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Project: Air System

Adds Shaheds and other drones.

Автор: pycodder2682обновлён 28 сент. 2026 г.
СнаряжениеМеханики игрыТехнологии

Описание

Project AirSystem

Available for NeoForge Available on CurseForge

A NeoForge 1.21.1 mod about the air picture: unmanned aircraft, an air raid alarm system and ground-based air defence. Works with TACZ as a soft dependency — the mod runs with or without it.

NeoForge is the only dependency. The models use the vanilla ModelPart system and are animated in the renderer.

Drones are not entities. In the air a drone is an object inside DroneFlightManager; on the ground it is a block with a block entity. The reasoning is under "How it works".


What is in it

Drones (20 aircraft)

ClassAircraft
Shahed loitering munitionsShahed-131, Shahed-136, Shahed-238 (jet)
ReconnaissanceOrlan-10, Orlan-30, Eleron-3, ZALA 421-16E, ZALA 421-08, Granat-4
Strike and loiteringLancet-1, Lancet-3, KUB-BLA, Inokhodets (Orion), S-70 Okhotnik
Ukrainian systemsLeleka-100, SHARK, PD-2, Liutyi (An-196), UJ-22 Airborne, RAM II UAV

Every aircraft has its own model built to the proportions of the real thing: a Shahed is a delta with fins on the tips and a pusher propeller, a Lancet has two X wings, an Orlan is a conventional layout with the tail on a boom, the PD-2 is an aeroplane with four lift rotors, the S-70 a flying wing with a turbojet. Performance — speed, ceiling, toughness, warhead — lives in DroneKind and differs from type to type.

The models carry the detail that is actually visible in flight and on the pad: a gimballed sensor with a lens window and a thermal channel, a pitot boom ahead of the nose, ailerons and elevons as separate strips along the trailing edge, a dorsal spine and access panels, navigation lights on the tips (red to port, green to starboard), intakes and exhaust stubs on piston types, warning stripes by the warhead. Types that land have real gear: tricycle legs and wheels on the aeroplane layouts, landing feet under the booms of the PD-2, a skid on the twin-boom aircraft and flying wings.

Anti-aircraft guns

  • Gepard — tracked SPAAG, twin 35 mm guns, two radars.
  • Slinger — compact remote weapon station, 30 mm.
  • Terrahawk Paladin — container mount with a 360-degree radar, 30 mm.
  • MANTIS — unmanned auto air defence: a 35 mm revolver cannon on a pedestal with its own masted radar and no crew at all.

The first three work two ways: a gunner sits at the sight (left click fires), or Shift + right click switches to automatic. MANTIS always runs itself.

IFF. In automatic mode a mount knows where every drone took off from. Anything launched within 70 blocks of the mount counts as friendly and is never engaged, deliberately or by a stray burst. Everything launched further out is tracked. The radius is configurable (turret.friendlyRadius).

Automatic fire misses. Every burst rolls a hit chance that falls off with range and with target speed. On a failed roll the burst is deliberately walked wide, and you can watch the tracers go past. The base chance is turret.autoHitChance (0.55 by default), multiplied by the accuracy of the individual mount.

Air raid alarm

  • Alarm loudspeaker — wails, audible over 160 blocks. The sound is synthesised as a real electromechanical siren: the rotor chops the air (two ports at a ratio of 1.2 give the characteristic chord), the signal passes through a horn resonant at 1150 and 2300 Hz, and spin-up, coast-down, rotational amplitude modulation and urban reverberation are added.
  • Air raid button — raises the alert and sounds the all-clear.
  • Linking cable — binds loudspeakers to a button: click the loudspeaker, then the button. With nothing bound, a button drives every siren within 64 blocks.

Players within earshot get an "AIR RAID ALERT" banner on screen.


How it works

A Minecraft entity is convenient while it stays near a player. A drone flies kilometres away while the operator stays put, and at that point the entity gets in the way: it stops being tracked beyond the tracking radius, it ticks with the rest of the world, and it needs the client to "see" it. So the aircraft are built differently:

StateWhat it isWhat draws it
On the groundairsystem:drone block with a block entityDroneBlockRenderer
AirborneDroneFlight object in DroneFlightManagerDroneFlightRenderer, in the world pass
Released bombMunition object in the same placethe same renderer

What that buys:

  • Range. A flight is not tied to the entity tracking radius. The server sends compact snapshots (DroneSyncPayload) to everyone in view range and instrument data (DroneTelemetryPayload) only to the operator.
  • Cost. None of the entity overhead: no tracker, no attribute sync, no collision search every tick. Motion is one ray from the last point to the next, and that same ray finds the collision.
  • Persistence. Flights live in the dimension's SavedData and survive a server restart.
  • Hits. Since bullets will not hit the drone by themselves, the server looks for projectiles near it each tick and checks whether their movement segment passed through the airframe. Arrows and TACZ bullets both work this way; the guns trace their own line, and a nearby explosion reaches the aircraft through ExplosionEvent.
  • Feed. There is nothing for a spectator camera to attach to, so the operator is put into spectator mode, the server quietly carries their position along with the drone so chunks keep loading, and the client moves the camera itself from the same snapshots. That costs no packets, and the view stays with the player — the camera behaves like a gimbal. Rebuilding the tracked-entity list, the expensive part of moving a player, happens on a chunk change rather than every tick.
  • Smoothness. Snapshots arrive unevenly, so the client does not take the position directly but eases the drone towards it over a few ticks, otherwise the model stutters. A far jump — a drone entering view range — is applied at once instead of gliding in from a distance.

Flying a drone

  1. World map (right click) opens a view of the terrain from above. Left click marks a point and copies its coordinates to the clipboard; right click drags the map, the wheel zooms.
  2. Place the aircraft on the ground (right click the item onto a solid surface). It becomes a pad block.
  3. Remote control — right click the parked aircraft to link it.
  4. Right click the remote in the air to open the launch screen. "Paste" pulls the coordinates out of the clipboard, "LAUNCH" sends the aircraft to the target.
  5. The feed from the aircraft opens. The buttons along the top are "Manual control" (after which the aircraft follows the keys — W/S pitch, A/D heading, Space throttle, Shift throttle off), "Strike" (an immediate dive for a loitering munition, bomb release for a strike carrier) and "View" (switching between heading-locked and free gimbal).
  6. Reconnaissance aircraft and strike carriers also get a "Land" button: the aircraft turns for its own pad, descends to circuit height, comes down the glide path and lands — the pad block reappears and the remote re-links to it by itself. Loitering munitions do not land.

Recovery also starts on its own when there is exactly enough fuel to get home: the aircraft heads for the pad instead of falling. The phase is visible in the telemetry ("Returning", "On approach").

An aircraft on a pad can be picked back up: Shift + right click, or simply break the block. When a flight ends, the operator returns to their own position in their previous game mode.

Commands

/airsystem flights                # what is airborne right now
/airsystem abort                  # recall everything
/airsystem launch <type> <x y z>  # launch at a target, for testing

Impact

  • The explosion is staged. The vanilla picture is disabled entirely (spawnParticles = false, a silent airsystem:silence) and the client draws all of it:

    • flash — a full-screen wash from white to orange, dimmed by distance and killed by a wall between the player and the epicentre, together with a short punch to the field of view;
    • core — a fireball of flash/explosion_emitter, flame, lava drops, firework sparks and thrown-up soil;
    • blast wave — a ring of dust and soot spreading at 2.4 blocks per tick (about 18 ticks), plus a condensation ring in the air;
    • smoke column — rises and spreads for about seven seconds, with ash.

    Detail falls off with distance so that far-away impacts do not load the client.

  • Screen shake — stronger the closer the player is to the epicentre (up to 90 blocks), decaying over time.

  • Shockwave — spreads from the epicentre over about 16 ticks and breaks glazing; the Shahed-136 radius is 35 blocks. The further the glass, the lower the chance it goes. The block list is the airsystem:shockwave_fragile tag.

  • Fires — from types with an incendiary warhead (Shahed-136, Shahed-238, Lancet-3, Liutyi, RAM II).

  • Sound — a sharp report up close, a dull boom from far away, arriving late by the speed of sound (about 17 blocks per tick).

Shooting a drone down

  • The hit point is converted into airframe coordinates, so where you hit matters: the centre, the engine bay or the flying surfaces.
  • Three centre hits detonate it in the air.
  • Any hit has a 20 % chance of taking out the engine: the aircraft stalls into a smoking spiral and explodes on impact. The chance is twice as high through the engine bay and lower through a wing.
  • TACZ bullets are recognised automatically; ordinary projectiles work too.

TACZ compatibility

The mod is not compiled against TACZ and does not require it:

  • TACZ bullets are recognised by projectile type and damage drones;
  • the guns accept TACZ ammunition (any item in the tacz namespace with "ammo" or a matching calibre in its id) and fall back to the mod's own airsystem:ammo_35mm and airsystem:ammo_30mm rounds without it.

Галерея

Shahed 136Eleron-3Lancet-3

Последние версии

Все версии →
release

Project: Air System 1.1.0

1.1.0
28 сент. 2026 г.243Minecraft: 1.21.1neoforge
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# Project AirSystem 1.2.0 ## Русский ### Новое **Дроны** - Четыре новых аппарата семейства «Шахед»: **Герань-2** и реактивная **Герань-3** (чёрные, с усиленной зажигательной БЧ), **Гарпия-А1** и ложная цель **Гербера**, которая сбивается одним попаданием. У «Гераней» и «Гарпии» на спине плата спутниковой антенны. Всего в моде 35 аппаратов. - **Реалистичное управление FPV.** Тяга вдоль оси рамы, настоящая гравитация и сопротивление воздуха, газ не возвращается в центр. - Раскладка: W/S — тангаж, A/D — крен, Q/E — рыскание, пробел/Shift — газ. - **R** переключает режимы АКРО (флипы и бочки) и СТАБ (самовыравнивание). - Камера с наклоном вверх и креном вместе с рамой. На экране газ и режим полёта. - **Взлёт и посадка как у настоящих:** - «Шахеды» уходят с рельса на ракетном ускорителе; - «Орланы», «Ланцеты» и другие лёгкие аппараты стартуют с катапульты; - TB2, «Орион», С-70 и «Лютый» делают разбег на колёсах; - мультикоптеры взлетают вертикально; - разведчики садятся на парашюте; - тяжёлые ударные садятся на полосу. - **Групповой пуск.** Shift + ПКМ пультом по нескольким стоянкам, одна цель, все стартуют разом и расходятся по цели. Стрелки `<` `>` переключают камеры бортов. - **Ручное управление группой.** G или кнопка «Группа за мной»: остальные строятся клином за твоим бортом и повторяют манёвры, включая пикирование. - Сброс управляемых авиабомб с ударных дронов кнопкой «Удар». **Сборка и снабжение** - **Стол сборки БПЛА:** дрон собирается из модулей (планер, двигатель, боевая часть, оптика, наведение), встроена книга рецептов. - **Топливо:** канистры для ДВС (из угля или через ламинарию) и аккумуляторы для электрических. Без топлива дрон не взлетит. Дроны из творческого меню заправлены полностью. - **Улучшения ПВО:** оптический прицел, баллистический вычислитель, скоростной привод, автомат заряжания, тепловизор. Ставятся вручную или собираются на столе. **ПВО и оборона** - Противодронная сетка с креплениями. - Пульт управления огнём и дистанционный режим установок ПВО. - Точность ПВО заметно выросла (подробнее в разделе «Исправления»). **Миры (бета)** - Новые типы мира **«Разрушенный»** и **«Суперплоский разрушенный»** — пока в стадии **бета**: генерация и поведение поселений ещё дорабатываются, возможны ошибки. Не стоит использовать их для важных сохранений. - поселения разной степени разрушения; - жители и установки ПВО в уцелевших городах, пополнение боекомплекта; - налёты «Шахедов», «Гераней» и ложных «Гербер». - Команда `/airsystem settlement` ищет ближайшее поселение. **Эффекты и звук** - **Взрыв:** яркая вспышка, видная ночью издалека, огненный шар, остывающий от белого к тёмно-красному, и настоящая подсветка улицы в момент взрыва. Каждая боеголовка оставляет очаг огня, зажигательная поджигает округу. - **Обломки:** сбитый дрон разваливается на куски своей окраски. Они падают, горят, дымят и лежат на земле около 30 секунд. - **Звуки:** у каждого типа двигателя свой голос: - двухтактный «мопед» «Шахеда»; - оппозитный авиадвигатель TB2 и «Ориона»; - одноцилиндровый «Орлана»; - турбореактивный и турбовентиляторный; - электрические; - роторы FPV, тон которых следует за газом. - Отдельные звуки взлёта и посадки: ракетный ускоритель, катапульта, разбег, пищалки регуляторов, раскрытие парашюта, касание полосы. - Звуки стали объёмными и слышны на расстоянии. Регулировка громкости тревоги, дронов и сообщений. - Тревога длится 20 секунд, сирена смолкает вместе с ней. ### Исправления - **Точность ПВО:** установки брали упреждение на полёт снаряда, хотя попадание считается мгновенно, и стреляли мимо пролетающих целей. Теперь «Гепард» сбивает «Шахед-136» за 7–19 очередей, «Ланцет-3» за 4–15. - Сервер больше не зависает при генерации поселений на краю чанка. - Звук взрыва больше не похож на звон стекла. - Тело оператора остаётся на месте во время полёта. - Дрон нельзя остановить в воздухе нулевым газом. - «Шахед» больше не задирает нос. - Консоли радара и пульта огня стоят ровно. - Вид с камеры идёт из настоящей точки объектива на модели. - Исправлены окно стола сборки, крыши домов, рецепты ударных FPV, «Бобра» и «Шахедов-101/107» (им нужна боевая часть, а не камера). ### Совместимость - Minecraft 1.21.1, NeoForge 21.1.209+. - Ключи конфигурации `turret.hitChance` и `alarm.alertSeconds` переименованы, чтобы новые значения по умолчанию применились к старым конфигам. --- ## English ### New **Drones** - Four new members of the Shahed family: **Geran-2** and the jet **Geran-3** (matte black, heavier incendiary warhead), **Garpiya-A1**, and the **Gerbera** decoy, which one hit brings down. The Russian-built ones carry the satellite antenna plate on the spine. 35 aircraft in total. - **Realistic FPV flight.** Thrust along the frame's axis, real gravity and drag, a throttle that stays where it is put. - Controls: W/S pitch, A/D roll, Q/E yaw, Space/Shift throttle. - **R** switches between ACRO (flips and rolls) and ANGLE (self-levelling). - An uptilted camera that rolls with the frame. Throttle and flight mode on the feed. - **Takeoff and landing like the real thing:** - Shaheds leave a rail on a rocket booster; - Orlans, Lancets and the other light wings come off a catapult; - TB2, Orion, S-70 and Liutyi make a takeoff run on their wheels; - multirotors go straight up; - reconnaissance wings recover under a parachute; - heavy strike types land on their wheels. - **Salvos.** Shift-click several pads with the remote, set one target, and they all go up together and spread over it. `<` `>` switch between their cameras. - **Fly a salvo by hand.** G, or "Group on me", puts the rest in a wedge behind your aircraft; they copy your moves, dives included. - Guided bombs released from strike drones with the Strike button. **Assembly and supply** - **UAV Assembly Bench:** build a drone from modules (airframe, engine, warhead, optics, guidance), with a recipe book. - **Fuel:** canisters for piston and jet engines (from coal or via kelp) and battery packs for electric ones. No fuel, no launch. Creative-menu drones come fully fuelled. - **Air defence upgrades:** optical sight, ballistic computer, fast servo drive, autoloader, thermal imager. Fitted by hand or built on the bench. **Air defence** - Anti-drone netting and net mounts. - Fire control console and remote mode for the guns. - Much better accuracy (see Fixes). **Worlds (beta)** - New world types **Ruined** and **Ruined Superflat**, still in **beta**: settlement generation and behaviour are being worked on and bugs are possible. Don't use them for saves you care about. - settlements in every state of ruin; - villagers and manned air defence in the towns still standing, restocked with ammunition; - raids by Shaheds, Gerans and Gerbera decoys. - `/airsystem settlement` finds the nearest settlement. **Effects and sound** - **Blasts:** a flash that carries across the map at night, a fireball that cools from white to dull red, and real light cast on the surroundings. Every warhead leaves a fire; incendiary ones set the area alight. - **Wreckage:** a downed aircraft breaks into pieces of its own paint that tumble, burn, smoke and lie on the ground for half a minute. - **Engine sounds:** each engine type has its own voice: - the Shahed's two-stroke moped; - the flat-four of the TB2 and Orion; - the Orlan's single cylinder; - turbojet and turbofan; - electric pushers; - FPV rotors whose pitch follows the throttle. - Takeoff and landing sounds: rocket booster, catapult, takeoff run, ESC start-up tones, canopy opening, tyre chirp. - Sounds carry over distance. Separate volume for the alarm, drones and notices. - The alert lasts 20 seconds, and the siren stops with it. ### Fixes - **Air defence accuracy:** the guns led their target for shell flight time, but a burst is resolved instantly, so they fired in front of crossing targets. A Gepard now brings down a Shahed-136 in 7–19 bursts and a Lancet-3 in 4–15. - The server no longer freezes while building settlements on a chunk edge. - The explosion no longer sounds like breaking glass. - The operator's body stays put during a flight. - Throttle at zero no longer stops a drone in mid-air. - The Shahed no longer flies nose-up. - Radar and fire-control consoles stand level. - The camera feed comes from the lens actually modelled on the aircraft. - Fixed the assembly bench screen, house roofs, and the recipes of the FPV strike drones, Bober and Shahed-101/107 (they take a warhead, not a camera). ### Compatibility - Minecraft 1.21.1, NeoForge 21.1.209+. - The config keys `turret.hitChance` and `alarm.alertSeconds` were renamed so the new defaults reach existing configs.
release

Project: Air System 1.0.0

1.0.0
4 сент. 2026 г.25Minecraft: 1.21.1neoforge
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# Project AirSystem 1.0.0 First release. Twenty unmanned aircraft, an air raid alarm system and four anti-aircraft gun mounts for NeoForge 1.21.1. Full documentation is in the [wiki](https://github.com/RBXLU/AirSystem/wiki) — start with [Crafting](https://github.com/RBXLU/AirSystem/wiki/Crafting) and [Flying a Drone](https://github.com/RBXLU/AirSystem/wiki/Flying-a-Drone). ## Requirements | | | |---|---| | Minecraft | 1.21.1 | | Loader | NeoForge 21.1.209 or newer | | Java | 21 | | Optional | TACZ — bullets and ammunition are recognised automatically | ## What is in it **Twenty aircraft** in three roles. Loitering munitions dive onto a target and detonate; reconnaissance types loiter and come home; strike carriers release a guided bomb and return. Each airframe follows the planform of the real aircraft, and performance — speed, ceiling, toughness, warhead — differs from type to type. **Four gun mounts.** Gepard, Slinger, Terrahawk Paladin and MANTIS. Three can be crewed or left on automatic; MANTIS only ever runs itself. Automatic mounts identify friendlies by launch point and never engage a drone launched within 70 blocks of them, and their fire genuinely misses — hit chance falls off with range and target speed, and a failed roll walks the burst wide. **Air raid alarm.** Loudspeakers audible over 160 blocks, buttons, and a linking cable to bind them. The siren is synthesised as an electromechanical siren — a rotor chopping air through stator ports, shaped by a horn — not as a tone. **Operation from a remote.** Mark a target on the world map, launch, then fly by hand or let the autopilot work. A flight can also be launched with no target at all: the aircraft takes off and is handed straight to you. ## Notable details * Engine sound carries live Doppler shift and rpm lag, so a pass overhead drops in pitch the way a real one does. * The vanilla explosion is replaced entirely: staged flash, fireball, ground dust wave and smoke column, with the report arriving late by the speed of sound. * Where you hit a drone matters — centre, engine bay or wing are told apart. * Every model, texture and sound is generated from scratch by the scripts in `tools/`. No sampled audio, no third-party assets. ## Known limitations * **Drones are not entities.** That is what gives them unlimited range and low server cost, but it also means mods that act on entities will not see them: entity radars, entity-based protection and third-party anti-air will not detect a drone. Explosion-based protection still works. * **Crafting does not vary by type.** Every aircraft uses the same recipe with either a warhead or a camera module, so a Shahed-238 costs the same as a KUB-BLA. Server owners who want the heavy types rarer should edit the recipes. * Tested in single-player and on a dedicated server; no compatibility testing against large modpacks yet. ## Configuration Everything is in `config/airsystem-common.toml` — flight time, cruise altitude, chunk loading radius, IFF radius, automatic hit chance, alarm duration, and switches for glass breaking and fires. See [Configuration](https://github.com/RBXLU/AirSystem/wiki/Configuration). ## License GPL-3.0-or-later. Source: https://github.com/RBXLU/AirSystem