Monad / FleetCore

FleetCore Control Center

Scenario launcher and manual command console for the shared FleetCore world — not a viewer, a way to set one up.

Link Connecting…
Authority
Clock
Tick
Vessels

This world is shared by every visitor. Command authority is granted by the server on connect, the same for everyone -- every control below acts on the live world for all connected visitors at once, not just you.

Reset Fleet puts Monad and all three scout escorts back to their exact starting position, course, speed, and route (the same values as fleetcore/data/seed-world.json) — global, affects every connected visitor, and asks for confirmation first. Individual passive-traffic contacts can be removed one at a time (Manual: Despawn Vessel, below), but Reset Fleet does not touch them, and there is still no single "clear every contact" command.

Harbor Pilot Boarding

Multi-phase scenario (Harbor.md): a pilot boat departs a synthetic harbor point, intercepts the flagship, boards, and takes temporary helm authority via a real staged route on the flagship itself — then departs. Each phase is a real FleetCore write (spawn/route/watch-event); phase advancement itself is a manual operator action here, standing in for the proximity/radio detection FleetCore doesn't have yet. See this toy's README for the full list of simplifications.

Phase Not started

Scenarios

Each button spawns a short, scripted sequence of contacts and a route, then records a watch event. IDs are timestamp-suffixed so repeated runs never collide.

Manual: Spawn Contact

Manual: Set Route

Manual: Despawn Vessel

Only passive-traffic contacts can be removed — the flagship and scout escorts are protected. This is the real inverse of Spawn Contact, not a client-side hide: every other connected viewer stops seeing it too.