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0.5.0-beta.3
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MH Warfare — Changelog
0.5.0 Beta 3
Beta 3 is a large gameplay, systems, presentation and optimization update. It introduces the FP-1 and Geran-2 heavy strike-aircraft stack, substantially expands the Ground Station and Tactical Map, improves Remote View and long-range rendering, rebuilds analogue/digital signal presentation, overhauls drone audio, and adds major collision, damage, destruction and multiplayer hardening.
This public changelog describes the final release state. Intermediate development experiments and temporary development-only issues are intentionally omitted.
FP-1 — heavy fixed-wing strike UAV
- Added the FP-1 as a full heavy fixed-wing strike UAV.
- Added the FP-1 airframe item, GeckoLib model, animations and textures.
- Added the authored V-tail layout with independent left/right ruddervators.
- Added animated ailerons and mixed ruddervator control surfaces.
- Added a reusable heavy fixed-wing aircraft contract and shared heavy fixed-wing physics foundation.
- Added persistent piston-engine states: OFF, STARTING, IDLE, RUNNING, STOPPING, FUEL STARVED and FAILED.
- Added persistent fuel state that survives world saving and pickup/redeployment.
- Added heavy/inertial handling appropriate to a large fixed-wing aircraft.
- Added FP-1 integration with the advanced drone damage system and physical detachable-part damage.
- Added engine, wing, control and structural degradation paths that can influence actual flight.
FP-1 assembly and launch booster
- FP-1 now uses the standard O-key assembly workflow.
- Added an FP-1 Launch Booster component slot.
- Booster state is stored on the FP-1 airframe itself and survives pickup/redeployment and launcher reloads.
- Added dedicated booster model, texture, attachment rendering and inventory icon.
- Added booster ignition, thrust, launch plume, flame/smoke and a smooth release fade.
- Added physical booster separation after burnout with a short-lived falling remnant.
- Added residual booster smoke after separation.
- Added piston-engine exhaust while the engine is running, with stronger exhaust when propulsion/airframe condition degrades.
Heavy Strike Launcher
- Added the dedicated Heavy Strike Launcher block and block entity.
- Added an authored launcher model and texture.
- Added physical loading/unloading of FP-1 airframes.
- Added server-authoritative launcher lock/ownership state.
- Added correct authored 14-degree launch orientation.
- Added safe unload/drop handling that preserves FP-1 state and unused components.
- Added stale launcher-occupancy recovery so abandoned UUID state can self-repair or clear safely.
- Reduced launcher mining hardness and added the Heavy Strike Launcher to the pickaxe mineable tag.
FP-1 autopilot and missions
- Added FP-1 autonomous flight phases including PRELAUNCH, BOOST, CLIMB, CRUISE, APPROACH, TERMINAL and failure/crash states.
- Added launch-heading capture and automatic climb/cruise transition after booster release.
- Added bounded heading, bank, pitch and altitude control.
- Added a manual soft-waypoint route system.
- Increased mission capacity to 128 total mission elements.
- Added a unified mission plan where FLIGHT waypoints can lead into a final STRIKE point.
- Added waypoint pass-through/recovery logic so the aircraft does not need to orbit a narrowly missed waypoint.
- Added route look-ahead and corner anticipation for smoother turns between waypoints.
- Added altitude blending between route legs for smoother vertical transitions.
- Added terrain-aware route protection using bounded loaded-chunk look-ahead corridors.
- Terrain avoidance can choose between climbing over an obstacle and a bounded lateral detour.
- Added persistent hysteresis so terrain avoidance does not oscillate every scan.
- Added STRIKE POINT mission mode as a separate mission endpoint.
- Added smooth terminal transition into the final attack path rather than snapping directly to the target vector.
- Added bounded terminal yaw/pitch/roll transition and control-command slew.
- Added configurable FLIGHT route altitude up to 620 blocks for FP-1.
- Added autonomous chunk-corridor ownership for released FP-1 aircraft without forcing a giant square of chunks.
- Added chunk-boundary handoff continuity and short unload recovery for moving autonomous aircraft.
- Moving/falling heavy wrecks retain bounded chunk continuity until they are grounded or effectively stopped.
FP-1 Ground Station integration
- Added FP-1 command/control integration into the Ground Station.
- Added Ground Station START ENGINE / STOP ENGINE control.
- Added Ground Station LAUNCH FP-1 control when the aircraft is correctly mounted and prepared.
- Added prelaunch state telemetry for engine, launcher lock and installed booster.
- Added mission workflow telemetry: mission state, autopilot phase, active mission element, distance, ETA and issue/notice state.
- Added route progress presentation such as Wn/total.
- Added a dedicated FP-1 mission status rail and workflow colors.
- Added FP-1 Ground Station command/signal support and a long-range gameplay mission-uplink profile.
FP-1 impact, damage and presentation
- Added a dedicated heavy-impact gameplay/presentation path for high-energy FP-1 crashes.
- Added bounded radial entity damage and knockback for heavy impacts.
- Added optional configurable block destruction for FP-1 heavy impacts.
- Added configurable block-destruction radius and per-tick destruction budget in server config.
- Block destruction is queued through one bounded server budget instead of destroying everything in one tick.
- Added deterministic crater-edge thinning and no-drop terrain destruction to avoid excessive item entities.
- Added heavy explosion flash, fire, smoke, dust and debris presentation.
- Added lingering smoke and distant low-frequency explosion audio.
- Added distance-attenuated camera impulse/camera shake.
- Added visual detachable FP-1 debris that can settle after impact.
- Added side-aware physical damage localization.
- Added collision-aware high-speed contact handling to reduce tunneling through targets.
FP-1 audio
- Added dedicated FP-1 engine audio foundation.
- Added long-range directional engine audio.
- Added separate long-range telemetry audio ownership for FP-1/Geran-class aircraft.
- Added smoother local-to-distant audio handoff instead of a hard distance switch.
- Added FP-1 booster audio for both observers and the controlling player.
- Added a dedicated fast pass-by one-shot cue.
- Added motion-aware pass-by triggering based on closest-approach prediction.
Geran-2 — heavy strike UAV
- Added the Geran-2 heavy strike UAV as a full playable/mission-capable aircraft rather than a cosmetic variant.
- Added authored Geran-2 model, animation set, textures and inventory icon.
- Added a dedicated Geran-2 booster model/texture and mounted booster rendering.
- Integrated Geran-2 with the Heavy Strike Launcher.
- Added authored launcher mount positioning and shared 14-degree release corridor.
- Added Geran-specific launch plume tuning, launch disturbance and detached-booster residual smoke.
- Added Geran-specific fixed-wing handling and control tuning.
- Added smoother direct-FPV pitch/roll/yaw input response and throttle handling.
- Added long-range chunk-generation throttling for fast heavy aircraft.
Geran-2 mission system
- Integrated Geran-2 with the heavy-strike Ground Station mission workflow.
- Added FLIGHT route-prefix support and STRIKE endpoint support.
- Added Geran-specific engine, launcher, route, strike, distance, ETA and issue feedback.
- Added prepared strike approach behavior before committed terminal attack.
- Added a bounded steep attack profile rather than unrestricted vertical dives.
- Added terminal collision-aware movement so obstacles can trigger the canonical heavy-impact/detonation path.
- Added full-power terminal request near impact.
- Added FLIGHT route altitude parity up to 620 blocks for Geran-2.
Geran-2 damage and destruction
- Added full participation in Drone Damage V2 / Physical Damage V3.
- Added continuous structure, left/right wing, propulsion and flight-controller damage.
- Wing damage now produces real asymmetric lift/control loss.
- Engine/propulsion damage reduces actual propulsion authority and can lead to glide/crash behavior.
- Added physical Geran-2 detachable parts and visual debris parity with FP-1.
- Added Geran-2 heavy impact/detonation integration and terminal obstacle impact completion.
- Added thermal engine hotspot rendering for Geran-2.
Shared fixed-wing physics and collision
- Added a more complete fixed-wing glide model for supported aircraft.
- Glide now considers local airspeed through the wing plane.
- Added body-relative angle of attack.
- Added lift derived from airflow rather than a constant world/body-up force.
- Added quadratic lift response and progressive post-stall lift loss.
- Added body-axis drag and sideslip behavior.
- Added aircraft/load mass influence where real platform mass data is available.
- Low-speed/high-angle flight can now enter a stall and descend more aggressively.
- Generic fixed-wing glide is not applied to FPV quadcopters, Mavic, Baba Yaga or other incompatible multirotor/tailsitter paths.
- Added swept entity contact for fast drones using start/end movement envelopes and deterministic earliest-hit selection.
- Improved high-speed drone-vs-drone collision reliability.
- Improved P1-SUN kinetic interception against FP-1/Geran-2.
P1-SUN interceptor improvements
- Reworked P1-SUN FPV interceptor flight support so powered support follows spool/attitude rather than passive airplane-like lift.
- Removed inappropriate passive fixed-wing lift behavior from the interceptor profile.
- Added consistent high-speed collision handling.
- Increased P1-SUN anti-drone effectiveness against heavy UAVs without globally increasing ordinary player damage.
- Added heavy-aircraft lethal-interception outcomes, including bounded airburst/explosion, engine-out glide, control-loss descent, asymmetric structural break and catastrophic unpowered fall.
- Added side/rear-aware structural outcome localization for heavy-aircraft interceptions.
- Kept P1-SUN as an interceptor with its own physics path rather than forcing it into generic fixed-wing glide.
Wild Hornets / FPV control improvements
- Added a shared low-throttle control-authority curve for Wild Hornets-style FPV control.
- At very low throttle, attitude/yaw authority is reduced instead of remaining unrealistically full-strength.
- Authority progressively returns as throttle rises.
- Added separate keyboard and gamepad throttle behavior.
- Keyboard flight uses a latched throttle: Space raises, Shift lowers, releasing the key holds the current value.
- Gamepad flight uses an absolute/dynamic throttle mode with automatic input-mode switching.
- Added safe fallback to keyboard mode after gamepad disconnect.
- Added full-attitude quaternion ACRO integration for Wild Hornets.
- Pitch, yaw and roll are integrated as body-axis angular rates into a persistent quaternion state.
- This allows proper full-attitude ACRO behavior instead of separate Euler-angle accumulation.
Drone HUD / OSD upgrades
Wild Hornets
- Rebuilt the Wild Hornets FPV OSD toward a compact real analogue-FPV presentation.
- Added ARM/DISARM and ACRO state.
- Added LQ and battery voltage.
- Added consumed mAh/current readouts.
- Added speed, height and FPV elapsed time.
- Added a compact fixed center marker and attitude ladder.
- Removed several oversized arcade-style HUD elements and duplicated telemetry.
- Improved GUI-scale 3/4 readability and widget placement.
Mavic
- Added a video-reference Mavic/enterprise-style FPV HUD.
- Corrected compass heading mapping to N=000, E=090, S=180, W=270.
- Replaced the old pixel-style compass with vector/procedural ticks, cardinal labels and a fixed aircraft pointer.
- Added real gimbal camera tilt readout.
- Added camera/zoom presentation and improved right-side readout layout.
- Kept wheel zoom, sensor switching and gimbal reset integration.
- Removed the large generic EW diagnostics panel from normal Mavic FPV while retaining full diagnostics through debug tooling.
Molniya-1
- Updated Molniya-1 camera model/camera placement.
- Added an INAV-inspired analogue FPV OSD.
- Added compact speed/battery/motion telemetry presentation.
- Tuned OSD scale for GUI Scale 3/4 and reduced the Molniya OSD to a compact readable size.
- Added Ground Station-backed Molniya control-session authority and station-relative control checks.
General GUI
- Added a shared fullscreen widget canvas for newer drone screens so GUI Scale 3/4 does not push FPV controls off-screen.
- Added a shared render-state guard so Remote View/Tactical Map rendering does not leave vanilla GUI widget text with corrupted alpha/color state.
- Applied the GUI/render guard across Ground Station, Sych-1, Mavic, Baba Yaga, P1-SUN, Wild Hornets and Molniya-1 screens.
Ground Station and Tactical Map overhaul
- Reworked the Tactical Map so terrain ownership belongs to the Ground Station, not to whichever drone is currently selected.
- Tactical terrain can be viewed even with no selected drone.
- Selecting another drone no longer recenters or invalidates the terrain viewport.
- Added stable Ground Station map identity derived from station dimension/position.
- Added TO STATION and TO DRONE recenter controls.
- Middle-click remains available as a recenter-to-station shortcut.
- Added mouse panning and wider map-navigation freedom.
- Expanded Tactical Map zoom range down to 0.20x while keeping the existing high zoom range.
- Added fixed-grid terrain tiles and stable LODs.
- Added a bounded client LRU tile cache per Ground Station.
- Added a world-global persistent server terrain cache for completed tiles.
- Persistent cache avoids rescanning identical terrain for every station.
- Added low-priority station prewarming without competing aggressively with interactive map requests.
- Added rolling terrain scanning where ready chunks can be captured independently instead of waiting for an entire batch.
- Added progressive partial tile snapshots so terrain appears while scanning is still in progress.
- Added visible map states such as READY, PARTIAL and LOADING.
- Added one-time persistent cache invalidation when map color packing changed.
- Corrected Minecraft map-color ABGR -> RGB conversion.
- Added true block-level terrain sampling over the normal close Tactical Map range.
- Added restrained terrain contrast/saturation, local relief shading and real material/height boundaries.
- Added coarse-to-fine rendering so cached fine tiles can sharpen a coarse view without forcing an immediate new request.
- Added cursor X/Y/Z readout using already-cached terrain data.
- Added finer-LOD sample reuse to seed compatible coarser LODs.
- Added progressive map-request scheduling with bounded chunk-ticket, capture, queue-probe and packet budgets.
- Reduced map-generation backlog and server tick spikes while exploring new terrain.
- Added dynamic terrain refresh after blocks change in already-scanned areas.
- Changed columns are coalesced/debounced and only relevant LOD sample grids are refreshed.
- Completed map tiles can receive authoritative refresh patches without being replaced by incomplete progressive data.
- Added a higher-fidelity 0.20x regional overview with multi-probe color averaging and preserved narrow terrain features.
- Regional overview can preserve observed road/built/water/canopy characteristics and bounded local relief.
- Added smooth LOD handoff when zooming into finer terrain so the previous complete coarser map remains visible until the finer viewport is ready.
- Improved route rendering performance by batching map geometry instead of issuing large numbers of tiny fill calls.
- Added bounded off-screen clipping for route geometry/circles.
Tactical mission presentation
- Added persistent FP-1 mission route rendering on the Tactical Map.
- Added waypoint numbering.
- Added current/future/passed route visual states.
- Added route direction chevrons.
- Added a dedicated STRIKE diamond/cross marker and live strike leg.
- Added support for up to 128 FP-1 mission elements.
- Added map-route state that can keep the saved plan available even after the active mission has consumed its points.
Ground Station fleet
- Increased the Ground Station fleet capacity to 120 drones.
- Added an 11-row scrolling fleet list.
- Reworked fleet synchronization to avoid per-drone DataSlot fanout.
- Added a server-side fleet discovery index based on the existing loaded-drone snapshot instead of repeated broad world scans.
- Added client cache hygiene and bounded LRU state for map/route data across multiple stations/drones.
- Added optimized live fleet-map markers with cached projection/labels and reduced per-frame allocation/fill overhead.
Remote View / Chuyka improvements
- Improved Remote View terrain/entity scalability and reduced broad entity iteration.
- Reworked entity refresh paths to operate on bounded tracked/delivered sets instead of repeatedly scanning the whole dimension.
- Added authoritative player visibility heartbeat for Remote View.
- Player heartbeat is bounded and round-robin processed.
- Added UUID + entity-id reconciliation for synthetic Remote View players.
- Added multi-pass removal grace so transient visibility misses do not immediately remove a player.
- Added server lookup fallback for live players when the normal entity-id lookup path is temporarily insufficient.
- Added routed player-removal filtering consistent with the heartbeat/grace contract.
- Added explicit Remote View entity identity leases for custom snapshot-spawned entities.
- Improved destruction cleanup so removed drones do not remain as stale Remote View ghosts.
- Improved real-entity/proxy identity handover so a newly available authoritative entity suppresses the detached visual proxy.
- Improved controlled-drone camera/model synchronization in Remote View.
- Primary controlled drone presentation now follows the same authoritative camera carrier instead of visibly lagging behind it.
- Added compatibility for authoritative yaw/pitch/roll camera replay when Just Enough Guns (JEG) is installed.
- Final player transform ownership is single-source: the custom heartbeat handles existence/self-heal while vanilla movement/teleport packets own an already-existing RemotePlayer transform.
- Synthetic player creation initializes the vanilla packet-position codec so subsequent relative movement starts from a valid baseline.
- This substantially improves stationary remote-player stability without increasing Remote View radius or vanilla tracking distance.
Long-range drone visibility and motion
- Added detached long-range visual proxies for MH Warfare drones outside normal vanilla entity-rendering distance.
- Long-range visibility reuses the existing loaded-drone snapshot and does not force player view distance or synchronously load/generate chunks.
- Candidate selection is nearest-first and capped at 24 proxies per player.
- Transform updates remain bounded at 5 Hz with slower full visual-state refresh.
- Final long-range visibility ranges:
- Wild Hornets / Mavic: 1280 blocks;
- P1-SUN: 2048 blocks;
- Sych-1 / Molniya-1 / Baba Yaga: 2560 blocks;
- FP-1 / Geran-2: 3072 blocks.
- Added client-side frustum culling for long-range proxies.
- Added real entity-id + UUID handoff so a close-range vanilla entity replaces its proxy cleanly.
- Replaced simple spring-style distant movement with a time-based snapshot buffer.
- Added interpolation between authoritative long-range snapshots and very limited extrapolation only during short packet gaps.
- Added angle unwrapping across ±180 degrees to avoid long-way yaw/pitch spins.
- Added partial-tick visual interpolation so distant motion is smoother at high client FPS without increasing server packet frequency.
Signal, RF and electronic warfare presentation
Analogue video
- Rebuilt analogue FPV interference into a dedicated post-processing pipeline.
- Added moving scan shimmer, dense RF snow, tracking/sync instability, chroma drift and horizontal picture breakup.
- Poor analogue links progressively lose colour instead of immediately becoming a clean black screen.
- Severe analogue degradation can become approximately monochrome while the carrier still exists.
- Added more natural random timing for analogue glitch events so interference does not repeat as a fixed deterministic pattern.
- Added dedicated LIGHT / WEAK / POOR / CRITICAL / LOST visual profiles.
- Added reference-matched fine salt/snow noise and bounded horizontal displacement/ghosting.
- Removed arbitrary clean full-frame black pulses while an analogue carrier is still present.
Digital video
- Added a separate digital corruption shader pipeline.
- Digital degradation includes macroblocking, displaced codec blocks, slice tearing, quantization, burst smearing, codec-unit dropout and hard-black LOST state.
- Digital and analogue video no longer share the same visual language.
- Final video transport presentation includes:
- Sych-1: DIGITAL_RF;
- Mavic: DIGITAL_RF;
- Wild Hornets: ANALOG_RF;
- Molniya-1: ANALOG_RF;
- P1-SUN: ANALOG_RF;
- Baba Yaga: ANALOG_RF.
RF propagation
- Improved material-aware RF penetration through terrain/buildings.
- Obstruction attenuation now depends on bounded weighted penetration depth rather than one flat building penalty.
- Leaves, wood, fluids and dense collision blocks contribute different attenuation weights.
- Missing/unloaded chunks are not synchronously generated for signal calculations.
- Environmental signal loss can become much more severe in deep obstruction/cave conditions.
- Added shared propagation-resilience tuning in attenuation space for analogue and digital RF.
- Improved effective RF distance envelope while keeping jammer strength/resistance logic separate.
Analogue shader performance
- Optimized the accepted analogue shader without weakening POOR/CRITICAL effects.
- Reduced effect-pass scene sampling from 4 scene samples to 3.
- Replaced many separate scalar hash evaluations with 2 packed hash evaluations.
- Removed the per-fragment sine oscillator from the hot path.
- Kept full-rate post-processing and the accepted visual presets.
Drone audio overhaul
- Reworked regular drone audio into a bounded source-budget planner.
- Up to 12 powered nearby motor cues can remain independently audible while one nearby detail owner receives richer layered sound.
- Booster and battery-fire cues receive appropriate priority.
- Added fresh sound-instance re-arm when Minecraft/another sound engine drops a persistent loop.
- Added separate bounded FP-1/Geran long-range audio ownership.
- Added smooth local-to-distant crossover for heavy aircraft instead of a noticeable silent/weak gap.
- Added material-aware and distance/motion-adaptive occlusion sampling.
- Added separate low/high-frequency transmission behavior through occlusion.
- Added motion-aware Doppler based on signed radial velocity.
- Added closest-approach prediction for pass-by behavior.
- Added smoother distance, gain and near/far layer response.
- Reduced unnecessary OpenAL source pressure for modpacks.
- Optional layers such as AIRFLOW, DAMAGE_RATTLE, BATTERY_FIRE and FAR_FIELD no longer reserve a source while their actual audible contribution is zero.
- Added hysteresis around optional-layer activation thresholds to avoid rapid source churn.
- Reduced regular persistent source pressure while preserving the nearest detailed drone and long-range heavy-aircraft channels.
- Added explicit cleanup of MH Warfare-owned sound handles on client login/logout lifecycle transitions.
Voice/radio audio lifecycle
- JavaSound playback no longer needs to remain open for an entire world session when idle.
- Playback/capture now use demand-driven activation with short close-grace periods.
- Microphone capture is limited to actual voice/PTT/monitor/settings demand rather than remaining permanently open.
- Reworked PTT/squelch transition cues to remove piercing deterministic tone/carrier components and use short filtered mechanical/noise transients instead.
Damage, destruction and environmental behavior
- Expanded Drone Damage V2 / Physical Damage V3 coverage across heavy aircraft.
- Added flight-critical degradation paths instead of treating all subsystem damage as cosmetic HP loss.
- Rebalanced Baba Yaga structural/lift damage so destroyed lift stations have meaningful flight consequences.
- Baba Yaga can remain flyable after limited lift loss but enters forced degradation/failure as critical lift/structure is lost.
- Added universal explosion camera shake profiles for multiple drone/payload explosion classes.
- Added a universal drone water-contact policy for supported aircraft.
- Explosive combat loads receive one persistent server-authoritative water-fuze outcome rather than rerolling every water tick.
- Non-explosive airframes keep platform-appropriate disable/sink/float behavior.
- Added universal destruction/Remote View cleanup so discarded/detonated drones do not leave stale visual entities.
- Added moving heavy-wreck chunk continuity until a crash is actually settled.
- Added thermal engine hotspot presentation for FP-1 and Geran-2.
Multiplayer, TPS and scalability
- Added multiplayer/TPS profiling and entity-scaling hardening across Remote View and drone systems.
- Replaced several broad per-session entity scans with bounded tracked-id or loaded-drone snapshot paths.
- Reused tick-local authoritative entity snapshots where multiple systems need the same state.
- Reduced Ground Station map scan/ticket spikes through bounded admission, capture and packet budgets.
- Reduced Ground Station map CPU work with batched terrain rendering and route geometry.
- Added bounded client/server caches with explicit eviction and disconnect cleanup.
- Added long-range visibility without increasing vanilla
clientTrackingRange, player view distance or Remote View radius. - Added high-speed aircraft chunk-generation deferral/budget controls to reduce long-range TPS pressure.
- Improved modpack-safe audio source use rather than globally stopping the Minecraft sound engine.
Compatibility and robustness
- Added safer two-block Ground Station placement as one server-authoritative transaction.
- Placement validates both cells before changing the world and restores prior states if another hook invalidates the operation.
- Improved compatibility with modpacks containing placement/render hooks such as Axiom/Moonlight-style stacks.
- Added optional JEG camera-angle compatibility without introducing a hard dependency on JEG classes.
- Improved GUI Scale 3/4 support for FPV controls and OSD layouts.
- Improved launcher occupancy recovery across save/load/entity-restoration edge cases.
- Improved Remote View player/entity lifecycle handling without increasing server tracking ranges.
Release packaging
- Public version is now 0.5.0-beta.3 with development suffixes removed.
- Removed stale development labels from item tooltips and player-facing metadata.
- Updated mod description and release-facing metadata to describe the actual Beta 3 feature set.
- Verbose Remote View profiling remains available at DEBUG level instead of filling normal release logs.
- The clean release-source archive excludes historical development reports, test harnesses, internal checkpoints and AI handoff material.
Summary of the biggest Beta 3 additions
- FP-1 heavy fixed-wing strike UAV.
- Heavy Strike Launcher + launch booster system.
- FP-1 Ground Station mission planning, routes, strike point, terrain avoidance and remote launch.
- Geran-2 heavy strike UAV with launcher, mission system, terminal strike behavior, damage and debris.
- Fixed-wing glide/stall physics and high-speed swept collision.
- Major Tactical Map rewrite: station-owned map, tile cache, persistent cache, progressive loading, dynamic refresh, block detail and 0.20x regional overview.
- Ground Station fleet expanded to 120 drones with improved discovery/marker performance.
- Remote View player/entity lifecycle and transform-ownership hardening.
- Long-range drone visibility up to 3072 blocks with smooth buffered interpolation.
- Reference-matched analogue video interference and separate digital corruption shader pipeline.
- RF penetration/resilience overhaul.
- Large drone-audio reliability, propagation, Doppler, pass-by and source-pressure overhaul.
- Wild Hornets quaternion ACRO and improved FPV throttle/control authority.
- New/updated Wild Hornets, Mavic and Molniya-1 OSD/HUD presentation.
- P1-SUN interceptor flight/collision/heavy-kill improvements.
- Universal destruction, water-contact, heavy-wreck continuity and thermal-engine presentation improvements.
- Broad multiplayer/TPS, modpack compatibility and release-hygiene work.
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repositories {
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forRepository {
maven {
name = "Modrinth"
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}
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dependencies {
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