Tags
Creators
Details
0.6.0-beta.4
Compatibility
Required content
Changes
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
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.
-
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.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:jHNuLxp4:X4YmonP3"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:jHNuLxp4:X4YmonP3"
}

