
MH Warfare
Realistic military drones, FPV systems, modular assembly, component damage, voice chat and radios for Minecraft Forge 1.20.1.
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:
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Wild Hornets;
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Mavic;
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P1-SUN;
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Molniya-1;
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FP-1;
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Geran-2;
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Baba Yaga.
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Existing damage/physics interfaces remain available as compatibility facades.
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Legacy physical-damage save data can be migrated into the new runtime.
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Dependency relationships such as arm -> motor -> propeller and engine -> propeller are represented by platform profiles instead of hard-coded masks.
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Baba Yaga-specific structural relationships remain platform-specific.
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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:
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minimum-operation reference: 180 km/h;
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normal cruise: approximately 300 km/h;
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ordinary high-speed ceiling: approximately 370 km/h;
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terminal/high-energy ceiling: approximately 550 km/h.
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Added Geran-3-specific throttle scheduling.
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Added altitude capture.
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Added high-speed route tracking.
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Added launch-climb recovery.
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Added ordinary-cruise altitude-floor recovery.
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Added route-energy protection.
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Excess climb demand is reduced when speed/lift reserve becomes insufficient.
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Added speed/lift-reserve-aware turn authority.
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Excess sink progressively reduces bank demand.
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Added bounded recovery behavior rather than artificial minimum-speed clamps.
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Added high-speed terrain look-ahead.
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Added actual-velocity corridor terrain observation.
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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
RemoteViewSourcecompatibility 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 + LevelRenderershell 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.
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Added server-authoritative target acquisition.
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Added SEARCHING / ACQUIRING / LOCKED presentation states.
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Added server-owned lock progress.
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Added loaded-only line-of-sight checks.
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Candidate discovery reuses the existing bounded active-drone snapshot.
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Target lock does not depend on the client rendering the target.
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Dynamic fictional target signature reuses existing aircraft propulsion/thermal state instead of creating a second thermal system.
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Final target class focuses on the larger heavy-aircraft families:
- FP-1;
- Geran-2;
- Geran-3;
- UJ-25;
- Alexa Spatium.
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Smaller drone families remain excluded from the final Stinger target class.
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Added server-confirmed search/lock audio.
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LMB launch is accepted only when the server still confirms a valid lock.
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The client does not provide the authoritative target UUID to the server.
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Added robust LMB handling while ADS is active.
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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.
