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Station Hangar and Quarters
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Docking displays an interior bay with the active hull at its published dimensions. The bay scales around that hull; the person remains 1.8 metres tall. This is a private berth scene for the authenticated pilot, not a shared station concourse.
Leave ship creates a server-confirmed on-foot state at the boarding marker. WASD and the arrow keys provide equivalent movement relative to the camera; the character turns toward its movement direction. The camera follows its position. Press Space once to jump. Holding Space does not trigger repeated jumps. Hold the right mouse button to inspect the scene. A visible articulated suited character represents the pilot. Walk to the illuminated boarding marker and press Enter ship to return aboard. Boarding requires being within 3 metres. Undock active vessel becomes available once aboard. Stored hull selection continues to use authenticated station inventory; enter the active ship before selecting a replacement. Inventory, corporation storage and other station services remain available through their panels.
The server owns avatar position and normalizes diagonal movement to 4 metres/second. Walk commands expire after 500 ms without renewal; focus loss releases input. Hangar walls and the ship footprint constrain movement. Disconnect and restart retain the saved horizontal position but neutralize walking and return airborne pilots to the floor. The server controls the jump arc (4.5 metres/second initial vertical speed, 9.81 metres/second squared gravity, roughly 1.03 metres high and 0.92 seconds in the air). Jumping does not bypass wall or furniture collision. Boarding and seating require landing first. Leaving the ship releases manual remote control. Ship flight, undocking and resource jobs for the on-foot pilot are rejected; station movement cannot be submitted through a remote ship-control wrapper.
The connected private room is 18 by 12 metres with a 3.2-metre ceiling regardless of hull class. Follow the boarding-deck path through its central doorway. Room walls, bed, desk, sofa, table and locker share their collision layout with the server. Nearby wall terminals open navigation, owned vessels, inventory, corporation services and the ship computer. Displays use current ship data and mark stale/disconnected telemetry as last known data. The hologram uses the active hull model. Existing service shortcuts remain available.
Approach the sofa and click Sit on sofa. The server requires being within 2 metres; Stand up or a movement key returns to walking. Neutral input and reconnection retain sitting. Boarding still requires returning to the ship marker. Newly introduced obstacles can overlap an old saved walking position; only such positions move to the safe boarding marker when the world loads.
This foundation does not yet include a walkable ship interior, multiple-player concourse, animated boarding ramp or arbitrary station construction. The on-foot model has procedural articulation rather than a production character asset/rig. The next acceptance gate is the real dock → leave → walk → enter → undock journey, including reconnect and varied hull sizes, followed by the complete mining loop.
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Official documentation for Arkline by P.Industries. Independent forks and experiments are welcome; official network authority and branding have separate boundaries.
Start here
Arkline Editor
- Overview
- Projects and play
- Rooms
- GLB assets
- Engineering and service paths
- Fleet finish
- Hull surface
- Cockpit panels
- Equipment and exterior
- Event flow
- Shared sessions
- Community
- Debug and physics lab
Play and understand the client
- Flight and cockpit controls
- Browser client
- Station hangar and quarters
- Pioneer room controls (development preview)
- Pioneer equipment catalog
- Ship computer and resource jobs
- Sound and voice
Build and extend the engine
- Game API
- Architecture and economic verification
- Models and community artwork
- Living-world design
- Identity integration plan
Operate and release
- Transport security
- Web origin TLS
- Private world deployment
- Public relays and downloads
- Public transport limits
- Self-hosted CI and deployment
- Release publication
Evidence, history and policies
- Developer alpha readiness
- Validation history
- Stability audit
- Station assets audit
- Save and spatial migration
- Legacy systems review
- Licensing
- Security and reporting
Ship design archive — all seven ships, concept history and proposed interiors. Onboard systems covers proposed power, RF/data, air, water and cooling.
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How ship subsystems work together — power, control, life support, water, cooling, fire response and the mining loop; implemented behavior distinguished from proposals.
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Pioneer interior development preview — both decks, twelve rooms, implemented behavior and acceptance limits.
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Ship art contribution checklist — scale, component separation, rights, previews and offline GLB inspection.
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Vessel engineering contract — proposed system lifecycles, energy production/rejection, mass accounting and structural load requirements.
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Pioneer model runtime — embedded GLB, source model, supported materials, performance limits and remaining gaps.