DOCS / GAME MECHANICS / MISSIONS

Missions

Missions are the unit of play. The board generates 8–12 of them for you on each refresh — derived from your tier, your hangar, your home country, and a live snapshot of VATSIM (who's on the air, what the weather is doing). They expire. They mean something.

UPDATED 2026-05-24 ● STABLE ~5 MIN READ

The board

The board is your queue of offered missions. Each card shows route, aircraft, base reward, stacked multipliers, and a short scenario blurb. Accepting a mission is free; it then lives in My Missions for up to 7 days, regardless of what the board does next.

  • Refresh. Manual refresh has a ~5-minute cooldown. The board also auto-regenerates on login when the last refresh is more than an hour old.
  • Quota. Roughly 70% of missions have a leg in your declared home country; the remaining 30% are ferry / international slots so the board never feels parochial.
  • Diversity. The generator avoids back-to-back duplicates: no two missions on the board share the same departure + arrival + aircraft class.

Generator inputs

Generation is a pure function of player state, a VATSIM snapshot, the class templates, and a per-player RNG seed. The seed is stable inside a refresh window so the same board is reproducible during a session, and rotates on refresh so you don't see the same eight missions forever.

  • Player state. Your cid, each entered class with its tier and certified aircraft, your home country, your recent mission history.
  • VATSIM snapshot. Active controllers (Tower, Approach, Center), current METAR per airport, and known traffic levels.
  • Class templates. Per-class leg-length range, IFR/VFR rules, allowed aircraft, airport constraints (runway length, paved/unpaved), and how strongly to weight ATC coverage.

Generation stages

The generator runs in five stages — filter, then score, then sample.

  1. Class shortlist. For each class you've entered, pick the current tier template. Locked classes are skipped.
  2. Departure selection. Filter airports against runway/category constraints, prefer those with active ATC, score by home-country bias, weather difficulty, and recency. Sample a weighted top-K.
  3. Arrival selection. Pick a target leg length from the class range, filter airports within ±20%, apply class arrival constraints, score by ATC coverage at arrival, weather, and full-pair recency.
  4. Attributes. Attach aircraft, IFR/VFR flag, base reward, the difficulty multiplier (weather × ATC × time-of-day × first-time-at-airport), a 20% chance of a time-sensitive window (+15% reward), and a one-line scenario blurb from a per-class template library.
  5. Board composition. Trim to 8–12 missions, ensure each entered class is represented, enforce the home-country quota, and sort by reward with one "easy local" anchor at the top.
NOTE
ATC coverage at generation shapes which missions you see; ATC coverage at landing shapes the final reward multiplier. Watching a Tower log off mid-flight will not retroactively void a mission, but it can change what the completion pays.

Completion verification

vCareer verifies missions server-side from your VATSIM track — there is no client-side report, no manual completion button. Once per minute, a background tick reads recent positions from the VATSIM data feed plus your historical session record, and decides whether each accepted mission has transitioned from IN_PROGRESS to COMPLETED, COMPLETED_DIVERTED, or FAILED.

  • Filed plan required. Missions need a filed flight plan; the departure and arrival on file are what we match against.
  • Diversion. Landing within 75nm of the filed arrival under deteriorating weather is treated as a successful diversion — partial reward, no failure.
  • Disconnect. Going offline mid-leg without reaching the destination fails the mission. Crash detection lands here too.
  • Trust. Awards are computed server-side from the VATSIM track. We don't read your sim and we don't trust the client.

Expiry & abandonment

  • Offered. A mission on the board expires when the board refreshes — it's not yours yet.
  • Accepted. Once accepted, you have 7 days to complete it. After that it expires automatically and the slot is freed.
  • Abandonment. You can abandon an accepted mission at any time. No reward, no penalty beyond the lost slot — abandon freely; the generator gives you more.
  • Time-sensitive. Missions with a "depart within 60min" window forfeit the +15% bonus if you miss it; the mission itself remains valid for the normal 7-day window.