Pitch that behaves from the first frame
If you fly with inverted pitch, you knew this one in your hands: “it isn’t inverted for the first few seconds, then it suddenly flips.” You’d line up a climb off the runway, the nose would do the opposite of what you set, and a moment later the controls would silently reverse mid-air. Fixed — your pitch convention is now live from the very first frame.
No more mid-air reversal
Here’s what the bug felt like: you’d spawn, grab the stick, and for the opening seconds of the sortie the elevator ignored your inverted setting entirely — pull to climb and you’d dive. Then, the instant you clicked into the cockpit, the whole thing flipped to your real setting with no warning. A full elevator reversal in the middle of a takeoff, timed by whenever your hand happened to click. More than one first sortie ended nose-first in the dirt because of it.
Now both moments agree. Whatever pitch direction you’ve chosen is the direction you get from the spawn screen onward — no warm-up, no surprise flip, the same feel start to finish.
Push forward to climb, by default
We’d also shipped the inverted (yoke-style) elevator as the default, on the theory that’s how a real control column works. With a mouse it just wasn’t what new pilots expected — they arrived assuming mouse-up-is-nose-up and spent their first flight fighting the plane. So the normal elevator is the default again: push the mouse (or W) forward to climb, pull back to dive. If you prefer the yoke feel, your choice is remembered — and the I key and the Settings checkbox both still swap it any time, now honestly, from the first frame.
Settings without dying first
Changing a setting used to mean bailing out of your sortie — the Settings screen only opened from the join screen. Now press O and it opens right over the cockpit: flip your pitch, rebind a key, adjust whatever, then O or Esc to close and drop straight back into the fight. And like every control, the O key itself is rebindable from the very screen it opens.