deck Operations ==&lt;br /&gt;
The extractor supports continuous aerial operations.&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
* Aircraft launch and recovery&lt;br /&gt;
** Initially for launch I was thinking elevator-based hangar integration and dropping but since we are high in the atmosphere we could have a &amp;quot;chute&amp;quot; off one side of the platform and just slide the vehicle off - they would trade some altitude to get airspeed (something aircraft carriers can&#039;t do!) ... they could be retractable or permanent ... maybe several off one side and the landing strip is the other side?&lt;br /&gt;
* External cargo handling (cranes, rigging)&lt;br /&gt;
* Emergency recovery (damaged craft)&lt;br /&gt;
&lt;br /&gt;
=== Deck Crew Roles ===&lt;br /&gt;
* Air Boss (deck authority)&lt;br /&gt;
* Landing Controller&lt;br /&gt;
* Launch Controller&lt;br /&gt;
* Deck handlers / rigging crew&lt;br /&gt;
* Fueling and turnaround technicians&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Deck operations are heavily influenced by wind shear and turbulence&lt;br /&gt;
* Approach corridors are dynamically adjusted based on atmospheric conditions&lt;br /&gt;
* Arresting and guided landing systems (e.g., &amp;quot;Autoflyte&amp;quot;) may be employed&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Processing System ==&lt;br /&gt;
The defining feature of the extractor is its atmospheric extraction and refinement capability, converting Venusian atmospheric constituents into usable gases, structural materials, and industrial feedstocks.&lt;br /&gt;
&lt;br /&gt;
=== Intake System ===&lt;br /&gt;
A large lower-mounted intake continuously draws in Venusian atmosphere:&lt;br /&gt;
* High-volume CO₂ intake&lt;br /&gt;
* Aerosol capture (H₂SO₄ droplets)&lt;br /&gt;
* Trace sulfur compounds (SO₂, SO₃)&lt;br /&gt;
* Multi-stage filtration, separation, and compression&lt;br /&gt;
&lt;br /&gt;
The intake assembly is designed to operate under continuous exposure to corrosive aerosols, requiring frequent maintenance and anti-fouling measures.&lt;br /&gt;
&lt;br /&gt;
A single-hinged intake isolation door can be deployed to seal the intake assembly during maintenance cycles, contamination events, or emergency shutdown conditions.&lt;br /&gt;
&lt;br /&gt;
=== Primary Processing Functions ===&lt;br /&gt;
&lt;br /&gt;
==== Carbon Dioxide Processing ====&lt;br /&gt;
CO₂ is separated into its constituent elements through high-energy processes:&lt;br /&gt;
&lt;br /&gt;
* Oxygen extraction (O₂) for life support and oxidizer use&lt;br /&gt;
* Carbon recovery (C) for industrial material production&lt;br /&gt;
&lt;br /&gt;
Recovered carbon is processed into multiple forms:&lt;br /&gt;
* Carbon black and graphite (industrial bulk materials)&lt;br /&gt;
* Carbon fiber composites (structural applications)&lt;br /&gt;
* Advanced allotropes (e.g., graphene) for high-strength, lightweight construction&lt;br /&gt;
&lt;br /&gt;
These materials are used in:&lt;br /&gt;
* Airframe and structural fabrication&lt;br /&gt;
* Pressure vessels and tanks&lt;br /&gt;
* Reinforcement of aerostat components and tether systems&lt;br /&gt;
&lt;br /&gt;
==== Hydrogen Recovery and Sulfuric Processing ====&lt;br /&gt;
Sulfuric acid (H₂SO₄) aerosols are processed to recover:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen (H₂)&lt;br /&gt;
  * Primary lift gas for buoyancy systems&lt;br /&gt;
  * Feedstock for fuel and chemical synthesis&lt;br /&gt;
&lt;br /&gt;
* Sulfur (S)&lt;br /&gt;
  * Industrial feedstock for chemical processes&lt;br /&gt;
  * Input for sulfur-based energy storage systems&lt;br /&gt;
  * Polymer additives and material treatments&lt;br /&gt;
&lt;br /&gt;
* Oxygen (additional recovery stream)&lt;br /&gt;
&lt;br /&gt;
Sulfur compounds are also used in:&lt;br /&gt;
* Acid regeneration loops (closed-cycle processing)&lt;br /&gt;
* Corrosion-resistant coatings and treatments&lt;br /&gt;
* Industrial chemical synthesis&lt;br /&gt;
&lt;br /&gt;
==== Hydrocarbon Synthesis ====&lt;br /&gt;
With both carbon and hydrogen available, the extractor supports synthetic fuel and material production.&lt;br /&gt;
&lt;br /&gt;
Primary outputs include:&lt;br /&gt;
* Methane (CH₄)&lt;br /&gt;
* Longer-chain hydrocarbons (liquid fuels, lubricants, polymers)&lt;br /&gt;
&lt;br /&gt;
Intermediate products:&lt;br /&gt;
* Carbon monoxide (CO)&lt;br /&gt;
* Synthesis gas (CO + H₂)&lt;br /&gt;
&lt;br /&gt;
These outputs support:&lt;br /&gt;
* Fuel production (local consumption and export)&lt;br /&gt;
* Polymer and plastics manufacturing&lt;br /&gt;
* Thermal and chemical energy storage&lt;br /&gt;
&lt;br /&gt;
==== Propellant Production ====&lt;br /&gt;
Oxygen (O₂) is generated as a byproduct of CO₂ processing and is captured, stored, and distributed as an oxidizer.&lt;br /&gt;
&lt;br /&gt;
Combined with hydrocarbon synthesis, the platform produces complete propellant loads:&lt;br /&gt;
&lt;br /&gt;
* Methane (fuel)&lt;br /&gt;
* Oxygen (oxidizer)&lt;br /&gt;
&lt;br /&gt;
These are used for:&lt;br /&gt;
* Aircraft propulsion systems&lt;br /&gt;
* High-power maneuvering and emergency thrust systems&lt;br /&gt;
&lt;br /&gt;
=== Gas Refinement and Distribution ===&lt;br /&gt;
Processed gases are conditioned and routed to:&lt;br /&gt;
&lt;br /&gt;
* Buoyancy systems (hydrogen lift cells)&lt;br /&gt;
* Life support systems (oxygen supply)&lt;br /&gt;
* Fuel storage and transfer systems&lt;br /&gt;
* Export pipelines and transport vessels&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
==== Life Support ====&lt;br /&gt;
* Oxygen (breathable atmosphere)&lt;br /&gt;
* Trace gases for environmental control&lt;br /&gt;
&lt;br /&gt;
==== Buoyancy ====&lt;br /&gt;
* Hydrogen (primary lift gas)&lt;br /&gt;
&lt;br /&gt;
==== Structural Materials ====&lt;br /&gt;
* Carbon composites (fiber, graphite, graphene-derived)&lt;br /&gt;
* Reinforcement materials for platform construction and repair&lt;br /&gt;
&lt;br /&gt;
==== Industrial Feedstocks ====&lt;br /&gt;
* Methane and synthetic hydrocarbons&lt;br /&gt;
* Carbon monoxide and synthesis gas&lt;br /&gt;
* Sulfur and sulfur-based compounds&lt;br /&gt;
&lt;br /&gt;
==== Energy Storage ====&lt;br /&gt;
* Hydrogen fuel&lt;br /&gt;
* Sulfur-based battery systems&lt;br /&gt;
&lt;br /&gt;
==== Thermal Output ====&lt;br /&gt;
* Significant waste heat requiring active dissipation and thermal management&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Intake systems are prone to sulfuric fouling and require continuous maintenance cycles&lt;br /&gt;
* Carbon production generates fine particulate contamination within processing zones&lt;br /&gt;
* Processing efficiency directly impacts platform buoyancy stability and operational capability&lt;br /&gt;
* Hydrogen handling primarily presents containment and system integrity challenges rather than combustion risk, as the surrounding atmosphere lacks free oxygen&lt;br /&gt;
* The primary safety hazards arise within enclosed systems and propellant handling operations, where hydrogen, methane, and stored oxygen may mix under fault conditions.&lt;br /&gt;
&lt;br /&gt;
==== Propellant Safety ====&lt;br /&gt;
The most significant explosive risk on the platform occurs during fuel and oxidizer handling.&lt;br /&gt;
&lt;br /&gt;
* Methane (or synthetic hydrocarbons) and oxygen are stored and transferred under controlled conditions&lt;br /&gt;
* Any uncontrolled mixing can result in rapid combustion or detonation&lt;br /&gt;
* Fueling systems, transfer lines, and storage tanks are heavily monitored and compartmentalized&lt;br /&gt;
&lt;br /&gt;
Operational protocols prioritize strict separation of fuel and oxidizer except at controlled injection points.&lt;br /&gt;
&lt;br /&gt;
== Lift and Buoyancy System ==&lt;br /&gt;
The platform maintains altitude using a combination of:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen-filled lift cells&lt;br /&gt;
* Controlled gas compression and expansion&lt;br /&gt;
* Ballast and trim management&lt;br /&gt;
&lt;br /&gt;
=== Stability Features ===&lt;br /&gt;
* High-mounted lift section for pendulum stability&lt;br /&gt;
* Distributed buoyancy cells for redundancy&lt;br /&gt;
* Active trim control (mass shifting, gas redistribution)&lt;br /&gt;
&lt;br /&gt;
== Station-Keeping and Propulsion ==&lt;br /&gt;
The platform is not an airship but maintains controlled positioning.&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
* Process gas exhaust redirection&lt;br /&gt;
* Buoyancy adjustments&lt;br /&gt;
* Aerodynamic alignment (weathervaning)&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* Relative movement vs air mass: ~5–20 km/h typical&lt;br /&gt;
* Primary function: formation keeping, drift correction, spacing&lt;br /&gt;
&lt;br /&gt;
== Defensive Systems ==&lt;br /&gt;
Due to piracy and territorial conflict, platforms are typically equipped with:&lt;br /&gt;
&lt;br /&gt;
* Radar and sensor arrays&lt;br /&gt;
* Close-range defensive weapons&lt;br /&gt;
* Electronic countermeasures&lt;br /&gt;
* Shield emitters&lt;br /&gt;
* Hardened internal citadel&lt;br /&gt;
&lt;br /&gt;
Security personnel maintain:&lt;br /&gt;
* Boarding defense readiness&lt;br /&gt;
* Internal threat control&lt;br /&gt;
* Access control to critical systems&lt;br /&gt;
&lt;br /&gt;
== Environmental Hazards ==&lt;br /&gt;
Operations at ~50 km altitude on Venus expose the platform to:&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid aerosols (corrosive)&lt;br /&gt;
* Static discharge&lt;br /&gt;
* Thermal gradients&lt;br /&gt;
* Structural fatigue&lt;br /&gt;
&lt;br /&gt;
Radiation levels are not considered a primary hazard due to atmospheric shielding.&lt;br /&gt;
&lt;br /&gt;
== Emergency Systems ==&lt;br /&gt;
=== Citadel ===&lt;br /&gt;
A hardened internal refuge capable of sustaining the full on-duty crew:&lt;br /&gt;
* Independent air supply&lt;br /&gt;
* Sealed environment&lt;br /&gt;
* Emergency rations&lt;br /&gt;
* Command link to bridge&lt;br /&gt;
&lt;br /&gt;
=== Redundancies ===&lt;br /&gt;
* Multiple power paths&lt;br /&gt;
* Compartmentalized bulkheads&lt;br /&gt;
* Fire suppression systems&lt;br /&gt;
* Decontamination zones&lt;br /&gt;
&lt;br /&gt;
== Operational Doctrine ==&lt;br /&gt;
The extractor is designed for:&lt;br /&gt;
&lt;br /&gt;
* Continuous industrial extraction&lt;br /&gt;
* Cooperative or competitive aerostat networks&lt;br /&gt;
* Support of aerial trade and combat operations&lt;br /&gt;
&lt;br /&gt;
It functions as both:&lt;br /&gt;
* A mobile industrial asset&lt;br /&gt;
* A strategic node in aerial logistics and conflict zones&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Crew endurance and morale are heavily influenced by hot-bunking and confined living conditions.&lt;br /&gt;
* Platforms often develop distinct internal cultures and informal hierarchies.&lt;br /&gt;
* Long-term deployments may lead to psychological and interpersonal strain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aerostats]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=158</id>
		<title>Extractor</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=158"/>
		<updated>2026-04-13T16:13:16Z</updated>

		<summary type="html">&lt;p&gt;Reskin: /* Propellant Safety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:mosmoni_cr3722rp_concept.png|thumb|right|400px|Mosmoni aerostat extractor operating within the Venusian lower cloud deck (~50 km altitude).]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Extractor&#039;&#039;&#039; is a heavy industrial aerostat platform designed for continuous atmospheric extraction, processing, and aerial logistics operations within the temperate band of Venus’s atmosphere (45–60 km altitude).  &lt;br /&gt;
&lt;br /&gt;
Manufactured by &#039;&#039;&#039;Mosmoni Heavy Industries&#039;&#039;&#039;, the rig serves as a multi-role installation combining:&lt;br /&gt;
* Atmospheric resource extraction&lt;br /&gt;
* Flight deck operations&lt;br /&gt;
* Station-keeping and regional traffic coordination&lt;br /&gt;
* Defensive and surveillance capabilities&lt;br /&gt;
* Long-duration crew habitation&lt;br /&gt;
&lt;br /&gt;
The platform is optimized for sustained operation in high-wind, corrosive, and electrically active atmospheric conditions.&lt;br /&gt;
&lt;br /&gt;
== General Characteristics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Value (Typical)&lt;br /&gt;
|-&lt;br /&gt;
| Operational Altitude || 47–52 km&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Pressure || ~1 bar (Earth-like)&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Temperature || 20–75°C (external)&lt;br /&gt;
|-&lt;br /&gt;
| Atmospheric Composition || CO₂-rich, sulfuric acid aerosols&lt;br /&gt;
|-&lt;br /&gt;
| Nominal Crew Complement || ~90–100 personnel&lt;br /&gt;
|-&lt;br /&gt;
| On-Duty Watch || ~28 personnel (3-shift rotation)&lt;br /&gt;
|-&lt;br /&gt;
| Endurance || 14–30 days without resupply&lt;br /&gt;
|-&lt;br /&gt;
| Lift Gas || Hydrogen (primary), mixed buffer gases&lt;br /&gt;
|-&lt;br /&gt;
| Structure Type || Central spine + distributed lift envelope&lt;br /&gt;
|-&lt;br /&gt;
| Winds aloft || ~210 km/h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structural Layout ==&lt;br /&gt;
The aerostat is built around a &#039;&#039;&#039;reinforced central spine&#039;&#039;&#039; supporting:&lt;br /&gt;
* Habitation decks&lt;br /&gt;
* Processing plant&lt;br /&gt;
* Power systems&lt;br /&gt;
* Structural load paths&lt;br /&gt;
&lt;br /&gt;
The lift section is mounted above the operational mass, improving:&lt;br /&gt;
* Stability (pendulum damping)&lt;br /&gt;
* Weather alignment (weathervaning)&lt;br /&gt;
* Reduced roll and pitch coupling&lt;br /&gt;
&lt;br /&gt;
=== Major Sections ===&lt;br /&gt;
* &#039;&#039;&#039;Lift Envelope (Upper Section)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Central Spine (Core Structure)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flight Deck and Hangar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Atmospheric Processing Plant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;External Intake Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Power System ==&lt;br /&gt;
The extractor is powered by an onboard reactor system providing continuous energy for atmospheric processing, life support, and platform operations.&lt;br /&gt;
&lt;br /&gt;
=== Primary Reactor ===&lt;br /&gt;
The platform utilizes a compact fission reactor housed within the reinforced central spine.&lt;br /&gt;
&lt;br /&gt;
* Provides continuous high-output power independent of solar conditions&lt;br /&gt;
* Supports energy-intensive processes such as CO₂ splitting and chemical refinement&lt;br /&gt;
* Integrated into the platform’s structural core for shielding and protection&lt;br /&gt;
&lt;br /&gt;
The reactor is isolated within hardened compartments with multiple containment and shutdown systems.&lt;br /&gt;
&lt;br /&gt;
=== Power Distribution ===&lt;br /&gt;
Energy is distributed throughout the platform via redundant bus systems:&lt;br /&gt;
&lt;br /&gt;
* Primary power grid (processing plant, compressors, and separation systems)&lt;br /&gt;
* Secondary grid (life support, habitation, and control systems)&lt;br /&gt;
* Emergency grid (citadel, critical controls, and communications)&lt;br /&gt;
&lt;br /&gt;
Localized buffering and conversion systems ensure stable delivery across varying load conditions.&lt;br /&gt;
&lt;br /&gt;
=== Thermal Management ===&lt;br /&gt;
Reactor and processing operations generate significant waste heat.&lt;br /&gt;
&lt;br /&gt;
* Heat exchangers transfer thermal energy into processing loops where possible&lt;br /&gt;
* Excess heat is dissipated through radiative and convective systems&lt;br /&gt;
* Thermal load balancing is critical to maintaining structural and system integrity&lt;br /&gt;
&lt;br /&gt;
=== Energy Storage and Backup ===&lt;br /&gt;
The platform incorporates multiple energy storage systems:&lt;br /&gt;
&lt;br /&gt;
* Sulfur-based battery arrays for medium-duration storage&lt;br /&gt;
* Hydrogen reserves for chemical energy buffering&lt;br /&gt;
* Emergency backup systems supporting critical operations in the event of reactor shutdown&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Reactor output is closely tied to processing throughput and platform productivity&lt;br /&gt;
* Power fluctuations can directly impact buoyancy stability due to reduced hydrogen production&lt;br /&gt;
* Thermal management failures represent a major operational hazard&lt;br /&gt;
&lt;br /&gt;
== Crew and Habitation ==&lt;br /&gt;
The platform operates continuously using a &#039;&#039;&#039;three-watch rotation system&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*No full days off&lt;br /&gt;
*Continuous rotation&lt;br /&gt;
*Occasional lighter-duty shifts&lt;br /&gt;
*Crew rotation off-platform (2–3 weeks on / off)&lt;br /&gt;
&lt;br /&gt;
=== Crew Breakdown (Typical) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! On Duty !! Total (Approx.)&lt;br /&gt;
|-&lt;br /&gt;
| Bridge / Command || 6 || 18&lt;br /&gt;
|-&lt;br /&gt;
| Flight Operations || 10 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Processing Plant || 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Engineering / Trim || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Security / Medical / Misc || 4 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Habitation Model ===&lt;br /&gt;
The rig uses a &#039;&#039;&#039;hot-bunking system&#039;&#039;&#039; to reduce required volume.&lt;br /&gt;
&lt;br /&gt;
* 2–3 personnel assigned per rack&lt;br /&gt;
* Separate locker bays for personal storage&lt;br /&gt;
* Shift-based occupancy rotation&lt;br /&gt;
* Centralized habitation within protected spine&lt;br /&gt;
&lt;br /&gt;
=== Habitation Facilities ===&lt;br /&gt;
* Rack rooms (shared, 4 bunks per room)&lt;br /&gt;
* Locker bays (external to sleeping areas)&lt;br /&gt;
* Galley and mess hall&lt;br /&gt;
* Hygiene blocks (&amp;quot;heads&amp;quot;)&lt;br /&gt;
* Medical bay&lt;br /&gt;
* Emergency citadel (sealed refuge for full on-duty crew)&lt;br /&gt;
&lt;br /&gt;
== Bridge and Command Operations ==&lt;br /&gt;
The bridge functions as the platform’s:&lt;br /&gt;
* Navigation center&lt;br /&gt;
* Tactical control&lt;br /&gt;
* Airspace coordination node&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Station-keeping relative to wind and neighboring platforms&lt;br /&gt;
* Traffic management (approach/departure sequencing)&lt;br /&gt;
* Sensor monitoring (radar, atmospheric, threat detection)&lt;br /&gt;
* Defensive systems authorization&lt;br /&gt;
* Emergency coordination&lt;br /&gt;
&lt;br /&gt;
=== Typical Watch ===&lt;br /&gt;
* Watch Officer (Command)&lt;br /&gt;
* Helm / Station-Keeping Operator&lt;br /&gt;
* Sensor / Tactical Operator&lt;br /&gt;
* Communications Controller&lt;br /&gt;
* Systems Monitor (Engineering liaison)&lt;br /&gt;
* Air Ops Coordinator (if integrated)&lt;br /&gt;
&lt;br /&gt;
== Flight Deck Operations ==&lt;br /&gt;
The extractor supports continuous aerial operations.&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
* Aircraft launch and recovery&lt;br /&gt;
* Elevator-based hangar integration&lt;br /&gt;
* External cargo handling (cranes, rigging)&lt;br /&gt;
* Emergency recovery (damaged craft)&lt;br /&gt;
&lt;br /&gt;
=== Deck Crew Roles ===&lt;br /&gt;
* Air Boss (deck authority)&lt;br /&gt;
* Landing Controller&lt;br /&gt;
* Launch Controller&lt;br /&gt;
* Deck handlers / rigging crew&lt;br /&gt;
* Fueling and turnaround technicians&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Deck operations are heavily influenced by wind shear and turbulence&lt;br /&gt;
* Approach corridors are dynamically adjusted based on atmospheric conditions&lt;br /&gt;
* Arresting and guided landing systems (e.g., &amp;quot;Autoflyte&amp;quot;) may be employed&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Processing System ==&lt;br /&gt;
The defining feature of the extractor is its atmospheric extraction and refinement capability, converting Venusian atmospheric constituents into usable gases, structural materials, and industrial feedstocks.&lt;br /&gt;
&lt;br /&gt;
=== Intake System ===&lt;br /&gt;
A large lower-mounted intake continuously draws in Venusian atmosphere:&lt;br /&gt;
* High-volume CO₂ intake&lt;br /&gt;
* Aerosol capture (H₂SO₄ droplets)&lt;br /&gt;
* Trace sulfur compounds (SO₂, SO₃)&lt;br /&gt;
* Multi-stage filtration, separation, and compression&lt;br /&gt;
&lt;br /&gt;
The intake assembly is designed to operate under continuous exposure to corrosive aerosols, requiring frequent maintenance and anti-fouling measures.&lt;br /&gt;
&lt;br /&gt;
A single-hinged intake isolation door can be deployed to seal the intake assembly during maintenance cycles, contamination events, or emergency shutdown conditions.&lt;br /&gt;
&lt;br /&gt;
=== Primary Processing Functions ===&lt;br /&gt;
&lt;br /&gt;
==== Carbon Dioxide Processing ====&lt;br /&gt;
CO₂ is separated into its constituent elements through high-energy processes:&lt;br /&gt;
&lt;br /&gt;
* Oxygen extraction (O₂) for life support and oxidizer use&lt;br /&gt;
* Carbon recovery (C) for industrial material production&lt;br /&gt;
&lt;br /&gt;
Recovered carbon is processed into multiple forms:&lt;br /&gt;
* Carbon black and graphite (industrial bulk materials)&lt;br /&gt;
* Carbon fiber composites (structural applications)&lt;br /&gt;
* Advanced allotropes (e.g., graphene) for high-strength, lightweight construction&lt;br /&gt;
&lt;br /&gt;
These materials are used in:&lt;br /&gt;
* Airframe and structural fabrication&lt;br /&gt;
* Pressure vessels and tanks&lt;br /&gt;
* Reinforcement of aerostat components and tether systems&lt;br /&gt;
&lt;br /&gt;
==== Hydrogen Recovery and Sulfuric Processing ====&lt;br /&gt;
Sulfuric acid (H₂SO₄) aerosols are processed to recover:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen (H₂)&lt;br /&gt;
  * Primary lift gas for buoyancy systems&lt;br /&gt;
  * Feedstock for fuel and chemical synthesis&lt;br /&gt;
&lt;br /&gt;
* Sulfur (S)&lt;br /&gt;
  * Industrial feedstock for chemical processes&lt;br /&gt;
  * Input for sulfur-based energy storage systems&lt;br /&gt;
  * Polymer additives and material treatments&lt;br /&gt;
&lt;br /&gt;
* Oxygen (additional recovery stream)&lt;br /&gt;
&lt;br /&gt;
Sulfur compounds are also used in:&lt;br /&gt;
* Acid regeneration loops (closed-cycle processing)&lt;br /&gt;
* Corrosion-resistant coatings and treatments&lt;br /&gt;
* Industrial chemical synthesis&lt;br /&gt;
&lt;br /&gt;
==== Hydrocarbon Synthesis ====&lt;br /&gt;
With both carbon and hydrogen available, the extractor supports synthetic fuel and material production.&lt;br /&gt;
&lt;br /&gt;
Primary outputs include:&lt;br /&gt;
* Methane (CH₄)&lt;br /&gt;
* Longer-chain hydrocarbons (liquid fuels, lubricants, polymers)&lt;br /&gt;
&lt;br /&gt;
Intermediate products:&lt;br /&gt;
* Carbon monoxide (CO)&lt;br /&gt;
* Synthesis gas (CO + H₂)&lt;br /&gt;
&lt;br /&gt;
These outputs support:&lt;br /&gt;
* Fuel production (local consumption and export)&lt;br /&gt;
* Polymer and plastics manufacturing&lt;br /&gt;
* Thermal and chemical energy storage&lt;br /&gt;
&lt;br /&gt;
==== Propellant Production ====&lt;br /&gt;
Oxygen (O₂) is generated as a byproduct of CO₂ processing and is captured, stored, and distributed as an oxidizer.&lt;br /&gt;
&lt;br /&gt;
Combined with hydrocarbon synthesis, the platform produces complete propellant loads:&lt;br /&gt;
&lt;br /&gt;
* Methane (fuel)&lt;br /&gt;
* Oxygen (oxidizer)&lt;br /&gt;
&lt;br /&gt;
These are used for:&lt;br /&gt;
* Aircraft propulsion systems&lt;br /&gt;
* High-power maneuvering and emergency thrust systems&lt;br /&gt;
&lt;br /&gt;
=== Gas Refinement and Distribution ===&lt;br /&gt;
Processed gases are conditioned and routed to:&lt;br /&gt;
&lt;br /&gt;
* Buoyancy systems (hydrogen lift cells)&lt;br /&gt;
* Life support systems (oxygen supply)&lt;br /&gt;
* Fuel storage and transfer systems&lt;br /&gt;
* Export pipelines and transport vessels&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
==== Life Support ====&lt;br /&gt;
* Oxygen (breathable atmosphere)&lt;br /&gt;
* Trace gases for environmental control&lt;br /&gt;
&lt;br /&gt;
==== Buoyancy ====&lt;br /&gt;
* Hydrogen (primary lift gas)&lt;br /&gt;
&lt;br /&gt;
==== Structural Materials ====&lt;br /&gt;
* Carbon composites (fiber, graphite, graphene-derived)&lt;br /&gt;
* Reinforcement materials for platform construction and repair&lt;br /&gt;
&lt;br /&gt;
==== Industrial Feedstocks ====&lt;br /&gt;
* Methane and synthetic hydrocarbons&lt;br /&gt;
* Carbon monoxide and synthesis gas&lt;br /&gt;
* Sulfur and sulfur-based compounds&lt;br /&gt;
&lt;br /&gt;
==== Energy Storage ====&lt;br /&gt;
* Hydrogen fuel&lt;br /&gt;
* Sulfur-based battery systems&lt;br /&gt;
&lt;br /&gt;
==== Thermal Output ====&lt;br /&gt;
* Significant waste heat requiring active dissipation and thermal management&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Intake systems are prone to sulfuric fouling and require continuous maintenance cycles&lt;br /&gt;
* Carbon production generates fine particulate contamination within processing zones&lt;br /&gt;
* Processing efficiency directly impacts platform buoyancy stability and operational capability&lt;br /&gt;
* Hydrogen handling primarily presents containment and system integrity challenges rather than combustion risk, as the surrounding atmosphere lacks free oxygen&lt;br /&gt;
* The primary safety hazards arise within enclosed systems and propellant handling operations, where hydrogen, methane, and stored oxygen may mix under fault conditions.&lt;br /&gt;
&lt;br /&gt;
==== Propellant Safety ====&lt;br /&gt;
The most significant explosive risk on the platform occurs during fuel and oxidizer handling.&lt;br /&gt;
&lt;br /&gt;
* Methane (or synthetic hydrocarbons) and oxygen are stored and transferred under controlled conditions&lt;br /&gt;
* Any uncontrolled mixing can result in rapid combustion or detonation&lt;br /&gt;
* Fueling systems, transfer lines, and storage tanks are heavily monitored and compartmentalized&lt;br /&gt;
&lt;br /&gt;
Operational protocols prioritize strict separation of fuel and oxidizer except at controlled injection points.&lt;br /&gt;
&lt;br /&gt;
== Lift and Buoyancy System ==&lt;br /&gt;
The platform maintains altitude using a combination of:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen-filled lift cells&lt;br /&gt;
* Controlled gas compression and expansion&lt;br /&gt;
* Ballast and trim management&lt;br /&gt;
&lt;br /&gt;
=== Stability Features ===&lt;br /&gt;
* High-mounted lift section for pendulum stability&lt;br /&gt;
* Distributed buoyancy cells for redundancy&lt;br /&gt;
* Active trim control (mass shifting, gas redistribution)&lt;br /&gt;
&lt;br /&gt;
== Station-Keeping and Propulsion ==&lt;br /&gt;
The platform is not an airship but maintains controlled positioning.&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
* Process gas exhaust redirection&lt;br /&gt;
* Buoyancy adjustments&lt;br /&gt;
* Aerodynamic alignment (weathervaning)&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* Relative movement vs air mass: ~5–20 km/h typical&lt;br /&gt;
* Primary function: formation keeping, drift correction, spacing&lt;br /&gt;
&lt;br /&gt;
== Defensive Systems ==&lt;br /&gt;
Due to piracy and territorial conflict, platforms are typically equipped with:&lt;br /&gt;
&lt;br /&gt;
* Radar and sensor arrays&lt;br /&gt;
* Close-range defensive weapons&lt;br /&gt;
* Electronic countermeasures&lt;br /&gt;
* Shield emitters&lt;br /&gt;
* Hardened internal citadel&lt;br /&gt;
&lt;br /&gt;
Security personnel maintain:&lt;br /&gt;
* Boarding defense readiness&lt;br /&gt;
* Internal threat control&lt;br /&gt;
* Access control to critical systems&lt;br /&gt;
&lt;br /&gt;
== Environmental Hazards ==&lt;br /&gt;
Operations at ~50 km altitude on Venus expose the platform to:&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid aerosols (corrosive)&lt;br /&gt;
* Static discharge&lt;br /&gt;
* Thermal gradients&lt;br /&gt;
* Structural fatigue&lt;br /&gt;
&lt;br /&gt;
Radiation levels are not considered a primary hazard due to atmospheric shielding.&lt;br /&gt;
&lt;br /&gt;
== Emergency Systems ==&lt;br /&gt;
=== Citadel ===&lt;br /&gt;
A hardened internal refuge capable of sustaining the full on-duty crew:&lt;br /&gt;
* Independent air supply&lt;br /&gt;
* Sealed environment&lt;br /&gt;
* Emergency rations&lt;br /&gt;
* Command link to bridge&lt;br /&gt;
&lt;br /&gt;
=== Redundancies ===&lt;br /&gt;
* Multiple power paths&lt;br /&gt;
* Compartmentalized bulkheads&lt;br /&gt;
* Fire suppression systems&lt;br /&gt;
* Decontamination zones&lt;br /&gt;
&lt;br /&gt;
== Operational Doctrine ==&lt;br /&gt;
The extractor is designed for:&lt;br /&gt;
&lt;br /&gt;
* Continuous industrial extraction&lt;br /&gt;
* Cooperative or competitive aerostat networks&lt;br /&gt;
* Support of aerial trade and combat operations&lt;br /&gt;
&lt;br /&gt;
It functions as both:&lt;br /&gt;
* A mobile industrial asset&lt;br /&gt;
* A strategic node in aerial logistics and conflict zones&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Crew endurance and morale are heavily influenced by hot-bunking and confined living conditions.&lt;br /&gt;
* Platforms often develop distinct internal cultures and informal hierarchies.&lt;br /&gt;
* Long-term deployments may lead to psychological and interpersonal strain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aerostats]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=157</id>
		<title>Extractor</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=157"/>
		<updated>2026-04-13T16:12:50Z</updated>

		<summary type="html">&lt;p&gt;Reskin: /* Operational Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:mosmoni_cr3722rp_concept.png|thumb|right|400px|Mosmoni aerostat extractor operating within the Venusian lower cloud deck (~50 km altitude).]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Extractor&#039;&#039;&#039; is a heavy industrial aerostat platform designed for continuous atmospheric extraction, processing, and aerial logistics operations within the temperate band of Venus’s atmosphere (45–60 km altitude).  &lt;br /&gt;
&lt;br /&gt;
Manufactured by &#039;&#039;&#039;Mosmoni Heavy Industries&#039;&#039;&#039;, the rig serves as a multi-role installation combining:&lt;br /&gt;
* Atmospheric resource extraction&lt;br /&gt;
* Flight deck operations&lt;br /&gt;
* Station-keeping and regional traffic coordination&lt;br /&gt;
* Defensive and surveillance capabilities&lt;br /&gt;
* Long-duration crew habitation&lt;br /&gt;
&lt;br /&gt;
The platform is optimized for sustained operation in high-wind, corrosive, and electrically active atmospheric conditions.&lt;br /&gt;
&lt;br /&gt;
== General Characteristics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Value (Typical)&lt;br /&gt;
|-&lt;br /&gt;
| Operational Altitude || 47–52 km&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Pressure || ~1 bar (Earth-like)&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Temperature || 20–75°C (external)&lt;br /&gt;
|-&lt;br /&gt;
| Atmospheric Composition || CO₂-rich, sulfuric acid aerosols&lt;br /&gt;
|-&lt;br /&gt;
| Nominal Crew Complement || ~90–100 personnel&lt;br /&gt;
|-&lt;br /&gt;
| On-Duty Watch || ~28 personnel (3-shift rotation)&lt;br /&gt;
|-&lt;br /&gt;
| Endurance || 14–30 days without resupply&lt;br /&gt;
|-&lt;br /&gt;
| Lift Gas || Hydrogen (primary), mixed buffer gases&lt;br /&gt;
|-&lt;br /&gt;
| Structure Type || Central spine + distributed lift envelope&lt;br /&gt;
|-&lt;br /&gt;
| Winds aloft || ~210 km/h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structural Layout ==&lt;br /&gt;
The aerostat is built around a &#039;&#039;&#039;reinforced central spine&#039;&#039;&#039; supporting:&lt;br /&gt;
* Habitation decks&lt;br /&gt;
* Processing plant&lt;br /&gt;
* Power systems&lt;br /&gt;
* Structural load paths&lt;br /&gt;
&lt;br /&gt;
The lift section is mounted above the operational mass, improving:&lt;br /&gt;
* Stability (pendulum damping)&lt;br /&gt;
* Weather alignment (weathervaning)&lt;br /&gt;
* Reduced roll and pitch coupling&lt;br /&gt;
&lt;br /&gt;
=== Major Sections ===&lt;br /&gt;
* &#039;&#039;&#039;Lift Envelope (Upper Section)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Central Spine (Core Structure)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flight Deck and Hangar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Atmospheric Processing Plant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;External Intake Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Power System ==&lt;br /&gt;
The extractor is powered by an onboard reactor system providing continuous energy for atmospheric processing, life support, and platform operations.&lt;br /&gt;
&lt;br /&gt;
=== Primary Reactor ===&lt;br /&gt;
The platform utilizes a compact fission reactor housed within the reinforced central spine.&lt;br /&gt;
&lt;br /&gt;
* Provides continuous high-output power independent of solar conditions&lt;br /&gt;
* Supports energy-intensive processes such as CO₂ splitting and chemical refinement&lt;br /&gt;
* Integrated into the platform’s structural core for shielding and protection&lt;br /&gt;
&lt;br /&gt;
The reactor is isolated within hardened compartments with multiple containment and shutdown systems.&lt;br /&gt;
&lt;br /&gt;
=== Power Distribution ===&lt;br /&gt;
Energy is distributed throughout the platform via redundant bus systems:&lt;br /&gt;
&lt;br /&gt;
* Primary power grid (processing plant, compressors, and separation systems)&lt;br /&gt;
* Secondary grid (life support, habitation, and control systems)&lt;br /&gt;
* Emergency grid (citadel, critical controls, and communications)&lt;br /&gt;
&lt;br /&gt;
Localized buffering and conversion systems ensure stable delivery across varying load conditions.&lt;br /&gt;
&lt;br /&gt;
=== Thermal Management ===&lt;br /&gt;
Reactor and processing operations generate significant waste heat.&lt;br /&gt;
&lt;br /&gt;
* Heat exchangers transfer thermal energy into processing loops where possible&lt;br /&gt;
* Excess heat is dissipated through radiative and convective systems&lt;br /&gt;
* Thermal load balancing is critical to maintaining structural and system integrity&lt;br /&gt;
&lt;br /&gt;
=== Energy Storage and Backup ===&lt;br /&gt;
The platform incorporates multiple energy storage systems:&lt;br /&gt;
&lt;br /&gt;
* Sulfur-based battery arrays for medium-duration storage&lt;br /&gt;
* Hydrogen reserves for chemical energy buffering&lt;br /&gt;
* Emergency backup systems supporting critical operations in the event of reactor shutdown&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Reactor output is closely tied to processing throughput and platform productivity&lt;br /&gt;
* Power fluctuations can directly impact buoyancy stability due to reduced hydrogen production&lt;br /&gt;
* Thermal management failures represent a major operational hazard&lt;br /&gt;
&lt;br /&gt;
== Crew and Habitation ==&lt;br /&gt;
The platform operates continuously using a &#039;&#039;&#039;three-watch rotation system&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*No full days off&lt;br /&gt;
*Continuous rotation&lt;br /&gt;
*Occasional lighter-duty shifts&lt;br /&gt;
*Crew rotation off-platform (2–3 weeks on / off)&lt;br /&gt;
&lt;br /&gt;
=== Crew Breakdown (Typical) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! On Duty !! Total (Approx.)&lt;br /&gt;
|-&lt;br /&gt;
| Bridge / Command || 6 || 18&lt;br /&gt;
|-&lt;br /&gt;
| Flight Operations || 10 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Processing Plant || 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Engineering / Trim || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Security / Medical / Misc || 4 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Habitation Model ===&lt;br /&gt;
The rig uses a &#039;&#039;&#039;hot-bunking system&#039;&#039;&#039; to reduce required volume.&lt;br /&gt;
&lt;br /&gt;
* 2–3 personnel assigned per rack&lt;br /&gt;
* Separate locker bays for personal storage&lt;br /&gt;
* Shift-based occupancy rotation&lt;br /&gt;
* Centralized habitation within protected spine&lt;br /&gt;
&lt;br /&gt;
=== Habitation Facilities ===&lt;br /&gt;
* Rack rooms (shared, 4 bunks per room)&lt;br /&gt;
* Locker bays (external to sleeping areas)&lt;br /&gt;
* Galley and mess hall&lt;br /&gt;
* Hygiene blocks (&amp;quot;heads&amp;quot;)&lt;br /&gt;
* Medical bay&lt;br /&gt;
* Emergency citadel (sealed refuge for full on-duty crew)&lt;br /&gt;
&lt;br /&gt;
== Bridge and Command Operations ==&lt;br /&gt;
The bridge functions as the platform’s:&lt;br /&gt;
* Navigation center&lt;br /&gt;
* Tactical control&lt;br /&gt;
* Airspace coordination node&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Station-keeping relative to wind and neighboring platforms&lt;br /&gt;
* Traffic management (approach/departure sequencing)&lt;br /&gt;
* Sensor monitoring (radar, atmospheric, threat detection)&lt;br /&gt;
* Defensive systems authorization&lt;br /&gt;
* Emergency coordination&lt;br /&gt;
&lt;br /&gt;
=== Typical Watch ===&lt;br /&gt;
* Watch Officer (Command)&lt;br /&gt;
* Helm / Station-Keeping Operator&lt;br /&gt;
* Sensor / Tactical Operator&lt;br /&gt;
* Communications Controller&lt;br /&gt;
* Systems Monitor (Engineering liaison)&lt;br /&gt;
* Air Ops Coordinator (if integrated)&lt;br /&gt;
&lt;br /&gt;
== Flight Deck Operations ==&lt;br /&gt;
The extractor supports continuous aerial operations.&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
* Aircraft launch and recovery&lt;br /&gt;
* Elevator-based hangar integration&lt;br /&gt;
* External cargo handling (cranes, rigging)&lt;br /&gt;
* Emergency recovery (damaged craft)&lt;br /&gt;
&lt;br /&gt;
=== Deck Crew Roles ===&lt;br /&gt;
* Air Boss (deck authority)&lt;br /&gt;
* Landing Controller&lt;br /&gt;
* Launch Controller&lt;br /&gt;
* Deck handlers / rigging crew&lt;br /&gt;
* Fueling and turnaround technicians&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Deck operations are heavily influenced by wind shear and turbulence&lt;br /&gt;
* Approach corridors are dynamically adjusted based on atmospheric conditions&lt;br /&gt;
* Arresting and guided landing systems (e.g., &amp;quot;Autoflyte&amp;quot;) may be employed&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Processing System ==&lt;br /&gt;
The defining feature of the extractor is its atmospheric extraction and refinement capability, converting Venusian atmospheric constituents into usable gases, structural materials, and industrial feedstocks.&lt;br /&gt;
&lt;br /&gt;
=== Intake System ===&lt;br /&gt;
A large lower-mounted intake continuously draws in Venusian atmosphere:&lt;br /&gt;
* High-volume CO₂ intake&lt;br /&gt;
* Aerosol capture (H₂SO₄ droplets)&lt;br /&gt;
* Trace sulfur compounds (SO₂, SO₃)&lt;br /&gt;
* Multi-stage filtration, separation, and compression&lt;br /&gt;
&lt;br /&gt;
The intake assembly is designed to operate under continuous exposure to corrosive aerosols, requiring frequent maintenance and anti-fouling measures.&lt;br /&gt;
&lt;br /&gt;
A single-hinged intake isolation door can be deployed to seal the intake assembly during maintenance cycles, contamination events, or emergency shutdown conditions.&lt;br /&gt;
&lt;br /&gt;
=== Primary Processing Functions ===&lt;br /&gt;
&lt;br /&gt;
==== Carbon Dioxide Processing ====&lt;br /&gt;
CO₂ is separated into its constituent elements through high-energy processes:&lt;br /&gt;
&lt;br /&gt;
* Oxygen extraction (O₂) for life support and oxidizer use&lt;br /&gt;
* Carbon recovery (C) for industrial material production&lt;br /&gt;
&lt;br /&gt;
Recovered carbon is processed into multiple forms:&lt;br /&gt;
* Carbon black and graphite (industrial bulk materials)&lt;br /&gt;
* Carbon fiber composites (structural applications)&lt;br /&gt;
* Advanced allotropes (e.g., graphene) for high-strength, lightweight construction&lt;br /&gt;
&lt;br /&gt;
These materials are used in:&lt;br /&gt;
* Airframe and structural fabrication&lt;br /&gt;
* Pressure vessels and tanks&lt;br /&gt;
* Reinforcement of aerostat components and tether systems&lt;br /&gt;
&lt;br /&gt;
==== Hydrogen Recovery and Sulfuric Processing ====&lt;br /&gt;
Sulfuric acid (H₂SO₄) aerosols are processed to recover:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen (H₂)&lt;br /&gt;
  * Primary lift gas for buoyancy systems&lt;br /&gt;
  * Feedstock for fuel and chemical synthesis&lt;br /&gt;
&lt;br /&gt;
* Sulfur (S)&lt;br /&gt;
  * Industrial feedstock for chemical processes&lt;br /&gt;
  * Input for sulfur-based energy storage systems&lt;br /&gt;
  * Polymer additives and material treatments&lt;br /&gt;
&lt;br /&gt;
* Oxygen (additional recovery stream)&lt;br /&gt;
&lt;br /&gt;
Sulfur compounds are also used in:&lt;br /&gt;
* Acid regeneration loops (closed-cycle processing)&lt;br /&gt;
* Corrosion-resistant coatings and treatments&lt;br /&gt;
* Industrial chemical synthesis&lt;br /&gt;
&lt;br /&gt;
==== Hydrocarbon Synthesis ====&lt;br /&gt;
With both carbon and hydrogen available, the extractor supports synthetic fuel and material production.&lt;br /&gt;
&lt;br /&gt;
Primary outputs include:&lt;br /&gt;
* Methane (CH₄)&lt;br /&gt;
* Longer-chain hydrocarbons (liquid fuels, lubricants, polymers)&lt;br /&gt;
&lt;br /&gt;
Intermediate products:&lt;br /&gt;
* Carbon monoxide (CO)&lt;br /&gt;
* Synthesis gas (CO + H₂)&lt;br /&gt;
&lt;br /&gt;
These outputs support:&lt;br /&gt;
* Fuel production (local consumption and export)&lt;br /&gt;
* Polymer and plastics manufacturing&lt;br /&gt;
* Thermal and chemical energy storage&lt;br /&gt;
&lt;br /&gt;
==== Propellant Production ====&lt;br /&gt;
Oxygen (O₂) is generated as a byproduct of CO₂ processing and is captured, stored, and distributed as an oxidizer.&lt;br /&gt;
&lt;br /&gt;
Combined with hydrocarbon synthesis, the platform produces complete propellant loads:&lt;br /&gt;
&lt;br /&gt;
* Methane (fuel)&lt;br /&gt;
* Oxygen (oxidizer)&lt;br /&gt;
&lt;br /&gt;
These are used for:&lt;br /&gt;
* Aircraft propulsion systems&lt;br /&gt;
* High-power maneuvering and emergency thrust systems&lt;br /&gt;
&lt;br /&gt;
=== Gas Refinement and Distribution ===&lt;br /&gt;
Processed gases are conditioned and routed to:&lt;br /&gt;
&lt;br /&gt;
* Buoyancy systems (hydrogen lift cells)&lt;br /&gt;
* Life support systems (oxygen supply)&lt;br /&gt;
* Fuel storage and transfer systems&lt;br /&gt;
* Export pipelines and transport vessels&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
==== Life Support ====&lt;br /&gt;
* Oxygen (breathable atmosphere)&lt;br /&gt;
* Trace gases for environmental control&lt;br /&gt;
&lt;br /&gt;
==== Buoyancy ====&lt;br /&gt;
* Hydrogen (primary lift gas)&lt;br /&gt;
&lt;br /&gt;
==== Structural Materials ====&lt;br /&gt;
* Carbon composites (fiber, graphite, graphene-derived)&lt;br /&gt;
* Reinforcement materials for platform construction and repair&lt;br /&gt;
&lt;br /&gt;
==== Industrial Feedstocks ====&lt;br /&gt;
* Methane and synthetic hydrocarbons&lt;br /&gt;
* Carbon monoxide and synthesis gas&lt;br /&gt;
* Sulfur and sulfur-based compounds&lt;br /&gt;
&lt;br /&gt;
==== Energy Storage ====&lt;br /&gt;
* Hydrogen fuel&lt;br /&gt;
* Sulfur-based battery systems&lt;br /&gt;
&lt;br /&gt;
==== Thermal Output ====&lt;br /&gt;
* Significant waste heat requiring active dissipation and thermal management&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Intake systems are prone to sulfuric fouling and require continuous maintenance cycles&lt;br /&gt;
* Carbon production generates fine particulate contamination within processing zones&lt;br /&gt;
* Processing efficiency directly impacts platform buoyancy stability and operational capability&lt;br /&gt;
* Hydrogen handling primarily presents containment and system integrity challenges rather than combustion risk, as the surrounding atmosphere lacks free oxygen&lt;br /&gt;
* The primary safety hazards arise within enclosed systems and propellant handling operations, where hydrogen, methane, and stored oxygen may mix under fault conditions.&lt;br /&gt;
&lt;br /&gt;
=== Propellant Safety ===&lt;br /&gt;
The most significant explosive risk on the platform occurs during fuel and oxidizer handling.&lt;br /&gt;
&lt;br /&gt;
* Methane (or synthetic hydrocarbons) and oxygen are stored and transferred under controlled conditions&lt;br /&gt;
* Any uncontrolled mixing can result in rapid combustion or detonation&lt;br /&gt;
* Fueling systems, transfer lines, and storage tanks are heavily monitored and compartmentalized&lt;br /&gt;
&lt;br /&gt;
Operational protocols prioritize strict separation of fuel and oxidizer except at controlled injection points.&lt;br /&gt;
&lt;br /&gt;
== Lift and Buoyancy System ==&lt;br /&gt;
The platform maintains altitude using a combination of:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen-filled lift cells&lt;br /&gt;
* Controlled gas compression and expansion&lt;br /&gt;
* Ballast and trim management&lt;br /&gt;
&lt;br /&gt;
=== Stability Features ===&lt;br /&gt;
* High-mounted lift section for pendulum stability&lt;br /&gt;
* Distributed buoyancy cells for redundancy&lt;br /&gt;
* Active trim control (mass shifting, gas redistribution)&lt;br /&gt;
&lt;br /&gt;
== Station-Keeping and Propulsion ==&lt;br /&gt;
The platform is not an airship but maintains controlled positioning.&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
* Process gas exhaust redirection&lt;br /&gt;
* Buoyancy adjustments&lt;br /&gt;
* Aerodynamic alignment (weathervaning)&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* Relative movement vs air mass: ~5–20 km/h typical&lt;br /&gt;
* Primary function: formation keeping, drift correction, spacing&lt;br /&gt;
&lt;br /&gt;
== Defensive Systems ==&lt;br /&gt;
Due to piracy and territorial conflict, platforms are typically equipped with:&lt;br /&gt;
&lt;br /&gt;
* Radar and sensor arrays&lt;br /&gt;
* Close-range defensive weapons&lt;br /&gt;
* Electronic countermeasures&lt;br /&gt;
* Shield emitters&lt;br /&gt;
* Hardened internal citadel&lt;br /&gt;
&lt;br /&gt;
Security personnel maintain:&lt;br /&gt;
* Boarding defense readiness&lt;br /&gt;
* Internal threat control&lt;br /&gt;
* Access control to critical systems&lt;br /&gt;
&lt;br /&gt;
== Environmental Hazards ==&lt;br /&gt;
Operations at ~50 km altitude on Venus expose the platform to:&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid aerosols (corrosive)&lt;br /&gt;
* Static discharge&lt;br /&gt;
* Thermal gradients&lt;br /&gt;
* Structural fatigue&lt;br /&gt;
&lt;br /&gt;
Radiation levels are not considered a primary hazard due to atmospheric shielding.&lt;br /&gt;
&lt;br /&gt;
== Emergency Systems ==&lt;br /&gt;
=== Citadel ===&lt;br /&gt;
A hardened internal refuge capable of sustaining the full on-duty crew:&lt;br /&gt;
* Independent air supply&lt;br /&gt;
* Sealed environment&lt;br /&gt;
* Emergency rations&lt;br /&gt;
* Command link to bridge&lt;br /&gt;
&lt;br /&gt;
=== Redundancies ===&lt;br /&gt;
* Multiple power paths&lt;br /&gt;
* Compartmentalized bulkheads&lt;br /&gt;
* Fire suppression systems&lt;br /&gt;
* Decontamination zones&lt;br /&gt;
&lt;br /&gt;
== Operational Doctrine ==&lt;br /&gt;
The extractor is designed for:&lt;br /&gt;
&lt;br /&gt;
* Continuous industrial extraction&lt;br /&gt;
* Cooperative or competitive aerostat networks&lt;br /&gt;
* Support of aerial trade and combat operations&lt;br /&gt;
&lt;br /&gt;
It functions as both:&lt;br /&gt;
* A mobile industrial asset&lt;br /&gt;
* A strategic node in aerial logistics and conflict zones&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Crew endurance and morale are heavily influenced by hot-bunking and confined living conditions.&lt;br /&gt;
* Platforms often develop distinct internal cultures and informal hierarchies.&lt;br /&gt;
* Long-term deployments may lead to psychological and interpersonal strain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aerostats]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Arena&amp;diff=156</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Arena&amp;diff=156"/>
		<updated>2026-04-13T13:15:41Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Venus-Atmosphere.png|thumb|Venus&#039;s Middle and Lower Atmospheres]]&lt;br /&gt;
&lt;br /&gt;
So the game takes place in the atmosphere above Venus.&lt;br /&gt;
&lt;br /&gt;
*Ground radius: 6,051.8 km&lt;br /&gt;
*Scale height: 15.9 km&lt;br /&gt;
*Surface gravity: 0.91 G&lt;br /&gt;
*Surface pressure: 92 bar&lt;br /&gt;
*Surface visibility: ~3 km&lt;br /&gt;
*Kármán line: ~165 km&lt;br /&gt;
&lt;br /&gt;
ExponentialHeightFog - basically need one setting for below the upper cloud layer (BCL) and one for above the upper cloud layer (ACL) ... or maybe we need to modify it as we change altitude through C++ ... I am not entirely clear yet except that the exponential height fog is much more realistic than what we used to do ... we should not be able to see the ground above ~3 km? Should not be able to see the lower cloud layer until what altitude?&lt;br /&gt;
&lt;br /&gt;
Tune the 50 km layer so large structures are readable at 5–10 km, with the far horizon fading out by 15–25 km.&lt;br /&gt;
&lt;br /&gt;
Modern reviews place the lower cloud layer at about 47.5–50.5 km, and probe data show a sharp increase in extinction just below 50 km, with the lower cloud layer having visible optical depth around 6–12 in some measurements.&lt;br /&gt;
&lt;br /&gt;
== Exponential Height Fog and Altitude Adjustments ==&lt;br /&gt;
&lt;br /&gt;
The exponential height fog represents how atmospheric density changes with altitude. To achieve specific visibility targets at different heights:&lt;br /&gt;
&lt;br /&gt;
* Start by setting the fog density at the surface level. Adjust this until you achieve, for example, 3 kilometers of visibility near the ground.&lt;br /&gt;
&lt;br /&gt;
* Next, adjust the height falloff parameter. This controls how rapidly the fog thins out as you go higher. Tune the falloff until you achieve about 10 kilometers of visibility at around 50 kilometers altitude.&lt;br /&gt;
&lt;br /&gt;
* If the natural exponential transition isn’t layered enough for your needs—for instance, if you want certain altitudes to be foggier or clearer—then you can dynamically adjust density or falloff at different altitude ranges. By tweaking fog parameters in steps, you can approximate a layered atmospheric profile.&lt;br /&gt;
&lt;br /&gt;
== Static Directional Light (Sun) ==&lt;br /&gt;
&lt;br /&gt;
In our scenario, Venus’s day is extremely long. Over the course of a gameplay session, the sun’s movement would be imperceptible. Thus, we treat the sun’s directional light as static.&lt;br /&gt;
&lt;br /&gt;
* The sun’s light itself is pure white; any color shift we perceive (like yellow) is due to atmospheric scattering. On Venus, the color of sunlight will be handled by the Sky Atmosphere actor, which manages how light is scattered through the planet’s atmosphere.&lt;br /&gt;
&lt;br /&gt;
* Keeping the sun static simplifies computations. With a stationary sun, lighting can be baked for efficiency, and clouds can still cast shadows without needing constant updates.&lt;br /&gt;
&lt;br /&gt;
== Sky Atmosphere Settings ==&lt;br /&gt;
&lt;br /&gt;
These settings approximate Venus’s dense CO₂ atmosphere and upper haze.&lt;br /&gt;
They intentionally exclude the sulfuric acid cloud decks (handled separately).&lt;br /&gt;
&lt;br /&gt;
All color values are linear RGB (0–1).&lt;br /&gt;
&lt;br /&gt;
=== Planet Setup ===&lt;br /&gt;
* Ground Radius: 6052000 (meters)&lt;br /&gt;
* Atmosphere Height: 100000 (meters)&lt;br /&gt;
&lt;br /&gt;
=== Rayleigh Scattering (molecular scattering - weak on Venus) ===&lt;br /&gt;
* Rayleigh Scattering Color:&lt;br /&gt;
** R: 0.02&lt;br /&gt;
** G: 0.03&lt;br /&gt;
** B: 0.04&lt;br /&gt;
&lt;br /&gt;
* Rayleigh Scattering Scale: 0.15&lt;br /&gt;
&lt;br /&gt;
* Rayleigh Exponential Distribution: 8000&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Venus has much weaker blue-sky behavior than Earth.&lt;br /&gt;
* Keep this low to avoid Earth-like blue tint.&lt;br /&gt;
&lt;br /&gt;
=== Mie Scattering (dominant haze / aerosol scattering) ===&lt;br /&gt;
* Mie Scattering Color:&lt;br /&gt;
** R: 0.85&lt;br /&gt;
** G: 0.65&lt;br /&gt;
** B: 0.45&lt;br /&gt;
&lt;br /&gt;
* Mie Scattering Scale: 8.0&lt;br /&gt;
&lt;br /&gt;
* Mie Anisotropy: 0.80&lt;br /&gt;
&lt;br /&gt;
* Mie Exponential Distribution: 12000&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* This is the MOST IMPORTANT parameter group.&lt;br /&gt;
* High scale + strong forward scattering creates:&lt;br /&gt;
** bright glow toward the sun&lt;br /&gt;
** washed-out horizon&lt;br /&gt;
** Venus “golden haze”&lt;br /&gt;
&lt;br /&gt;
=== Absorption (gas absorption - subtle but important) ===&lt;br /&gt;
* Absorption Color:&lt;br /&gt;
** R: 0.35&lt;br /&gt;
** G: 0.18&lt;br /&gt;
** B: 0.08&lt;br /&gt;
&lt;br /&gt;
* Absorption Scale: 0.6&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Adds slight brown/orange attenuation&lt;br /&gt;
* Prevents overly bright or “milky white” atmosphere&lt;br /&gt;
&lt;br /&gt;
=== Aerial Perspective ===&lt;br /&gt;
* Aerial Perspective View Distance Scale: 0.25&lt;br /&gt;
* Aerial Perspective Start Depth: 0.0&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Lower value = thicker perceived atmosphere&lt;br /&gt;
* This helps maintain strong distance fade even at altitude&lt;br /&gt;
&lt;br /&gt;
=== Multi Scattering ===&lt;br /&gt;
* Multi Scattering Factor: 1.0&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Keep enabled — Venus relies heavily on multiple scattering&lt;br /&gt;
* This is what removes shadows and creates uniform brightness&lt;br /&gt;
&lt;br /&gt;
=== Ground Albedo ===&lt;br /&gt;
* Ground Albedo Color:&lt;br /&gt;
** R: 0.25&lt;br /&gt;
** G: 0.20&lt;br /&gt;
** B: 0.15&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Subtle contribution only&lt;br /&gt;
* Prevents unrealistic light bounce&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Harvester&amp;diff=155</id>
		<title>Harvester</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Harvester&amp;diff=155"/>
		<updated>2026-04-13T13:14:08Z</updated>

		<summary type="html">&lt;p&gt;Reskin: Reskin moved page Harvester to Extractor: Conflict with ARC Raiders &amp;quot;Harvester&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Extractor]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=154</id>
		<title>Extractor</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=154"/>
		<updated>2026-04-13T13:14:08Z</updated>

		<summary type="html">&lt;p&gt;Reskin: Reskin moved page Harvester to Extractor: Conflict with ARC Raiders &amp;quot;Harvester&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:mosmoni_cr3722rp_concept.png|thumb|right|400px|Mosmoni aerostat extractor operating within the Venusian lower cloud deck (~50 km altitude).]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Extractor&#039;&#039;&#039; is a heavy industrial aerostat platform designed for continuous atmospheric extraction, processing, and aerial logistics operations within the temperate band of Venus’s atmosphere (45–60 km altitude).  &lt;br /&gt;
&lt;br /&gt;
Manufactured by &#039;&#039;&#039;Mosmoni Heavy Industries&#039;&#039;&#039;, the rig serves as a multi-role installation combining:&lt;br /&gt;
* Atmospheric resource extraction&lt;br /&gt;
* Flight deck operations&lt;br /&gt;
* Station-keeping and regional traffic coordination&lt;br /&gt;
* Defensive and surveillance capabilities&lt;br /&gt;
* Long-duration crew habitation&lt;br /&gt;
&lt;br /&gt;
The platform is optimized for sustained operation in high-wind, corrosive, and electrically active atmospheric conditions.&lt;br /&gt;
&lt;br /&gt;
== General Characteristics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Value (Typical)&lt;br /&gt;
|-&lt;br /&gt;
| Operational Altitude || 47–52 km&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Pressure || ~1 bar (Earth-like)&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Temperature || 20–75°C (external)&lt;br /&gt;
|-&lt;br /&gt;
| Atmospheric Composition || CO₂-rich, sulfuric acid aerosols&lt;br /&gt;
|-&lt;br /&gt;
| Nominal Crew Complement || ~90–100 personnel&lt;br /&gt;
|-&lt;br /&gt;
| On-Duty Watch || ~28 personnel (3-shift rotation)&lt;br /&gt;
|-&lt;br /&gt;
| Endurance || 14–30 days without resupply&lt;br /&gt;
|-&lt;br /&gt;
| Lift Gas || Hydrogen (primary), mixed buffer gases&lt;br /&gt;
|-&lt;br /&gt;
| Structure Type || Central spine + distributed lift envelope&lt;br /&gt;
|-&lt;br /&gt;
| Winds aloft || ~210 km/h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structural Layout ==&lt;br /&gt;
The aerostat is built around a &#039;&#039;&#039;reinforced central spine&#039;&#039;&#039; supporting:&lt;br /&gt;
* Habitation decks&lt;br /&gt;
* Processing plant&lt;br /&gt;
* Power systems&lt;br /&gt;
* Structural load paths&lt;br /&gt;
&lt;br /&gt;
The lift section is mounted above the operational mass, improving:&lt;br /&gt;
* Stability (pendulum damping)&lt;br /&gt;
* Weather alignment (weathervaning)&lt;br /&gt;
* Reduced roll and pitch coupling&lt;br /&gt;
&lt;br /&gt;
=== Major Sections ===&lt;br /&gt;
* &#039;&#039;&#039;Lift Envelope (Upper Section)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Central Spine (Core Structure)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flight Deck and Hangar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Atmospheric Processing Plant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;External Intake Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Power System ==&lt;br /&gt;
The extractor is powered by an onboard reactor system providing continuous energy for atmospheric processing, life support, and platform operations.&lt;br /&gt;
&lt;br /&gt;
=== Primary Reactor ===&lt;br /&gt;
The platform utilizes a compact fission reactor housed within the reinforced central spine.&lt;br /&gt;
&lt;br /&gt;
* Provides continuous high-output power independent of solar conditions&lt;br /&gt;
* Supports energy-intensive processes such as CO₂ splitting and chemical refinement&lt;br /&gt;
* Integrated into the platform’s structural core for shielding and protection&lt;br /&gt;
&lt;br /&gt;
The reactor is isolated within hardened compartments with multiple containment and shutdown systems.&lt;br /&gt;
&lt;br /&gt;
=== Power Distribution ===&lt;br /&gt;
Energy is distributed throughout the platform via redundant bus systems:&lt;br /&gt;
&lt;br /&gt;
* Primary power grid (processing plant, compressors, and separation systems)&lt;br /&gt;
* Secondary grid (life support, habitation, and control systems)&lt;br /&gt;
* Emergency grid (citadel, critical controls, and communications)&lt;br /&gt;
&lt;br /&gt;
Localized buffering and conversion systems ensure stable delivery across varying load conditions.&lt;br /&gt;
&lt;br /&gt;
=== Thermal Management ===&lt;br /&gt;
Reactor and processing operations generate significant waste heat.&lt;br /&gt;
&lt;br /&gt;
* Heat exchangers transfer thermal energy into processing loops where possible&lt;br /&gt;
* Excess heat is dissipated through radiative and convective systems&lt;br /&gt;
* Thermal load balancing is critical to maintaining structural and system integrity&lt;br /&gt;
&lt;br /&gt;
=== Energy Storage and Backup ===&lt;br /&gt;
The platform incorporates multiple energy storage systems:&lt;br /&gt;
&lt;br /&gt;
* Sulfur-based battery arrays for medium-duration storage&lt;br /&gt;
* Hydrogen reserves for chemical energy buffering&lt;br /&gt;
* Emergency backup systems supporting critical operations in the event of reactor shutdown&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Reactor output is closely tied to processing throughput and platform productivity&lt;br /&gt;
* Power fluctuations can directly impact buoyancy stability due to reduced hydrogen production&lt;br /&gt;
* Thermal management failures represent a major operational hazard&lt;br /&gt;
&lt;br /&gt;
== Crew and Habitation ==&lt;br /&gt;
The platform operates continuously using a &#039;&#039;&#039;three-watch rotation system&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*No full days off&lt;br /&gt;
*Continuous rotation&lt;br /&gt;
*Occasional lighter-duty shifts&lt;br /&gt;
*Crew rotation off-platform (2–3 weeks on / off)&lt;br /&gt;
&lt;br /&gt;
=== Crew Breakdown (Typical) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! On Duty !! Total (Approx.)&lt;br /&gt;
|-&lt;br /&gt;
| Bridge / Command || 6 || 18&lt;br /&gt;
|-&lt;br /&gt;
| Flight Operations || 10 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Processing Plant || 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Engineering / Trim || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Security / Medical / Misc || 4 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Habitation Model ===&lt;br /&gt;
The rig uses a &#039;&#039;&#039;hot-bunking system&#039;&#039;&#039; to reduce required volume.&lt;br /&gt;
&lt;br /&gt;
* 2–3 personnel assigned per rack&lt;br /&gt;
* Separate locker bays for personal storage&lt;br /&gt;
* Shift-based occupancy rotation&lt;br /&gt;
* Centralized habitation within protected spine&lt;br /&gt;
&lt;br /&gt;
=== Habitation Facilities ===&lt;br /&gt;
* Rack rooms (shared, 4 bunks per room)&lt;br /&gt;
* Locker bays (external to sleeping areas)&lt;br /&gt;
* Galley and mess hall&lt;br /&gt;
* Hygiene blocks (&amp;quot;heads&amp;quot;)&lt;br /&gt;
* Medical bay&lt;br /&gt;
* Emergency citadel (sealed refuge for full on-duty crew)&lt;br /&gt;
&lt;br /&gt;
== Bridge and Command Operations ==&lt;br /&gt;
The bridge functions as the platform’s:&lt;br /&gt;
* Navigation center&lt;br /&gt;
* Tactical control&lt;br /&gt;
* Airspace coordination node&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Station-keeping relative to wind and neighboring platforms&lt;br /&gt;
* Traffic management (approach/departure sequencing)&lt;br /&gt;
* Sensor monitoring (radar, atmospheric, threat detection)&lt;br /&gt;
* Defensive systems authorization&lt;br /&gt;
* Emergency coordination&lt;br /&gt;
&lt;br /&gt;
=== Typical Watch ===&lt;br /&gt;
* Watch Officer (Command)&lt;br /&gt;
* Helm / Station-Keeping Operator&lt;br /&gt;
* Sensor / Tactical Operator&lt;br /&gt;
* Communications Controller&lt;br /&gt;
* Systems Monitor (Engineering liaison)&lt;br /&gt;
* Air Ops Coordinator (if integrated)&lt;br /&gt;
&lt;br /&gt;
== Flight Deck Operations ==&lt;br /&gt;
The extractor supports continuous aerial operations.&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
* Aircraft launch and recovery&lt;br /&gt;
* Elevator-based hangar integration&lt;br /&gt;
* External cargo handling (cranes, rigging)&lt;br /&gt;
* Emergency recovery (damaged craft)&lt;br /&gt;
&lt;br /&gt;
=== Deck Crew Roles ===&lt;br /&gt;
* Air Boss (deck authority)&lt;br /&gt;
* Landing Controller&lt;br /&gt;
* Launch Controller&lt;br /&gt;
* Deck handlers / rigging crew&lt;br /&gt;
* Fueling and turnaround technicians&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Deck operations are heavily influenced by wind shear and turbulence&lt;br /&gt;
* Approach corridors are dynamically adjusted based on atmospheric conditions&lt;br /&gt;
* Arresting and guided landing systems (e.g., &amp;quot;Autoflyte&amp;quot;) may be employed&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Processing System ==&lt;br /&gt;
The defining feature of the extractor is its atmospheric extraction and refinement capability, converting Venusian atmospheric constituents into usable gases, structural materials, and industrial feedstocks.&lt;br /&gt;
&lt;br /&gt;
=== Intake System ===&lt;br /&gt;
A large lower-mounted intake continuously draws in Venusian atmosphere:&lt;br /&gt;
* High-volume CO₂ intake&lt;br /&gt;
* Aerosol capture (H₂SO₄ droplets)&lt;br /&gt;
* Trace sulfur compounds (SO₂, SO₃)&lt;br /&gt;
* Multi-stage filtration, separation, and compression&lt;br /&gt;
&lt;br /&gt;
The intake assembly is designed to operate under continuous exposure to corrosive aerosols, requiring frequent maintenance and anti-fouling measures.&lt;br /&gt;
&lt;br /&gt;
A single-hinged intake isolation door can be deployed to seal the intake assembly during maintenance cycles, contamination events, or emergency shutdown conditions.&lt;br /&gt;
&lt;br /&gt;
=== Primary Processing Functions ===&lt;br /&gt;
&lt;br /&gt;
==== Carbon Dioxide Processing ====&lt;br /&gt;
CO₂ is separated into its constituent elements through high-energy processes:&lt;br /&gt;
&lt;br /&gt;
* Oxygen extraction (O₂) for life support and oxidizer use&lt;br /&gt;
* Carbon recovery (C) for industrial material production&lt;br /&gt;
&lt;br /&gt;
Recovered carbon is processed into multiple forms:&lt;br /&gt;
* Carbon black and graphite (industrial bulk materials)&lt;br /&gt;
* Carbon fiber composites (structural applications)&lt;br /&gt;
* Advanced allotropes (e.g., graphene) for high-strength, lightweight construction&lt;br /&gt;
&lt;br /&gt;
These materials are used in:&lt;br /&gt;
* Airframe and structural fabrication&lt;br /&gt;
* Pressure vessels and tanks&lt;br /&gt;
* Reinforcement of aerostat components and tether systems&lt;br /&gt;
&lt;br /&gt;
==== Hydrogen Recovery and Sulfuric Processing ====&lt;br /&gt;
Sulfuric acid (H₂SO₄) aerosols are processed to recover:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen (H₂)&lt;br /&gt;
  * Primary lift gas for buoyancy systems&lt;br /&gt;
  * Feedstock for fuel and chemical synthesis&lt;br /&gt;
&lt;br /&gt;
* Sulfur (S)&lt;br /&gt;
  * Industrial feedstock for chemical processes&lt;br /&gt;
  * Input for sulfur-based energy storage systems&lt;br /&gt;
  * Polymer additives and material treatments&lt;br /&gt;
&lt;br /&gt;
* Oxygen (additional recovery stream)&lt;br /&gt;
&lt;br /&gt;
Sulfur compounds are also used in:&lt;br /&gt;
* Acid regeneration loops (closed-cycle processing)&lt;br /&gt;
* Corrosion-resistant coatings and treatments&lt;br /&gt;
* Industrial chemical synthesis&lt;br /&gt;
&lt;br /&gt;
==== Hydrocarbon Synthesis ====&lt;br /&gt;
With both carbon and hydrogen available, the extractor supports synthetic fuel and material production.&lt;br /&gt;
&lt;br /&gt;
Primary outputs include:&lt;br /&gt;
* Methane (CH₄)&lt;br /&gt;
* Longer-chain hydrocarbons (liquid fuels, lubricants, polymers)&lt;br /&gt;
&lt;br /&gt;
Intermediate products:&lt;br /&gt;
* Carbon monoxide (CO)&lt;br /&gt;
* Synthesis gas (CO + H₂)&lt;br /&gt;
&lt;br /&gt;
These outputs support:&lt;br /&gt;
* Fuel production (local consumption and export)&lt;br /&gt;
* Polymer and plastics manufacturing&lt;br /&gt;
* Thermal and chemical energy storage&lt;br /&gt;
&lt;br /&gt;
==== Propellant Production ====&lt;br /&gt;
Oxygen (O₂) is generated as a byproduct of CO₂ processing and is captured, stored, and distributed as an oxidizer.&lt;br /&gt;
&lt;br /&gt;
Combined with hydrocarbon synthesis, the platform produces complete propellant loads:&lt;br /&gt;
&lt;br /&gt;
* Methane (fuel)&lt;br /&gt;
* Oxygen (oxidizer)&lt;br /&gt;
&lt;br /&gt;
These are used for:&lt;br /&gt;
* Aircraft propulsion systems&lt;br /&gt;
* High-power maneuvering and emergency thrust systems&lt;br /&gt;
&lt;br /&gt;
=== Gas Refinement and Distribution ===&lt;br /&gt;
Processed gases are conditioned and routed to:&lt;br /&gt;
&lt;br /&gt;
* Buoyancy systems (hydrogen lift cells)&lt;br /&gt;
* Life support systems (oxygen supply)&lt;br /&gt;
* Fuel storage and transfer systems&lt;br /&gt;
* Export pipelines and transport vessels&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
==== Life Support ====&lt;br /&gt;
* Oxygen (breathable atmosphere)&lt;br /&gt;
* Trace gases for environmental control&lt;br /&gt;
&lt;br /&gt;
==== Buoyancy ====&lt;br /&gt;
* Hydrogen (primary lift gas)&lt;br /&gt;
&lt;br /&gt;
==== Structural Materials ====&lt;br /&gt;
* Carbon composites (fiber, graphite, graphene-derived)&lt;br /&gt;
* Reinforcement materials for platform construction and repair&lt;br /&gt;
&lt;br /&gt;
==== Industrial Feedstocks ====&lt;br /&gt;
* Methane and synthetic hydrocarbons&lt;br /&gt;
* Carbon monoxide and synthesis gas&lt;br /&gt;
* Sulfur and sulfur-based compounds&lt;br /&gt;
&lt;br /&gt;
==== Energy Storage ====&lt;br /&gt;
* Hydrogen fuel&lt;br /&gt;
* Sulfur-based battery systems&lt;br /&gt;
&lt;br /&gt;
==== Thermal Output ====&lt;br /&gt;
* Significant waste heat requiring active dissipation and thermal management&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Intake systems are prone to sulfuric fouling and require continuous maintenance cycles&lt;br /&gt;
* Hydrogen handling represents a critical safety risk due to leakage and ignition potential&lt;br /&gt;
* Carbon production generates fine particulate contamination within processing zones&lt;br /&gt;
* Processing efficiency directly impacts platform buoyancy stability and operational capability&lt;br /&gt;
&lt;br /&gt;
== Lift and Buoyancy System ==&lt;br /&gt;
The platform maintains altitude using a combination of:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen-filled lift cells&lt;br /&gt;
* Controlled gas compression and expansion&lt;br /&gt;
* Ballast and trim management&lt;br /&gt;
&lt;br /&gt;
=== Stability Features ===&lt;br /&gt;
* High-mounted lift section for pendulum stability&lt;br /&gt;
* Distributed buoyancy cells for redundancy&lt;br /&gt;
* Active trim control (mass shifting, gas redistribution)&lt;br /&gt;
&lt;br /&gt;
== Station-Keeping and Propulsion ==&lt;br /&gt;
The platform is not an airship but maintains controlled positioning.&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
* Process gas exhaust redirection&lt;br /&gt;
* Buoyancy adjustments&lt;br /&gt;
* Aerodynamic alignment (weathervaning)&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* Relative movement vs air mass: ~5–20 km/h typical&lt;br /&gt;
* Primary function: formation keeping, drift correction, spacing&lt;br /&gt;
&lt;br /&gt;
== Defensive Systems ==&lt;br /&gt;
Due to piracy and territorial conflict, platforms are typically equipped with:&lt;br /&gt;
&lt;br /&gt;
* Radar and sensor arrays&lt;br /&gt;
* Close-range defensive weapons&lt;br /&gt;
* Electronic countermeasures&lt;br /&gt;
* Shield emitters&lt;br /&gt;
* Hardened internal citadel&lt;br /&gt;
&lt;br /&gt;
Security personnel maintain:&lt;br /&gt;
* Boarding defense readiness&lt;br /&gt;
* Internal threat control&lt;br /&gt;
* Access control to critical systems&lt;br /&gt;
&lt;br /&gt;
== Environmental Hazards ==&lt;br /&gt;
Operations at ~50 km altitude on Venus expose the platform to:&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid aerosols (corrosive)&lt;br /&gt;
* Static discharge&lt;br /&gt;
* Thermal gradients&lt;br /&gt;
* Structural fatigue&lt;br /&gt;
&lt;br /&gt;
Radiation levels are not considered a primary hazard due to atmospheric shielding.&lt;br /&gt;
&lt;br /&gt;
== Emergency Systems ==&lt;br /&gt;
=== Citadel ===&lt;br /&gt;
A hardened internal refuge capable of sustaining the full on-duty crew:&lt;br /&gt;
* Independent air supply&lt;br /&gt;
* Sealed environment&lt;br /&gt;
* Emergency rations&lt;br /&gt;
* Command link to bridge&lt;br /&gt;
&lt;br /&gt;
=== Redundancies ===&lt;br /&gt;
* Multiple power paths&lt;br /&gt;
* Compartmentalized bulkheads&lt;br /&gt;
* Fire suppression systems&lt;br /&gt;
* Decontamination zones&lt;br /&gt;
&lt;br /&gt;
== Operational Doctrine ==&lt;br /&gt;
The extractor is designed for:&lt;br /&gt;
&lt;br /&gt;
* Continuous industrial extraction&lt;br /&gt;
* Cooperative or competitive aerostat networks&lt;br /&gt;
* Support of aerial trade and combat operations&lt;br /&gt;
&lt;br /&gt;
It functions as both:&lt;br /&gt;
* A mobile industrial asset&lt;br /&gt;
* A strategic node in aerial logistics and conflict zones&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Crew endurance and morale are heavily influenced by hot-bunking and confined living conditions.&lt;br /&gt;
* Platforms often develop distinct internal cultures and informal hierarchies.&lt;br /&gt;
* Long-term deployments may lead to psychological and interpersonal strain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aerostats]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=153</id>
		<title>Extractor</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Extractor&amp;diff=153"/>
		<updated>2026-04-13T13:13:47Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:mosmoni_cr3722rp_concept.png|thumb|right|400px|Mosmoni aerostat extractor operating within the Venusian lower cloud deck (~50 km altitude).]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Extractor&#039;&#039;&#039; is a heavy industrial aerostat platform designed for continuous atmospheric extraction, processing, and aerial logistics operations within the temperate band of Venus’s atmosphere (45–60 km altitude).  &lt;br /&gt;
&lt;br /&gt;
Manufactured by &#039;&#039;&#039;Mosmoni Heavy Industries&#039;&#039;&#039;, the rig serves as a multi-role installation combining:&lt;br /&gt;
* Atmospheric resource extraction&lt;br /&gt;
* Flight deck operations&lt;br /&gt;
* Station-keeping and regional traffic coordination&lt;br /&gt;
* Defensive and surveillance capabilities&lt;br /&gt;
* Long-duration crew habitation&lt;br /&gt;
&lt;br /&gt;
The platform is optimized for sustained operation in high-wind, corrosive, and electrically active atmospheric conditions.&lt;br /&gt;
&lt;br /&gt;
== General Characteristics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Value (Typical)&lt;br /&gt;
|-&lt;br /&gt;
| Operational Altitude || 47–52 km&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Pressure || ~1 bar (Earth-like)&lt;br /&gt;
|-&lt;br /&gt;
| Ambient Temperature || 20–75°C (external)&lt;br /&gt;
|-&lt;br /&gt;
| Atmospheric Composition || CO₂-rich, sulfuric acid aerosols&lt;br /&gt;
|-&lt;br /&gt;
| Nominal Crew Complement || ~90–100 personnel&lt;br /&gt;
|-&lt;br /&gt;
| On-Duty Watch || ~28 personnel (3-shift rotation)&lt;br /&gt;
|-&lt;br /&gt;
| Endurance || 14–30 days without resupply&lt;br /&gt;
|-&lt;br /&gt;
| Lift Gas || Hydrogen (primary), mixed buffer gases&lt;br /&gt;
|-&lt;br /&gt;
| Structure Type || Central spine + distributed lift envelope&lt;br /&gt;
|-&lt;br /&gt;
| Winds aloft || ~210 km/h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structural Layout ==&lt;br /&gt;
The aerostat is built around a &#039;&#039;&#039;reinforced central spine&#039;&#039;&#039; supporting:&lt;br /&gt;
* Habitation decks&lt;br /&gt;
* Processing plant&lt;br /&gt;
* Power systems&lt;br /&gt;
* Structural load paths&lt;br /&gt;
&lt;br /&gt;
The lift section is mounted above the operational mass, improving:&lt;br /&gt;
* Stability (pendulum damping)&lt;br /&gt;
* Weather alignment (weathervaning)&lt;br /&gt;
* Reduced roll and pitch coupling&lt;br /&gt;
&lt;br /&gt;
=== Major Sections ===&lt;br /&gt;
* &#039;&#039;&#039;Lift Envelope (Upper Section)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Central Spine (Core Structure)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flight Deck and Hangar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Atmospheric Processing Plant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;External Intake Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Power System ==&lt;br /&gt;
The extractor is powered by an onboard reactor system providing continuous energy for atmospheric processing, life support, and platform operations.&lt;br /&gt;
&lt;br /&gt;
=== Primary Reactor ===&lt;br /&gt;
The platform utilizes a compact fission reactor housed within the reinforced central spine.&lt;br /&gt;
&lt;br /&gt;
* Provides continuous high-output power independent of solar conditions&lt;br /&gt;
* Supports energy-intensive processes such as CO₂ splitting and chemical refinement&lt;br /&gt;
* Integrated into the platform’s structural core for shielding and protection&lt;br /&gt;
&lt;br /&gt;
The reactor is isolated within hardened compartments with multiple containment and shutdown systems.&lt;br /&gt;
&lt;br /&gt;
=== Power Distribution ===&lt;br /&gt;
Energy is distributed throughout the platform via redundant bus systems:&lt;br /&gt;
&lt;br /&gt;
* Primary power grid (processing plant, compressors, and separation systems)&lt;br /&gt;
* Secondary grid (life support, habitation, and control systems)&lt;br /&gt;
* Emergency grid (citadel, critical controls, and communications)&lt;br /&gt;
&lt;br /&gt;
Localized buffering and conversion systems ensure stable delivery across varying load conditions.&lt;br /&gt;
&lt;br /&gt;
=== Thermal Management ===&lt;br /&gt;
Reactor and processing operations generate significant waste heat.&lt;br /&gt;
&lt;br /&gt;
* Heat exchangers transfer thermal energy into processing loops where possible&lt;br /&gt;
* Excess heat is dissipated through radiative and convective systems&lt;br /&gt;
* Thermal load balancing is critical to maintaining structural and system integrity&lt;br /&gt;
&lt;br /&gt;
=== Energy Storage and Backup ===&lt;br /&gt;
The platform incorporates multiple energy storage systems:&lt;br /&gt;
&lt;br /&gt;
* Sulfur-based battery arrays for medium-duration storage&lt;br /&gt;
* Hydrogen reserves for chemical energy buffering&lt;br /&gt;
* Emergency backup systems supporting critical operations in the event of reactor shutdown&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Reactor output is closely tied to processing throughput and platform productivity&lt;br /&gt;
* Power fluctuations can directly impact buoyancy stability due to reduced hydrogen production&lt;br /&gt;
* Thermal management failures represent a major operational hazard&lt;br /&gt;
&lt;br /&gt;
== Crew and Habitation ==&lt;br /&gt;
The platform operates continuously using a &#039;&#039;&#039;three-watch rotation system&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*No full days off&lt;br /&gt;
*Continuous rotation&lt;br /&gt;
*Occasional lighter-duty shifts&lt;br /&gt;
*Crew rotation off-platform (2–3 weeks on / off)&lt;br /&gt;
&lt;br /&gt;
=== Crew Breakdown (Typical) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Department !! On Duty !! Total (Approx.)&lt;br /&gt;
|-&lt;br /&gt;
| Bridge / Command || 6 || 18&lt;br /&gt;
|-&lt;br /&gt;
| Flight Operations || 10 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Processing Plant || 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Engineering / Trim || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Security / Medical / Misc || 4 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Habitation Model ===&lt;br /&gt;
The rig uses a &#039;&#039;&#039;hot-bunking system&#039;&#039;&#039; to reduce required volume.&lt;br /&gt;
&lt;br /&gt;
* 2–3 personnel assigned per rack&lt;br /&gt;
* Separate locker bays for personal storage&lt;br /&gt;
* Shift-based occupancy rotation&lt;br /&gt;
* Centralized habitation within protected spine&lt;br /&gt;
&lt;br /&gt;
=== Habitation Facilities ===&lt;br /&gt;
* Rack rooms (shared, 4 bunks per room)&lt;br /&gt;
* Locker bays (external to sleeping areas)&lt;br /&gt;
* Galley and mess hall&lt;br /&gt;
* Hygiene blocks (&amp;quot;heads&amp;quot;)&lt;br /&gt;
* Medical bay&lt;br /&gt;
* Emergency citadel (sealed refuge for full on-duty crew)&lt;br /&gt;
&lt;br /&gt;
== Bridge and Command Operations ==&lt;br /&gt;
The bridge functions as the platform’s:&lt;br /&gt;
* Navigation center&lt;br /&gt;
* Tactical control&lt;br /&gt;
* Airspace coordination node&lt;br /&gt;
&lt;br /&gt;
=== Responsibilities ===&lt;br /&gt;
* Station-keeping relative to wind and neighboring platforms&lt;br /&gt;
* Traffic management (approach/departure sequencing)&lt;br /&gt;
* Sensor monitoring (radar, atmospheric, threat detection)&lt;br /&gt;
* Defensive systems authorization&lt;br /&gt;
* Emergency coordination&lt;br /&gt;
&lt;br /&gt;
=== Typical Watch ===&lt;br /&gt;
* Watch Officer (Command)&lt;br /&gt;
* Helm / Station-Keeping Operator&lt;br /&gt;
* Sensor / Tactical Operator&lt;br /&gt;
* Communications Controller&lt;br /&gt;
* Systems Monitor (Engineering liaison)&lt;br /&gt;
* Air Ops Coordinator (if integrated)&lt;br /&gt;
&lt;br /&gt;
== Flight Deck Operations ==&lt;br /&gt;
The extractor supports continuous aerial operations.&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
* Aircraft launch and recovery&lt;br /&gt;
* Elevator-based hangar integration&lt;br /&gt;
* External cargo handling (cranes, rigging)&lt;br /&gt;
* Emergency recovery (damaged craft)&lt;br /&gt;
&lt;br /&gt;
=== Deck Crew Roles ===&lt;br /&gt;
* Air Boss (deck authority)&lt;br /&gt;
* Landing Controller&lt;br /&gt;
* Launch Controller&lt;br /&gt;
* Deck handlers / rigging crew&lt;br /&gt;
* Fueling and turnaround technicians&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Deck operations are heavily influenced by wind shear and turbulence&lt;br /&gt;
* Approach corridors are dynamically adjusted based on atmospheric conditions&lt;br /&gt;
* Arresting and guided landing systems (e.g., &amp;quot;Autoflyte&amp;quot;) may be employed&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Processing System ==&lt;br /&gt;
The defining feature of the extractor is its atmospheric extraction and refinement capability, converting Venusian atmospheric constituents into usable gases, structural materials, and industrial feedstocks.&lt;br /&gt;
&lt;br /&gt;
=== Intake System ===&lt;br /&gt;
A large lower-mounted intake continuously draws in Venusian atmosphere:&lt;br /&gt;
* High-volume CO₂ intake&lt;br /&gt;
* Aerosol capture (H₂SO₄ droplets)&lt;br /&gt;
* Trace sulfur compounds (SO₂, SO₃)&lt;br /&gt;
* Multi-stage filtration, separation, and compression&lt;br /&gt;
&lt;br /&gt;
The intake assembly is designed to operate under continuous exposure to corrosive aerosols, requiring frequent maintenance and anti-fouling measures.&lt;br /&gt;
&lt;br /&gt;
A single-hinged intake isolation door can be deployed to seal the intake assembly during maintenance cycles, contamination events, or emergency shutdown conditions.&lt;br /&gt;
&lt;br /&gt;
=== Primary Processing Functions ===&lt;br /&gt;
&lt;br /&gt;
==== Carbon Dioxide Processing ====&lt;br /&gt;
CO₂ is separated into its constituent elements through high-energy processes:&lt;br /&gt;
&lt;br /&gt;
* Oxygen extraction (O₂) for life support and oxidizer use&lt;br /&gt;
* Carbon recovery (C) for industrial material production&lt;br /&gt;
&lt;br /&gt;
Recovered carbon is processed into multiple forms:&lt;br /&gt;
* Carbon black and graphite (industrial bulk materials)&lt;br /&gt;
* Carbon fiber composites (structural applications)&lt;br /&gt;
* Advanced allotropes (e.g., graphene) for high-strength, lightweight construction&lt;br /&gt;
&lt;br /&gt;
These materials are used in:&lt;br /&gt;
* Airframe and structural fabrication&lt;br /&gt;
* Pressure vessels and tanks&lt;br /&gt;
* Reinforcement of aerostat components and tether systems&lt;br /&gt;
&lt;br /&gt;
==== Hydrogen Recovery and Sulfuric Processing ====&lt;br /&gt;
Sulfuric acid (H₂SO₄) aerosols are processed to recover:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen (H₂)&lt;br /&gt;
  * Primary lift gas for buoyancy systems&lt;br /&gt;
  * Feedstock for fuel and chemical synthesis&lt;br /&gt;
&lt;br /&gt;
* Sulfur (S)&lt;br /&gt;
  * Industrial feedstock for chemical processes&lt;br /&gt;
  * Input for sulfur-based energy storage systems&lt;br /&gt;
  * Polymer additives and material treatments&lt;br /&gt;
&lt;br /&gt;
* Oxygen (additional recovery stream)&lt;br /&gt;
&lt;br /&gt;
Sulfur compounds are also used in:&lt;br /&gt;
* Acid regeneration loops (closed-cycle processing)&lt;br /&gt;
* Corrosion-resistant coatings and treatments&lt;br /&gt;
* Industrial chemical synthesis&lt;br /&gt;
&lt;br /&gt;
==== Hydrocarbon Synthesis ====&lt;br /&gt;
With both carbon and hydrogen available, the extractor supports synthetic fuel and material production.&lt;br /&gt;
&lt;br /&gt;
Primary outputs include:&lt;br /&gt;
* Methane (CH₄)&lt;br /&gt;
* Longer-chain hydrocarbons (liquid fuels, lubricants, polymers)&lt;br /&gt;
&lt;br /&gt;
Intermediate products:&lt;br /&gt;
* Carbon monoxide (CO)&lt;br /&gt;
* Synthesis gas (CO + H₂)&lt;br /&gt;
&lt;br /&gt;
These outputs support:&lt;br /&gt;
* Fuel production (local consumption and export)&lt;br /&gt;
* Polymer and plastics manufacturing&lt;br /&gt;
* Thermal and chemical energy storage&lt;br /&gt;
&lt;br /&gt;
==== Propellant Production ====&lt;br /&gt;
Oxygen (O₂) is generated as a byproduct of CO₂ processing and is captured, stored, and distributed as an oxidizer.&lt;br /&gt;
&lt;br /&gt;
Combined with hydrocarbon synthesis, the platform produces complete propellant loads:&lt;br /&gt;
&lt;br /&gt;
* Methane (fuel)&lt;br /&gt;
* Oxygen (oxidizer)&lt;br /&gt;
&lt;br /&gt;
These are used for:&lt;br /&gt;
* Aircraft propulsion systems&lt;br /&gt;
* High-power maneuvering and emergency thrust systems&lt;br /&gt;
&lt;br /&gt;
=== Gas Refinement and Distribution ===&lt;br /&gt;
Processed gases are conditioned and routed to:&lt;br /&gt;
&lt;br /&gt;
* Buoyancy systems (hydrogen lift cells)&lt;br /&gt;
* Life support systems (oxygen supply)&lt;br /&gt;
* Fuel storage and transfer systems&lt;br /&gt;
* Export pipelines and transport vessels&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
==== Life Support ====&lt;br /&gt;
* Oxygen (breathable atmosphere)&lt;br /&gt;
* Trace gases for environmental control&lt;br /&gt;
&lt;br /&gt;
==== Buoyancy ====&lt;br /&gt;
* Hydrogen (primary lift gas)&lt;br /&gt;
&lt;br /&gt;
==== Structural Materials ====&lt;br /&gt;
* Carbon composites (fiber, graphite, graphene-derived)&lt;br /&gt;
* Reinforcement materials for platform construction and repair&lt;br /&gt;
&lt;br /&gt;
==== Industrial Feedstocks ====&lt;br /&gt;
* Methane and synthetic hydrocarbons&lt;br /&gt;
* Carbon monoxide and synthesis gas&lt;br /&gt;
* Sulfur and sulfur-based compounds&lt;br /&gt;
&lt;br /&gt;
==== Energy Storage ====&lt;br /&gt;
* Hydrogen fuel&lt;br /&gt;
* Sulfur-based battery systems&lt;br /&gt;
&lt;br /&gt;
==== Thermal Output ====&lt;br /&gt;
* Significant waste heat requiring active dissipation and thermal management&lt;br /&gt;
&lt;br /&gt;
=== Operational Notes ===&lt;br /&gt;
* Intake systems are prone to sulfuric fouling and require continuous maintenance cycles&lt;br /&gt;
* Hydrogen handling represents a critical safety risk due to leakage and ignition potential&lt;br /&gt;
* Carbon production generates fine particulate contamination within processing zones&lt;br /&gt;
* Processing efficiency directly impacts platform buoyancy stability and operational capability&lt;br /&gt;
&lt;br /&gt;
== Lift and Buoyancy System ==&lt;br /&gt;
The platform maintains altitude using a combination of:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen-filled lift cells&lt;br /&gt;
* Controlled gas compression and expansion&lt;br /&gt;
* Ballast and trim management&lt;br /&gt;
&lt;br /&gt;
=== Stability Features ===&lt;br /&gt;
* High-mounted lift section for pendulum stability&lt;br /&gt;
* Distributed buoyancy cells for redundancy&lt;br /&gt;
* Active trim control (mass shifting, gas redistribution)&lt;br /&gt;
&lt;br /&gt;
== Station-Keeping and Propulsion ==&lt;br /&gt;
The platform is not an airship but maintains controlled positioning.&lt;br /&gt;
&lt;br /&gt;
=== Methods ===&lt;br /&gt;
* Process gas exhaust redirection&lt;br /&gt;
* Buoyancy adjustments&lt;br /&gt;
* Aerodynamic alignment (weathervaning)&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* Relative movement vs air mass: ~5–20 km/h typical&lt;br /&gt;
* Primary function: formation keeping, drift correction, spacing&lt;br /&gt;
&lt;br /&gt;
== Defensive Systems ==&lt;br /&gt;
Due to piracy and territorial conflict, platforms are typically equipped with:&lt;br /&gt;
&lt;br /&gt;
* Radar and sensor arrays&lt;br /&gt;
* Close-range defensive weapons&lt;br /&gt;
* Electronic countermeasures&lt;br /&gt;
* Shield emitters&lt;br /&gt;
* Hardened internal citadel&lt;br /&gt;
&lt;br /&gt;
Security personnel maintain:&lt;br /&gt;
* Boarding defense readiness&lt;br /&gt;
* Internal threat control&lt;br /&gt;
* Access control to critical systems&lt;br /&gt;
&lt;br /&gt;
== Environmental Hazards ==&lt;br /&gt;
Operations at ~50 km altitude on Venus expose the platform to:&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid aerosols (corrosive)&lt;br /&gt;
* Static discharge&lt;br /&gt;
* Thermal gradients&lt;br /&gt;
* Structural fatigue&lt;br /&gt;
&lt;br /&gt;
Radiation levels are not considered a primary hazard due to atmospheric shielding.&lt;br /&gt;
&lt;br /&gt;
== Emergency Systems ==&lt;br /&gt;
=== Citadel ===&lt;br /&gt;
A hardened internal refuge capable of sustaining the full on-duty crew:&lt;br /&gt;
* Independent air supply&lt;br /&gt;
* Sealed environment&lt;br /&gt;
* Emergency rations&lt;br /&gt;
* Command link to bridge&lt;br /&gt;
&lt;br /&gt;
=== Redundancies ===&lt;br /&gt;
* Multiple power paths&lt;br /&gt;
* Compartmentalized bulkheads&lt;br /&gt;
* Fire suppression systems&lt;br /&gt;
* Decontamination zones&lt;br /&gt;
&lt;br /&gt;
== Operational Doctrine ==&lt;br /&gt;
The extractor is designed for:&lt;br /&gt;
&lt;br /&gt;
* Continuous industrial extraction&lt;br /&gt;
* Cooperative or competitive aerostat networks&lt;br /&gt;
* Support of aerial trade and combat operations&lt;br /&gt;
&lt;br /&gt;
It functions as both:&lt;br /&gt;
* A mobile industrial asset&lt;br /&gt;
* A strategic node in aerial logistics and conflict zones&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Crew endurance and morale are heavily influenced by hot-bunking and confined living conditions.&lt;br /&gt;
* Platforms often develop distinct internal cultures and informal hierarchies.&lt;br /&gt;
* Long-term deployments may lead to psychological and interpersonal strain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Aerostats]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Template:LandingPage&amp;diff=152</id>
		<title>Template:LandingPage</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Template:LandingPage&amp;diff=152"/>
		<updated>2026-04-10T22:22:23Z</updated>

		<summary type="html">&lt;p&gt;Reskin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:LandingPage/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;aov-landing&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;aov-hero&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;aov-hero-inner&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;!-- &amp;lt;div class=&amp;quot;aov-kicker&amp;quot;&amp;gt;Windows Desktop&amp;lt;/div&amp;gt; Steam Early Access •--&amp;gt;&lt;br /&gt;
      &amp;lt;h1&amp;gt;[[File:aovLogo.png]]&amp;lt;/h1&amp;gt;&lt;br /&gt;
      &amp;lt;p class=&amp;quot;aov-tagline&amp;quot;&amp;gt;&lt;br /&gt;
        A third-person session-based extraction shooter with aircraft, floating platforms, and hostile skies&lt;br /&gt;
        50 km above Venus.&lt;br /&gt;
      &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-quickfacts&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Third-person&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Extraction shooter&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Session-based&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;Aircraft combat&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-pill&amp;quot;&amp;gt;PvE + PvP&amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-actions&amp;quot; style=&amp;quot;display: none;&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;span class=&amp;quot;aov-button&amp;quot;&amp;gt;[[Getting Started|Get Started]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;!--        &amp;lt;span class=&amp;quot;aov-button aov-button-secondary&amp;quot;&amp;gt;[[:Category:Aerostats|Floating Platforms]]&amp;lt;/span&amp;gt;--&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;div class=&amp;quot;aov-mainpanel&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;aov-stack&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;What Is The Game?&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Arms of Venus&amp;lt;/strong&amp;gt; is a Windows-first desktop game built around short,&lt;br /&gt;
            high-intensity extraction runs in the Venusian skies.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            Players launch from massive [[:Category:Aerostats|aerostat platforms]], fly armed aircraft into dangerous zones,&lt;br /&gt;
            recover cargo or objectives, survive [[Vitriol Dogs|PvE threats]] and rival players, and return to extract.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-grid&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Setting&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;p&amp;gt;&lt;br /&gt;
              The game takes place roughly &amp;lt;strong&amp;gt;50 km above Venus&amp;lt;/strong&amp;gt;, in the relatively survivable layer of the atmosphere,&lt;br /&gt;
              where floating industrial platforms, trade routes, storms, and interdiction craft define life in the sky.&lt;br /&gt;
            &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Core Play&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;ul&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Launch from a floating base&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Fly to contested objectives&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Fight, scavenge, extract&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Return before somebody else takes what you found&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Why It Feels Different&amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;ul&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Aircraft-centered combat and traversal&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Persistent floating platforms and infrastructure&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;Heavy wind, atmosphere, and vehicle physics&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;li&amp;gt;High-fidelity environments and volumetric skies&amp;lt;/li&amp;gt;&lt;br /&gt;
            &amp;lt;/ul&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Platform&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;p&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Windows desktop first&amp;lt;/strong&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
            &amp;lt;strong&amp;gt;Steam Early Access&amp;lt;/strong&amp;gt;&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
          &amp;lt;p class=&amp;quot;aov-muted&amp;quot;&amp;gt;&lt;br /&gt;
            This page is player-facing. Technical and development details are below.&lt;br /&gt;
          &amp;lt;/p&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      &amp;lt;div class=&amp;quot;aov-devband&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-devband-title&amp;quot;&amp;gt;Developer / Artist Notes&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;aov-grid&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Engine&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;p&amp;gt;&lt;br /&gt;
                Built in [[Unreal Engine 5]].&lt;br /&gt;
              &amp;lt;/p&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Technical Focus&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;ul&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Volumetric clouds&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Dense atmospheric scattering&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Physics-heavy vehicle systems&amp;lt;/li&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;Large-scale multiplayer environments&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;/ul&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
          &amp;lt;div class=&amp;quot;aov-widget&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-title&amp;quot;&amp;gt;Related Pages&amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;aov-widget-content&amp;quot;&amp;gt;&lt;br /&gt;
              &amp;lt;ul&amp;gt;&lt;br /&gt;
                &amp;lt;li&amp;gt;[[Arena]]&amp;lt;/li&amp;gt;&lt;br /&gt;
              &amp;lt;/ul&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
          &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
      &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=Category:Actors&amp;diff=151</id>
		<title>Category:Actors</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=Category:Actors&amp;diff=151"/>
		<updated>2026-04-10T20:21:39Z</updated>

		<summary type="html">&lt;p&gt;Reskin: Created page with &amp;quot;= Actors (Unreal Engine 5) =  In Unreal Engine 5, an &amp;#039;&amp;#039;&amp;#039;Actor&amp;#039;&amp;#039;&amp;#039; is the fundamental building block of a level. Almost everything that exists in the world—whether visible or invisible—is represented as an Actor.  Actors define &amp;#039;&amp;#039;&amp;#039;what exists in the world&amp;#039;&amp;#039;&amp;#039;, where it is located, and how it behaves.  == What is an Actor? == An Actor is an object that can be placed or spawned in a level. It typically contains:  * A &amp;#039;&amp;#039;&amp;#039;Transform&amp;#039;&amp;#039;&amp;#039; (Location, Rotation, Scale) * One or mo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Actors (Unreal Engine 5) =&lt;br /&gt;
&lt;br /&gt;
In Unreal Engine 5, an &#039;&#039;&#039;Actor&#039;&#039;&#039; is the fundamental building block of a level. Almost everything that exists in the world—whether visible or invisible—is represented as an Actor.&lt;br /&gt;
&lt;br /&gt;
Actors define &#039;&#039;&#039;what exists in the world&#039;&#039;&#039;, where it is located, and how it behaves.&lt;br /&gt;
&lt;br /&gt;
== What is an Actor? ==&lt;br /&gt;
An Actor is an object that can be placed or spawned in a level. It typically contains:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Transform&#039;&#039;&#039; (Location, Rotation, Scale)&lt;br /&gt;
* One or more &#039;&#039;&#039;Components&#039;&#039;&#039; (mesh, light, collision, etc.)&lt;br /&gt;
* Optional &#039;&#039;&#039;logic&#039;&#039;&#039; (via Blueprints or C++)&lt;br /&gt;
&lt;br /&gt;
At its simplest, an Actor can be:&lt;br /&gt;
* A static object (e.g., a rock or building)&lt;br /&gt;
* A dynamic object (e.g., a moving vehicle)&lt;br /&gt;
* A system controller (e.g., PostProcessVolume, GameMode)&lt;br /&gt;
&lt;br /&gt;
== Actors vs Components ==&lt;br /&gt;
Actors themselves are containers. Most of the actual functionality comes from &#039;&#039;&#039;Components&#039;&#039;&#039; attached to them.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* A &#039;&#039;&#039;StaticMeshComponent&#039;&#039;&#039; renders geometry&lt;br /&gt;
* A &#039;&#039;&#039;LightComponent&#039;&#039;&#039; emits light&lt;br /&gt;
* A &#039;&#039;&#039;CameraComponent&#039;&#039;&#039; defines a viewpoint&lt;br /&gt;
&lt;br /&gt;
&amp;gt; Actors organize behavior; Components perform the work.&lt;br /&gt;
&lt;br /&gt;
== Types of Actors ==&lt;br /&gt;
There are many specialized Actor types in Unreal Engine. Common categories include:&lt;br /&gt;
&lt;br /&gt;
=== Geometry and Visuals ===&lt;br /&gt;
* Static Mesh Actor&lt;br /&gt;
* Skeletal Mesh Actor&lt;br /&gt;
* Instanced Mesh Actors&lt;br /&gt;
&lt;br /&gt;
=== Lighting ===&lt;br /&gt;
* Directional Light&lt;br /&gt;
* Point Light&lt;br /&gt;
* Spot Light&lt;br /&gt;
* Sky Light&lt;br /&gt;
&lt;br /&gt;
=== Cameras and View ===&lt;br /&gt;
* Camera Actor&lt;br /&gt;
* Cine Camera Actor&lt;br /&gt;
&lt;br /&gt;
=== Environment and Atmosphere ===&lt;br /&gt;
* SkyAtmosphere&lt;br /&gt;
* ExponentialHeightFog&lt;br /&gt;
* VolumetricCloud&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
* Pawn (controllable entity)&lt;br /&gt;
* Character (Pawn with movement logic)&lt;br /&gt;
* PlayerController&lt;br /&gt;
* GameMode&lt;br /&gt;
&lt;br /&gt;
=== Systems and Effects ===&lt;br /&gt;
* PostProcessVolume&lt;br /&gt;
* Trigger Volumes&lt;br /&gt;
* Audio Volume&lt;br /&gt;
* Physics Volume&lt;br /&gt;
&lt;br /&gt;
== Placement and Spawning ==&lt;br /&gt;
Actors can be:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Placed&#039;&#039;&#039; in a level using the editor&lt;br /&gt;
* &#039;&#039;&#039;Spawned&#039;&#039;&#039; dynamically at runtime via Blueprint or C++&lt;br /&gt;
&lt;br /&gt;
Each Actor exists within a &#039;&#039;&#039;Level&#039;&#039;&#039; and participates in the world&#039;s update loop.&lt;br /&gt;
&lt;br /&gt;
== Transform and World Space ==&lt;br /&gt;
Every Actor has a Transform:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Location&#039;&#039;&#039; – position in the world&lt;br /&gt;
* &#039;&#039;&#039;Rotation&#039;&#039;&#039; – orientation&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039; – size&lt;br /&gt;
&lt;br /&gt;
These define where the Actor exists and how it is oriented relative to the world.&lt;br /&gt;
&lt;br /&gt;
== Tick and Behavior ==&lt;br /&gt;
Actors can update every frame using &#039;&#039;&#039;Tick&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Enabled per Actor&lt;br /&gt;
* Used for movement, logic, and simulation&lt;br /&gt;
* Can be disabled for performance if not needed&lt;br /&gt;
&lt;br /&gt;
Behavior can be implemented via:&lt;br /&gt;
* &#039;&#039;&#039;Blueprints&#039;&#039;&#039; (visual scripting)&lt;br /&gt;
* &#039;&#039;&#039;C++&#039;&#039;&#039; (native code)&lt;br /&gt;
&lt;br /&gt;
== Interaction and Communication ==&lt;br /&gt;
Actors can interact with each other through:&lt;br /&gt;
&lt;br /&gt;
* Collision and overlap events&lt;br /&gt;
* Direct references&lt;br /&gt;
* Interfaces&lt;br /&gt;
* Event dispatchers&lt;br /&gt;
&lt;br /&gt;
This allows complex systems to be built from many interacting Actors.&lt;br /&gt;
&lt;br /&gt;
== Networking ==&lt;br /&gt;
Actors are the primary unit of replication in multiplayer:&lt;br /&gt;
&lt;br /&gt;
* Can be marked to &#039;&#039;&#039;replicate&#039;&#039;&#039;&lt;br /&gt;
* State changes can be synchronized across clients&lt;br /&gt;
* Ownership and authority determine control&lt;br /&gt;
&lt;br /&gt;
== Lifecycle ==&lt;br /&gt;
An Actor typically goes through:&lt;br /&gt;
&lt;br /&gt;
# Spawned or placed&lt;br /&gt;
# Initialized (BeginPlay)&lt;br /&gt;
# Updated (Tick, events)&lt;br /&gt;
# Destroyed or removed&lt;br /&gt;
&lt;br /&gt;
Understanding this lifecycle is key to controlling behavior and performance.&lt;br /&gt;
&lt;br /&gt;
== Best Practices ==&lt;br /&gt;
* Keep Actors &#039;&#039;&#039;focused&#039;&#039;&#039; on a specific responsibility&lt;br /&gt;
* Use Components to modularize functionality&lt;br /&gt;
* Avoid excessive Tick usage when not required&lt;br /&gt;
* Prefer composition (Components) over inheritance when possible&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Actors are the core entities of Unreal Engine:&lt;br /&gt;
&lt;br /&gt;
* Everything in a level is an Actor or part of one&lt;br /&gt;
* They define presence, position, and behavior&lt;br /&gt;
* They are extended through Components and logic&lt;br /&gt;
&lt;br /&gt;
&amp;gt; If it exists in the world, it is (or is inside) an Actor.&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
	<entry>
		<id>https://www2.armsofvenus.com/index.php?title=PostProcessingVolume&amp;diff=150</id>
		<title>PostProcessingVolume</title>
		<link rel="alternate" type="text/html" href="https://www2.armsofvenus.com/index.php?title=PostProcessingVolume&amp;diff=150"/>
		<updated>2026-04-10T20:20:06Z</updated>

		<summary type="html">&lt;p&gt;Reskin: /* PostProcessVolume Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;PostProcessVolume&#039;&#039;&#039; actor in Unreal Engine 5 controls how the final rendered image is perceived by the player. It operates at the &#039;&#039;&#039;end of the rendering pipeline&#039;&#039;&#039;, after all scene elements—lighting, materials, atmosphere, and volumetrics—have already been calculated.&lt;br /&gt;
&lt;br /&gt;
Rather than affecting the physical world itself, the PostProcessVolume modifies how that world is &#039;&#039;&#039;seen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Where It Fits in the Pipeline ===&lt;br /&gt;
The rendering flow can be thought of as:&lt;br /&gt;
&lt;br /&gt;
# Geometry, materials, and lighting are rendered&lt;br /&gt;
# Atmospheric and volumetric effects are applied&lt;br /&gt;
# A final image is produced&lt;br /&gt;
# &#039;&#039;&#039;PostProcessVolume modifies that image&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means PostProcessVolume does &#039;&#039;&#039;not&#039;&#039;&#039; change:&lt;br /&gt;
* Light intensity at the source&lt;br /&gt;
* Material properties&lt;br /&gt;
* Atmospheric scattering itself&lt;br /&gt;
&lt;br /&gt;
Instead, it changes:&lt;br /&gt;
* Brightness and exposure&lt;br /&gt;
* Glare and bloom&lt;br /&gt;
* Color grading and tone mapping&lt;br /&gt;
* Depth of field and motion blur&lt;br /&gt;
&lt;br /&gt;
=== Camera vs Human Vision ===&lt;br /&gt;
Many PostProcessVolume effects are designed to simulate a &#039;&#039;&#039;camera&#039;&#039;&#039;, not the human eye. Examples include:&lt;br /&gt;
&lt;br /&gt;
* Lens Flare (internal lens reflections)&lt;br /&gt;
* Chromatic Aberration (lens distortion)&lt;br /&gt;
* Film Grain (sensor noise)&lt;br /&gt;
&lt;br /&gt;
For projects aiming at realism—especially simulation-style environments—it is often preferable to treat PostProcessVolume as a model of &#039;&#039;&#039;human perception&#039;&#039;&#039; instead of a cinematic camera.&lt;br /&gt;
&lt;br /&gt;
In such cases:&lt;br /&gt;
* &#039;&#039;&#039;Exposure&#039;&#039;&#039; represents eye adaptation&lt;br /&gt;
* &#039;&#039;&#039;Bloom&#039;&#039;&#039; represents retinal glare and light scatter&lt;br /&gt;
* Camera-specific artifacts are typically disabled&lt;br /&gt;
&lt;br /&gt;
=== Volumes and Blending ===&lt;br /&gt;
PostProcessVolumes can be placed in the world as:&lt;br /&gt;
* &#039;&#039;&#039;Bound volumes&#039;&#039;&#039; (affect only a specific area)&lt;br /&gt;
* &#039;&#039;&#039;Unbound volumes&#039;&#039;&#039; (affect the entire world)&lt;br /&gt;
&lt;br /&gt;
Multiple volumes can overlap and will &#039;&#039;&#039;blend together&#039;&#039;&#039; based on:&lt;br /&gt;
* Priority&lt;br /&gt;
* Blend weight&lt;br /&gt;
* Camera position&lt;br /&gt;
&lt;br /&gt;
This allows different environments (e.g., indoors vs outdoors, clear vs cloud layer) to have different visual responses.&lt;br /&gt;
&lt;br /&gt;
=== Overrides and Checkboxes ===&lt;br /&gt;
Each setting in the PostProcessVolume has a checkbox:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unchecked&#039;&#039;&#039; → Engine default or another volume controls the value&lt;br /&gt;
* &#039;&#039;&#039;Checked&#039;&#039;&#039; → This volume overrides the value&lt;br /&gt;
&lt;br /&gt;
This is critical:&lt;br /&gt;
&amp;gt; Values are ignored unless their checkbox is enabled&lt;br /&gt;
&lt;br /&gt;
=== Key Systems Controlled ===&lt;br /&gt;
Commonly used PostProcess systems include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exposure (Auto Exposure / Eye Adaptation)&#039;&#039;&#039;&lt;br /&gt;
** Controls overall brightness and dynamic adjustment&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bloom&#039;&#039;&#039;&lt;br /&gt;
** Controls how bright light spreads into surrounding pixels&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Color Grading&#039;&#039;&#039;&lt;br /&gt;
** Adjusts overall color tone and mood&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Depth of Field&#039;&#039;&#039;&lt;br /&gt;
** Simulates focus blur (camera-style)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Motion Blur&#039;&#039;&#039;&lt;br /&gt;
** Simulates motion streaking (camera-style)&lt;br /&gt;
&lt;br /&gt;
=== Practical Guidance ===&lt;br /&gt;
For physically grounded environments (such as planetary atmospheres):&lt;br /&gt;
&lt;br /&gt;
* Treat PostProcessVolume as &#039;&#039;&#039;perception tuning&#039;&#039;&#039;&lt;br /&gt;
* Avoid relying on it to &amp;quot;fix&amp;quot; lighting problems&lt;br /&gt;
* First establish:&lt;br /&gt;
** Directional Light intensity&lt;br /&gt;
** SkyAtmosphere scattering&lt;br /&gt;
** Volumetric behavior&lt;br /&gt;
* Then use PostProcessVolume to refine how the result is perceived&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
The PostProcessVolume is best understood as:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; A final-stage perception layer that controls how the rendered world appears to the player, rather than how the world itself behaves.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
For the current &#039;&#039;Arms of Venus&#039;&#039; third-person fighter view, the PostProcessVolume should be tuned to simulate &#039;&#039;&#039;human eye adaptation&#039;&#039;&#039; and &#039;&#039;&#039;broad atmospheric glare&#039;&#039;&#039;, not cinematic camera artifacts. Local Exposure is currently left disabled to avoid haloing or cutout effects around the aircraft silhouette against the bright Venusian sky.&lt;br /&gt;
&lt;br /&gt;
[[File:Bloom.png|thumb]]&lt;br /&gt;
=== Bloom ===&lt;br /&gt;
Use Bloom to create a soft, overwhelming solar glare rather than stylized lens artifacts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Bloom Intensity&#039;&#039;&#039;&lt;br /&gt;
** Intensity: &#039;&#039;&#039;1.2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Gaussian Intensity&#039;&#039;&#039;&lt;br /&gt;
** Intensity: &#039;&#039;&#039;1.2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Gaussian Threshold&#039;&#039;&#039;&lt;br /&gt;
** Threshold: &#039;&#039;&#039;0.0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Gaussian Advanced Size Scale&#039;&#039;&#039;&lt;br /&gt;
** Size Scale: &#039;&#039;&#039;6.0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Gaussian Advanced #1 Size&#039;&#039;&#039;&lt;br /&gt;
** #1 Size: &#039;&#039;&#039;0.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Gaussian Advanced #2 Size&#039;&#039;&#039;&lt;br /&gt;
** #2 Size: &#039;&#039;&#039;2.0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Gaussian Advanced #3 Size&#039;&#039;&#039;&lt;br /&gt;
** #3 Size: &#039;&#039;&#039;8.0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Gaussian Advanced #4 Size&#039;&#039;&#039;&lt;br /&gt;
** #4 Size: &#039;&#039;&#039;24.0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Leave the following &#039;&#039;&#039;disabled&#039;&#039;&#039; for now:&lt;br /&gt;
** Preferred Method override&lt;br /&gt;
** #5 Size&lt;br /&gt;
** #6 Size&lt;br /&gt;
** All Tint overrides&lt;br /&gt;
** Entire Convolution section&lt;br /&gt;
&lt;br /&gt;
==== Bloom Notes ====&lt;br /&gt;
* This setup is intended to create a &#039;&#039;&#039;continuous atmospheric glow&#039;&#039;&#039; around the sun rather than layered or ring-like bloom artifacts.&lt;br /&gt;
* Lens Flare should generally remain &#039;&#039;&#039;off&#039;&#039;&#039; for a naked-eye presentation, since lens flare is primarily a &#039;&#039;&#039;camera lens artifact&#039;&#039;&#039; rather than a human-vision effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Exposure.png|thumb]]&lt;br /&gt;
=== Exposure (Auto Exposure / Eye Adaptation) ===&lt;br /&gt;
This is the Unreal system that simulates eye adaptation to changing brightness.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Min EV100&#039;&#039;&#039;&lt;br /&gt;
** Min EV100: &#039;&#039;&#039;-2.0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Max EV100&#039;&#039;&#039;&lt;br /&gt;
** Max EV100: &#039;&#039;&#039;4.0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Speed Up&#039;&#039;&#039;&lt;br /&gt;
** Speed Up: &#039;&#039;&#039;3.0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Speed Down&#039;&#039;&#039;&lt;br /&gt;
** Speed Down: &#039;&#039;&#039;1.0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enable Exposure Compensation&#039;&#039;&#039;&lt;br /&gt;
** Exposure Compensation: &#039;&#039;&#039;0.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Leave the following &#039;&#039;&#039;disabled&#039;&#039;&#039; for now:&lt;br /&gt;
** Metering Mode override&lt;br /&gt;
** Exposure Compensation Curve&lt;br /&gt;
** Exposure Metering Mask&lt;br /&gt;
** Low Percent&lt;br /&gt;
** High Percent&lt;br /&gt;
** Histogram Min EV100&lt;br /&gt;
** Histogram Max EV100&lt;br /&gt;
** All other advanced histogram tuning&lt;br /&gt;
&lt;br /&gt;
==== Exposure Notes ====&lt;br /&gt;
* Setting both Min EV100 and Max EV100 to the same value effectively &#039;&#039;&#039;disables adaptation&#039;&#039;&#039;. The values above restore controlled eye adaptation.&lt;br /&gt;
* &#039;&#039;&#039;Speed Up&#039;&#039;&#039; controls how quickly the eye adjusts when returning from darker viewing conditions.&lt;br /&gt;
* &#039;&#039;&#039;Speed Down&#039;&#039;&#039; controls how quickly the eye is overwhelmed by brighter conditions. A slightly slower value helps preserve the feeling of solar glare.&lt;br /&gt;
* This range should allow the environment to feel bright and hostile without causing the sun to completely destroy scene readability.&lt;br /&gt;
&lt;br /&gt;
=== Local Exposure ===&lt;br /&gt;
* &#039;&#039;&#039;Disabled for now&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Local Exposure Notes ====&lt;br /&gt;
* In a third-person fighter view, Local Exposure can sometimes create unwanted edge brightening or haloing around the aircraft when viewed against a bright sky.&lt;br /&gt;
* It may be revisited later if additional readability is needed, but the current preferred approach is to rely on:&lt;br /&gt;
** global Exposure&lt;br /&gt;
** Bloom&lt;br /&gt;
** Sky Atmosphere scattering&lt;br /&gt;
** directional light balance&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
The current PostProcessVolume philosophy is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Use Exposure&#039;&#039;&#039; for eye adaptation&lt;br /&gt;
* &#039;&#039;&#039;Use Bloom&#039;&#039;&#039; for solar glare and atmospheric overwhelm&lt;br /&gt;
* &#039;&#039;&#039;Do not rely on Lens Flare&#039;&#039;&#039; for naked-eye realism&lt;br /&gt;
* &#039;&#039;&#039;Leave Local Exposure off&#039;&#039;&#039; unless gameplay readability later demands subtle regional contrast assistance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Actors]]&lt;/div&gt;</summary>
		<author><name>Reskin</name></author>
	</entry>
</feed>