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Моды/MH Warfare
MH Warfare

MH Warfare

Realistic military drones, FPV systems, modular assembly, component damage, voice chat and radios for Minecraft Forge 1.20.1.

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Все версииMH Warfare 0.6.0 Beta 4

MH Warfare 0.6.0 Beta 4

Beta04.09.2026

Список изменений

MH Warfare — Changelog

0.6.0 Beta 4

Beta 4 is a large aircraft, combat, damage, presentation, Remote View and high-speed flight update. It introduces the Perennial Autonomy Hornet, Lancet-3, UJ-25 Skyline, Geran-3, the experimental Alexa Spatium jet interceptor and the Stinger gameplay system, while substantially expanding aircraft physics, breakable parts, FPV interfaces, launch systems, high-altitude missions, long-range continuity and release stability.

Sych-1 improvements

Flight and ground handling

  • Corrected the Sych-1 STABILIZED-mode neutral pitch behavior.
  • Releasing pitch input now commands approximately level aircraft attitude instead of an artificial nose-up trim.
  • Manual pitch control, ACROBAT mode and autonomous route flight retain their existing control ownership.
  • Added ordinary wheel braking while the aircraft is on the ground with landing gear deployed.
  • Added a dedicated parking-brake state.
  • Parking brake can be controlled directly from the Sych-1 FPV interface.
  • Retracting the landing gear automatically releases the parking brake.
  • Improved ground stopping behavior without changing normal airborne physics.

Sych-1 Interface 2.0

  • Rebuilt the Sych-1 FPV presentation into a compact reconnaissance/operator HUD.
  • Added a top compass and heading tape.
  • Added LINK-quality presentation.
  • Added a session recording timer.
  • Added DAY / NV / THERMAL sensor-mode indication.
  • Added AUTO MODE status.
  • Added a compact reconnaissance reticle.
  • Added altitude, speed and vertical-speed telemetry.
  • Added route range, camera gimbal angle, zoom and effective FOV information.
  • Added live X/Y/Z coordinates.
  • Added a route/mission panel using the existing Ground Station route state.
  • Added numbered waypoints and active-waypoint indication.
  • Added current mission command, route distance and ETA presentation.
  • Improved HUD layout and reticle calibration.

Camera polish

  • Corrected the Sych-1 Remote View camera position so the viewpoint no longer sits inside the authored camera/nose geometry.
  • Increased the available downward gimbal travel for Sych-1.
  • Preserved the authored aircraft geometry and existing self-view camera hiding.

P1-SUN FPV / interceptor presentation

  • Rebuilt the P1-SUN FPV overlay into a compact interceptor-oriented OSD.
  • Added ARM / DISARM state.
  • Added FUSE SAFE / FUSE LIVE state.
  • Added MANUAL / GUIDE mode indication.
  • Added link-quality telemetry.
  • Added DAY / NV / THERMAL sensor status.
  • Added SEARCH / target-distance presentation.
  • Added battery, system condition, speed and altitude telemetry.
  • Added X/Y/Z coordinates.
  • Added FPV elapsed time, heading and throttle.
  • Added a compact artificial horizon.
  • Added a fixed center aiming reference.
  • Preserved projected target boxes and target selection.
  • Reworked large warnings into smaller priority-based OSD warnings.
  • Preserved interceptor targeting and guidance behavior independently from the presentation rewrite.

Baba Yaga Interface 2.0

  • Rebuilt the Baba Yaga FPV interface around a sparse thermal-operator presentation.
  • Added a segmented center targeting reticle.
  • Added compact corner-frame geometry.
  • Added heading/compass presentation.
  • Added sensor mode and LINK status.
  • Added session timer.
  • Added gimbal-angle and zoom scales.
  • Added altitude, speed, vertical speed, heading, battery and power telemetry.
  • Added live X/Y/Z coordinates.
  • Simplified payload information while preserving existing payload controls.
  • Moved interactive controls into a dedicated bottom strip.
  • Reworked damage/fire/emergency warnings into compact operator alerts.

Universal Breakable Drone Parts

  • Added a scalable string-keyed breakable-parts framework.
  • Removed the old practical part-count limitation of compact ordinal/bitmask ownership.
  • Added explicit part type, side and airframe-station metadata.
  • Added continuous individual-part condition.
  • Added persistent detached-part state.
  • Added parent-to-child dependency cascades.
  • Added repair and supported-part reattachment behavior.
  • Added reusable platform part profiles.
  • Added metadata-driven local hit localization instead of relying on part-name parsing.
  • Added reusable capability queries for flight, propulsion and subsystem authority.

Existing-aircraft migration

The universal breakable-part runtime now supports:

  • Wild Hornets;

  • Mavic;

  • P1-SUN;

  • Molniya-1;

  • FP-1;

  • Geran-2;

  • Baba Yaga.

  • Existing damage/physics interfaces remain available as compatibility facades.

  • Legacy physical-damage save data can be migrated into the new runtime.

  • Dependency relationships such as arm -> motor -> propeller and engine -> propeller are represented by platform profiles instead of hard-coded masks.

  • Baba Yaga-specific structural relationships remain platform-specific.

  • Sych-1 keeps its mature native damage/failure system while exposing compatible universal part-state information.

Sych-1 damage cleanup

  • Removed the hidden global Sych-1 hull-HP gameplay path.
  • Sych-1 damage is now driven by its actual subsystem/component condition.
  • Collision damage affects the established subsystem model rather than a second hull pool.
  • Battery-fire failure is based on battery/fuse condition.
  • Repairs restore affected subsystems rather than invisible hull HP.
  • Ground Station and FPV presentation now report aggregate aircraft condition.

Heavy-aircraft debris

  • Improved FP-1 and Geran-2 detached-debris motion.
  • Added client interpolation between authoritative server updates.
  • Reduced visibly stepwise debris translation.
  • Preserved server-side gravity, drag, collision and settling.
  • Preserved bounded debris lifetime and debris-count limits.
  • No additional debris network-rate increase was required.

Universal FPV camera continuity

  • Removed permanent artificial sine-wave camera vibration from normal drone FPV.
  • Stationary aircraft now follow the interpolated authoritative Remote View pose without constant fake shaking.
  • Real explosion and impact camera feedback remains available.
  • Added a primary-airframe render-continuity guard for the actively controlled Remote View aircraft.
  • Improved camera/model synchronization without introducing a second entity timeline.
  • Improved recovery after delayed rendered frames.
  • Reduced camera overshoot and backwards-looking correction artifacts during constant-speed flight.
  • Improved rigid-camera synchronization on Baba Yaga and other supported aircraft.
  • Preserved normal-world entity rendering and vanilla tracking behavior outside the active Remote View session.

Digital video continuity

  • Improved the existing digital FPV corruption pipeline.
  • Digital quality transitions now reuse one active post-process graph instead of repeatedly rebuilding the render chain.
  • LIGHT / WEAK / POOR / CRITICAL / LOST transitions update the active effect state without reallocating the complete pipeline.
  • Reduced visible pauses when RF quality crosses digital-video thresholds.
  • Existing codec-style corruption, packet-loss behavior, jammer influence and LOST blackout remain intact.
  • No fake delayed-control or historical-frame replay system was introduced.

Perennial Autonomy Hornet

  • Added the Perennial Autonomy Hornet as an independent fixed-wing strike UAV.
  • Added authored aircraft model, texture and inventory presentation.
  • Added animated propeller and control surfaces.
  • Added a dedicated Hornet flight implementation rather than deriving behavior from Molniya-1.
  • Added body-axis quaternion fixed-wing attitude handling.
  • Added Hornet-specific inertia, lift, drag, propulsion and control tuning.
  • Added a nose-mounted Remote View camera.
  • Added a dedicated Hornet FPV OSD.
  • Added terminal-attack state and presentation.
  • Added integrated fictional strike ordnance gameplay.
  • Added full Ground Station and Drone Registry integration.
  • Added long-range visibility/ticking integration.
  • Added universal breakable-parts and component-damage integration.

Hornet launch and controls

  • Added compatibility with the existing launch rail.
  • Hornet can be physically mounted to the rail.
  • Mounted state persists and synchronizes.
  • Launch uses the rail's established release corridor and catapult lifecycle.
  • Mounted Hornet can be safely unloaded back into its frame.
  • Added keyboard and gamepad launch integration.
  • Preserved the existing shared gamepad control architecture.

Hornet flight envelope

  • Normal level-flight gameplay speed is approximately 120 km/h.
  • Dive energy can increase speed toward approximately 200 km/h.
  • Added smooth dive-speed envelope behavior instead of an abrupt fixed cap.
  • Added overspeed bleed during pull-out.
  • Recalibrated neutral lift trim around the accepted level-flight envelope.

Hornet signal and relay

  • Hornet uses the existing DIGITAL_RF control/video/telemetry stack.
  • Added integration with the existing Sych-1 relay architecture.
  • Relay operation is calculated as two real gameplay signal legs rather than one artificial range bonus.
  • Added platform-specific terrain/building propagation resilience.
  • Existing EW jammer strength and shared signal ownership remain intact.

Hornet thermal presentation

  • Added an engine/motor thermal hotspot using the existing shared thermal renderer.
  • Thermal presentation disappears when the relevant propulsion component is detached or inactive.

Lancet-3 strike UAV

  • Added Lancet-3 as an independent strike UAV.
  • Added authored Lancet geometry, texture and inventory presentation.
  • Added a dedicated Lancet fixed-wing solver.
  • Added platform-specific inertia, propulsion and aerodynamic behavior.
  • Added whole-moving rear X-control surfaces.
  • Added procedural propeller animation.
  • Added a dedicated nose-camera Remote View source.
  • Added a Lancet-specific FPV HUD.
  • Added keyboard/mouse and gamepad control through the established fixed-wing input system.
  • Added terminal-attack state and fictional strike payload gameplay.
  • Added Ground Station, Drone Registry, signal, relay and EW integration.
  • Added universal breakable-part support.

Lancet damage

  • Front and rear airframe surfaces can receive localized damage.
  • Authored control surfaces can detach independently.
  • Detached surfaces affect actual flight authority.
  • Added thermal markers around the authored propulsion geometry.
  • Thermal markers stop when the corresponding propulsion component is lost.

Lancet launch

  • Lancet is catapult-only.
  • Ordinary direct ground placement no longer provides a valid launch path.
  • Lancet can be mounted on the existing drone launch rail.
  • While mounted, its launch-lock state persists and synchronizes.
  • Rail release provides the launch attitude and initial velocity.
  • A mounted Lancet can be safely unloaded back into its frame item.

Lancet signal

  • Lancet uses DIGITAL_RF for control, video and telemetry.
  • Existing signal propagation, relay and EW owners are reused.

Jet UAV physics foundation

  • Added a shared reusable jet-UAV flight foundation.
  • Added a persistent turbojet state machine.
  • Added bounded engine start and spool behavior.
  • Added engine idle/running/failure lifecycle support.
  • Added a platform-neutral 6DOF rigid-body flight step.
  • Added body-relative airflow calculations.
  • Added angle-of-attack handling.
  • Added aerodynamic lift and drag.
  • Added sideslip behavior.
  • Added mass/inertia influence.
  • Added body-axis angular-rate integration.
  • Added fixed-wing stall/glide behavior for compatible jet airframes.
  • Added high-speed swept collision support while keeping normal entity movement authoritative.
  • Added synchronized jet engine phase, spool and thermal/exhaust presentation state.
  • Added reusable high-speed network-envelope calculations.
  • Added reusable jet acoustic/thermal/plume state.
  • The shared jet foundation is used by UJ-25, Geran-3 and Alexa Spatium rather than each aircraft running a separate physics engine.

UJ-25 Skyline

  • Added the UJ-25 Skyline jet strike UAV.
  • Added authored aircraft geometry and texture.
  • Added separate UJ-25 frame and detached-booster entities/items.
  • Added authored full-moving V-tail surfaces.
  • Added separate left/right interceptor/spoiler surfaces.
  • Integrated UJ-25 with the existing Heavy Strike Launcher.
  • Added booster installation/removal through the existing heavy-airframe assembly workflow.
  • Added safe owner unloading that preserves aircraft state.

UJ-25 launch and jet flight

  • Added Heavy Strike Launcher release after engine/booster readiness validation.
  • Added a bounded booster launch phase.
  • Added progressive booster acceleration rather than an instant cruise-speed impulse.
  • Added detached booster presentation after burnout.
  • Added progressive turbojet spool after launch.
  • Added UJ-25-specific jet profile and flight tuning.
  • Added whole-surface V-tail pitch/yaw mixing.
  • Added differential interceptor/spoiler roll assistance.
  • Added symmetric spoiler drag behavior during overspeed.

UJ-25 autonomous mission system

  • Reused the existing heavy-strike mission-plan and waypoint infrastructure.
  • Added UJ-25-specific route/autopilot behavior.
  • Added UJ-25-specific strike-point approach and terminal staging.
  • Added smooth bounded transition toward the terminal attack corridor.
  • Flight guidance publishes normal aircraft commands rather than directly moving the entity.
  • Added high-speed route anticipation and recovery.
  • Added high-speed terrain protection for CLIMB/CRUISE.
  • Added actual-velocity corridor observation in addition to route-heading observation.
  • Added conservative no-descent behavior when too much forward terrain is unknown.
  • Added launch-climb priority protection.
  • Added route-altitude floor recovery.
  • Added energy protection around the existing minimum-operation speed.
  • Reduced excessive climb/turn demand when insufficient aerodynamic energy is available.
  • Added stronger post-booster low-energy recovery.

UJ-25 high-altitude routes

  • Increased UJ-25 FLIGHT waypoint ceiling to Y=6000.
  • Added full signed 32-bit route-coordinate network transport so high-altitude points survive client/server synchronization exactly.
  • FP-1 and Geran-2 retain their existing lower route ceilings.

UJ-25 damage and payload

  • Added UJ-25 Damage V2 integration.
  • Added universal breakable-part integration.
  • Added structure, left/right wing, V-tail, turbojet, flight-controller and payload damage.
  • Damage affects real propulsion, lift and control authority.
  • Large wing loss can produce an uncontrolled physical fall.
  • Added authored wing/V-tail/engine debris.
  • Added canonical impact/detonation integration through the existing ordnance owner.
  • Added live-payload detonation handling when the released aircraft is catastrophically shot down.

UJ-25 presentation

  • Added engine thermal hotspot presentation.
  • Added a sparse jet exhaust plume.
  • Added shared crossfaded jet-engine audio.
  • Added distant jet audio using the existing long-range audio infrastructure.
  • Added a dedicated high-speed FPV/terminal screen.
  • Added Ground Station telemetry and mission integration.
  • Added digital RF, relay and EW integration.
  • Added a predictive 20-chunk Remote View source without increasing the global Remote View ceiling.

Geran-3 jet strike UAV

  • Added Geran-3 as a separate jet-powered heavy strike UAV.
  • Added dedicated entity, frame, renderer, damage, debris and payload integration.
  • Added authored Geran-3 model and texture.
  • Geran-3 reuses the established heavy-strike route/mission architecture.
  • Sustained propulsion and aircraft dynamics use the shared Jet UAV physics foundation.
  • Geran-3 does not run Geran-2 piston flight physics in parallel.

Geran-3 flight

Gameplay flight envelope:

  • minimum-operation reference: 180 km/h;

  • normal cruise: approximately 300 km/h;

  • ordinary high-speed ceiling: approximately 370 km/h;

  • terminal/high-energy ceiling: approximately 550 km/h.

  • Added Geran-3-specific throttle scheduling.

  • Added altitude capture.

  • Added high-speed route tracking.

  • Added launch-climb recovery.

  • Added ordinary-cruise altitude-floor recovery.

  • Added route-energy protection.

  • Excess climb demand is reduced when speed/lift reserve becomes insufficient.

  • Added speed/lift-reserve-aware turn authority.

  • Excess sink progressively reduces bank demand.

  • Added bounded recovery behavior rather than artificial minimum-speed clamps.

  • Added high-speed terrain look-ahead.

  • Added actual-velocity corridor terrain observation.

  • No teleporting or direct velocity correction is used by the route autopilot.

Geran-3 strike behavior

  • Added Geran-3-specific high-speed strike approach.
  • Added bounded terminal attack corridor.
  • Added improved vertical control during strike preparation.
  • Added stable transition from route flight into attack.
  • Added terminal/high-energy throttle behavior.
  • Added canonical collision/detonation integration.

Geran-3 high-altitude routes

  • Geran-3 FLIGHT waypoint ceiling is Y=9100.
  • Added signed 32-bit Ground Station route transport so those coordinates synchronize correctly without vertical wrapping.

Geran-3 damage and destruction

  • Added structure, left/right lifting-surface, turbojet, flight-controller, control-link, payload and warhead damage.
  • Wing damage changes real aerodynamic authority.
  • Engine damage affects propulsion.
  • Added separate wing and engine debris.
  • Added live-payload shot-down detonation handling.
  • Added integration with existing bounded terrain-destruction and explosion presentation.
  • Added P1-SUN heavy-aircraft interception compatibility.
  • Geran-3 correctly avoids tail-break outcomes intended for conventional FP-1/Geran-2 airframes.

Geran-3 presentation

  • Added jet thermal presentation.
  • Added existing shared jet-engine audio integration.
  • Added long-range jet-audio presentation.
  • Added high-speed long-range visual interpolation.
  • Added Ground Station type/telemetry integration.
  • Added heavy fixed-wing long-range silhouette classification.

Jet Interceptor Catapult

  • Added a dedicated Jet Interceptor Catapult for jet-interceptor aircraft.
  • Added authored long-rail GeckoLib model and texture.
  • Added authoritative mounted-aircraft occupancy.
  • Added persistent mounted-aircraft UUID state.
  • Added stale-occupancy recovery.
  • Added engine pre-spool/readiness validation.
  • Added safe aircraft release.
  • Added safe owner unloading.
  • The aircraft itself remains the owner of engine, fuel, spool and flight state.
  • The launcher does not duplicate the aircraft engine state machine.
  • Existing Molniya/Hornet/Lancet rail and Heavy Strike Launcher systems remain separate.
  • Added authored Alexa mounting alignment based on the launcher model hierarchy.

Alexa Spatium — Experimental jet interceptor

Alexa Spatium remains experimental and unfinished in Beta 4. The in-game Experimental label and red warning are intentionally retained.

  • Added Alexa Spatium as an experimental jet interceptor.
  • Added authored aircraft model, texture and frame item.
  • Added Jet Interceptor Catapult mounting, pre-spool and release.
  • Added direct Remote Controller integration.
  • Added Ground Station discovery and control.
  • Added high-speed Remote View support.
  • Added DAY / NIGHT / THERMAL sensor support.
  • Added RF/EW/jamming integration.
  • Added shared jet audio and thermal presentation.
  • Added physical chunk continuity for a released/moving aircraft.

Alexa direct flight

  • Alexa uses the shared Jet UAV physics and high-speed collision owners.
  • Added manual fixed-wing keyboard/mouse control.
  • Added gamepad control.
  • Corrected keyboard and gamepad pitch direction.
  • Added working control-surface movement while still mounted on the catapult.
  • A released aircraft retains aerodynamic control authority even when its engine is stopped.
  • Added progressive acceleration rather than near-instant acceleration to maximum speed.
  • Added physical power-off fixed-wing gliding through the existing aerodynamic solver.
  • No artificial hovering, slow-fall or direct velocity injection is used.

Alexa engine and launcher operation

  • Added contextual jet-engine START / STOP control.
  • Engine can be started, stopped, allowed to spool down and started again.
  • Both direct controller and Ground Station use the same aircraft-owned engine lifecycle.
  • Release remains gated by the established catapult readiness owner.
  • Added signal-aware control validation.

Alexa FPV / targeting

  • Added a compact Hornet/P1-SUN-inspired interceptor HUD.
  • Added heading tape.
  • Added speed and altitude tapes.
  • Added a compact pitch ladder and center reticle.
  • Added live X/Y/Z coordinates.
  • Added P1-SUN-style detected/selected target boxes.
  • Added server-authoritative AI Vision target discovery.
  • Added loaded-only line-of-sight checks.
  • Added target selection without adding automatic steering or a hidden guidance button.
  • Target-picture networking reuses the existing P1-SUN presentation format.

Alexa damage

  • Added Damage V2 integration.
  • Added universal breakable-part integration.
  • Added structure, left/right wing, V-tail, engine, camera, flight-controller and payload-mount damage.
  • Engine and structure damage reduce propulsion authority.
  • Wing, tail and controller damage reduce flight authority.
  • Asymmetric wing damage can produce roll disturbance.
  • Tail loss can introduce pitch/yaw instability.
  • Catastrophic structural damage keeps physical inertia instead of immediately deleting the aircraft.
  • Added authored wing, V-tail and engine debris.
  • Destroyed camera disables Alexa Remote View.
  • Ground Station reports actual Alexa condition.
  • Added canonical surface-impact and live-payload destruction behavior.
  • Added operator-commanded fictional airburst through the existing ordnance system.

Long-range aircraft and high-speed route stability

  • Added additional high-speed route protection for UJ-25 and Geran-3.
  • Terrain look-ahead scales with aircraft speed.
  • Added clearance-aware route protection.
  • Added inertial-heading awareness.
  • Added conservative handling when forward terrain data is unavailable.
  • No new terrain is synchronously generated merely for avoidance calculations.
  • Added lift/energy-aware recovery during demanding climbs and turns.
  • Improved high-speed route altitude capture.
  • Improved post-launch energy recovery.
  • Added distant-aircraft readability improvements without changing server visibility ranges.
  • Long-range proxy rendering can temporarily extend appropriate fog distance and restores the normal fog state afterward.
  • Special fog behavior is disabled where inappropriate, such as underwater/lava or certain visual-status conditions.

Active-drone chunk continuity

  • Added bounded recovery for active drones that unexpectedly leave simulation through UNLOADED_TO_CHUNK.
  • Recovery is limited to genuinely active/controllable drone families.
  • Parked and inactive drones continue to unload normally.
  • Existing FP-1-family physical corridor rules remain intact.
  • A short bounded current-chunk ticking reservation gives the same aircraft UUID an opportunity to rejoin normal simulation.
  • Recovery ownership automatically expires if the entity does not return.
  • No permanent chunk-loading blanket was introduced.
  • No new flight/autopilot owner is involved.

Remote View — final Beta 4 runtime

A late release test exposed terrain/presentation instability in later experimental Remote View work. Beta 4 therefore ships with the previously stable camera-first Remote View runtime contract rather than stacking additional fixes on top of the regressed path.

  • Restored the stable Remote View session/ticket/admission ownership.
  • Restored the stable client terrain-application and renderer/traversal path.
  • Restored direct authoritative transform delivery.
  • Preserved compatibility with current aircraft through narrow platform adapters.
  • Alexa Spatium remains available through its dedicated RemoteViewSource compatibility adapter.
  • Protocol remains compatible with the restored stable full-chunk payload path.

Warm renderer reuse

  • Restored the proven Chuyka-derived reusable Remote View renderer shell.
  • Ending a session fully clears terrain.
  • Remote entities are cleared.
  • Payload queues are cleared.
  • Interpolation state is cleared.
  • Lighting work and explosion presentation are cleared.
  • One empty ClientLevel + LevelRenderer shell may remain parked.
  • A later compatible session can reuse that empty renderer shell.
  • Reuse requires compatible dimension, stream radius and cache radius.
  • World/player unload or incompatible geometry discards the shell.
  • No terrain or entity state from the previous camera session survives.
  • This reduces repeated renderer/ViewArea reconstruction when reopening compatible drone cameras without restoring the later unstable Remote View owners.

Stinger launcher presentation

  • Added the Stinger Launcher as a GeckoLib-rendered handheld weapon.
  • Integrated the user-authored launcher model and texture.
  • Added first-person and third-person authored display transforms.
  • Added translucent rendering for the authored sight glass.
  • Added a fictional two-handed shoulder pose.
  • Added smooth carry -> ADS -> carry transition.
  • Added local ADS FOV presentation.
  • ADS progress can reverse smoothly from its current position when input changes.
  • Removed competing animation ownership that caused endpoint snapping.
  • Local held root motion, arm pose and FOV now use one presentation timeline.
  • Added canonical READY / SPENT launcher state.
  • Added loaded-missile presentation while READY.
  • Added abstract reload animation without changing the ADS root owner.

Stinger targeting gameplay

Stinger gameplay is intentionally abstract and fictionalized for Minecraft. It does not reproduce real-world seeker thresholds, firing procedures, guidance laws or operational engagement data.

  • Added server-authoritative target acquisition.

  • Added SEARCHING / ACQUIRING / LOCKED presentation states.

  • Added server-owned lock progress.

  • Added loaded-only line-of-sight checks.

  • Candidate discovery reuses the existing bounded active-drone snapshot.

  • Target lock does not depend on the client rendering the target.

  • Dynamic fictional target signature reuses existing aircraft propulsion/thermal state instead of creating a second thermal system.

  • Final target class focuses on the larger heavy-aircraft families:

    • FP-1;
    • Geran-2;
    • Geran-3;
    • UJ-25;
    • Alexa Spatium.
  • Smaller drone families remain excluded from the final Stinger target class.

  • Added server-confirmed search/lock audio.

  • LMB launch is accepted only when the server still confirms a valid lock.

  • The client does not provide the authoritative target UUID to the server.

  • Added robust LMB handling while ADS is active.

  • Same-tick input deduplication prevents double launch requests.

Stinger ammunition and reload

  • Added a dedicated Stinger Missile ammunition item.
  • Stinger Missile stacks up to 24.
  • Added configurable R reload control.
  • Reload works only from the SPENT launcher state.
  • Survival reload consumes one missile.
  • Creative reload does not consume ammunition.
  • Reload restores READY state.
  • Reload remains an abstract Minecraft inventory action rather than a real-world procedure.

Stinger missile

  • Added a physical, visible Stinger missile entity.
  • Added a dedicated missile model and texture.
  • Added synchronized flight velocity.
  • Server remains authoritative for movement, collision and detonation.
  • Added short fictional cold-launch presentation.
  • Added a smooth motor acceleration transition instead of an instant high-speed jump.
  • Added swept block/entity collision.
  • Added designated-target proximity interception.
  • Added direct-impact priority.
  • Added bounded missile lifetime.
  • Added ballistic continuation after guidance ends.
  • A missed missile no longer remains in powered level flight forever.
  • Added long-range physical-projectile chunk continuity through the existing shared projectile corridor.
  • No separate Stinger-only permanent chunk-loading framework was introduced.

Stinger guidance

  • Added bounded fictional missile steering toward the server-selected target.
  • Added predictive constant-velocity gameplay lead using the existing reusable interception geometry.
  • P1-SUN and Stinger now share the same dependency-free predictive-intercept math.
  • Added swept proximity checking across each powered movement segment.
  • Added passed-target detection to prevent endless orbiting after a miss.
  • Added ballistic coast after the target has genuinely passed.
  • If a target temporarily becomes unavailable because its last-confirmed area is unloaded, the missile can retain the last confirmed target point without force-loading the target's chunk.
  • Guidance ends when the target is confirmed absent/invalid in loaded simulation.
  • No unloaded-target extrapolation or forced target loading is used.

Stinger detonation and payload interaction

  • Surface impacts use the existing canonical ordnance detonation owner.
  • Proximity interception uses the same canonical damage/VFX path.
  • Added authoritative terminal-position visual cues.
  • Added compatibility with live heavy-aircraft payloads.
  • Shooting down a released FP-1, Geran-2, Geran-3, UJ-25 or Alexa with a live payload can correctly resolve the aircraft's own established payload-destruction outcome.
  • Existing aircraft damage, payload and explosion owners remain authoritative.

Stinger missile presentation

Launch and motor audio

  • Added dedicated cold-launch audio.
  • Added a separate moving missile-motor loop.
  • Motor audio follows the physical missile entity.
  • Added distance-aware motor volume behavior.
  • Motor sound ramps with the missile motor presentation.
  • Audio fades/stops when the motor ends or the missile disappears.

Search and lock audio polish

  • Reduced Stinger search and lock tone volume by approximately 20–25%.
  • Search/lock audio is now attached to the player rather than a fixed world coordinate.
  • Moving while acquiring/locking no longer leaves the tone behind at the original position.
  • Preserved server-authoritative lock ownership.

Smoke trail

  • Added a dedicated Stinger smoke-trail particle.
  • Added swept-path trail sampling for high-speed flight.
  • Added a dense volumetric-style powered-flight wake.
  • Smoke is distributed over a small cross-section around the missile path rather than forming a perfectly thin center line.
  • Added bounded outward drift.
  • Fresh smoke is darker and denser.
  • Smoke expands into a wider wake before fading.
  • Added long-lived smoke with bounded particle count.
  • Trail generation is client presentation only and does not influence server missile simulation.
  • No terrain or chunk ownership depends on particles.

Long-range visibility

  • The launching player can continue receiving the real Stinger missile beyond normal short entity-view distance.
  • No duplicate client missile proxy is created.
  • The normal entity spawn/data/movement/removal stream remains authoritative.
  • Added an extended render envelope suitable for the missile's bounded gameplay lifetime.
  • Other players/entities retain normal tracking policy.
  • Terminal flash/smoke/explosion presentation occurs at the authoritative final missile position.

Creative inventory organization

  • Added a dedicated MH Warfare — Weapons creative tab.
  • Stinger Launcher is placed in Weapons.
  • Renamed/reorganized the existing ordnance inventory presentation as MH Warfare — Ammunition.
  • Stinger Missile is placed with ammunition rather than the weapon launcher.
  • Existing payload/ammunition items remain grouped with ammunition/ordnance.

Multiplayer, networking and scalability

  • Preserved server-authoritative ownership for aircraft flight, Stinger targeting, missile collision and Ground Station mission state.
  • Expanded support for high-speed aircraft without increasing vanilla player view distance.
  • Added bounded high-speed route/terrain checks.
  • Added bounded active-drone unload recovery.
  • Reused existing loaded-drone snapshots for multiple discovery/targeting systems.
  • Avoided synchronous terrain generation for Stinger LOS and high-speed route protection.
  • Preserved bounded long-range projectile ownership.
  • Preserved append-only packet registration during feature development.
  • Final drone network protocol: 72.
  • Final packet registration count: 58.

Compatibility and robustness

  • Improved FPV camera stability across multiple aircraft.
  • Improved digital-video transition stability.
  • Improved heavy-aircraft debris interpolation.
  • Improved launch-rail mounting/unloading behavior.
  • Improved UJ-25 and Geran-3 post-launch flight stability.
  • Improved high-altitude mission-coordinate synchronization.
  • Improved active-aircraft continuity during chunk-boundary handoff.
  • Improved Stinger long-range entity/audio/trail continuity.
  • Preserved established Ground Station, Tactical Map, RF/EW, relay, damage and ordnance owners instead of creating parallel replacements.
  • Added regression coverage for jet physics, Geran-3, UJ-25, Alexa Spatium, Stinger, Remote View and chunk continuity.

Release packaging

  • Public version is now 0.6.0-beta.4 with development suffixes removed.
  • Removed stale development/prototype labels from normal player-facing content.
  • Alexa Spatium intentionally remains marked Experimental/Unfinished.
  • Alexa's red experimental warning is intentionally retained because the aircraft is not yet considered fully polished.
  • Removed internal Dev/Clean naming from normal release-facing documentation.
  • Historical Beta 4 development reports and validation artifacts remain under docs/history/beta4-development/ for engineering traceability.
  • Development-history content does not become player-facing runtime UI.
  • Updated EN / UA / RU localization for the Beta 4 feature set.
  • Final localization set contains matching keys across all three supported languages.
  • Release JSON/resource validation passes.
  • Final release manifests were regenerated for the polished package.

Summary of the biggest Beta 4 additions

  • Perennial Autonomy Hornet strike UAV.
  • Lancet-3 strike UAV.
  • Shared Jet UAV 6DOF physics foundation.
  • UJ-25 Skyline jet strike UAV with Heavy Strike Launcher integration.
  • Geran-3 jet heavy-strike UAV.
  • Experimental Alexa Spatium jet interceptor.
  • Dedicated Jet Interceptor Catapult.
  • Stinger launcher, targeting, missile, ammunition, reload, audio, VFX and long-range flight.
  • New Weapons and Ammunition creative-tab organization.
  • Universal Breakable Drone Parts framework and migration.
  • New Sych-1, P1-SUN and Baba Yaga FPV interfaces.
  • Sych-1 ground braking and parking brake.
  • Improved universal FPV camera continuity.
  • Improved digital-video transition stability.
  • UJ-25 routes up to Y=6000.
  • Geran-3 routes up to Y=9100.
  • High-speed route energy/terrain protection for jet aircraft.
  • Bounded active-drone chunk-unload recovery.
  • Stable camera-first Remote View runtime restored for the final release.
  • Reusable Chuyka-derived warm Remote View renderer shell.
  • Improved long-range aircraft and missile presentation.
  • Heavy-aircraft live-payload shot-down completion.
  • Broad multiplayer, networking, presentation and release-hygiene work.

Файлы

mhwarfare-0.6.0-beta.4.jar(5.19 MiB)
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Метаданные

Канал релиза

Beta

Номер версии

0.6.0-beta.4

Загрузчики

Forge

Версии игры

1.20.1

Загрузок

129

Дата публикации

04.09.2026

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ID версии

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