Commanders, this update focuses primarily on interface optimization and combat experience improvements. Let me take you through the details.
First, we've improved target locking. The aircraft's target frame has been changed from above the aircraft to a dynamic circle around it, reducing HUD position interference during aiming. Additionally, distant aircraft will now be automatically filtered, minimizing distractions while targeting.

On the warship side, the HUD in the previous version appeared somewhat bulky and obstructive. It has now been adjusted to a more streamlined circular outline, making the interface cleaner and less obstructive.

Next, we've optimized shooting feedback. Both primary and secondary weapon hits will now have on-screen indicators, allowing you to clearly see which weapon successfully hit the target. The main cannon's reticle has undergone significant changes. It is now square-shaped, with the outer ring displaying the reload progress of the turret. The color will change based on aiming status, and firing will include dynamic effects, making the shooting process feel more precise.
The direction indicator for the wing guns has been optimized to show module charging status. A yellow color indicates reloading, and a flash will occur once reloading is complete, helping you better determine the timing for your shots.

In terms of combat assistance, when using wing guns, if you continue to rotate while aiming with the right mouse button, the ship will automatically adjust its direction to help you maintain your target. When using the main cannon, once a target is locked, the main cannon reticle will activate dynamic tracking. While it won't fully lock onto the target's predicted position, it will reduce the pressure of aiming and increase your hit rate.
For the combat interface, we've added a centralized damage indicator that flashes red when you're hit, helping you quickly identify the source of the damage. The health bar has been changed to a top-down silhouette of the warship, with numerical health values now displayed. Additionally, when the number of available turrets for a specific weapon type reaches zero, the icon in the bottom right corner will automatically hide, keeping your view unobstructed. Lastly, we've introduced a new combat interface layout for A/B testing.

These changes should make combat smoother and operation feedback clearer. Future updates will continue to refine more details, so stay tuned to our patch notes to see what new features will be available next. We hope these improvements will make combat more intuitive for you.
Don't forget to leave your thoughts and feedback in the comments. I'm NeveraiN, and we'll see you next time.