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release
MH Warfare 3.0.0 Release 3
3.0.0-release.327 окт. 2026 г.70Minecraft: 1.20.1forge
Что нового
# MH Warfare — Changelog
## 3.0.0 Release 3
Release 3 expands MH Warfare with crewed aircraft, ground vehicles, refuelling, modular equipment and field fortifications.
This release introduces the **L-39C**, **Mi-8MSB-V**, **HMMWV M1151** and **Military Fuel Tanker 8×8**, alongside aircraft weapons, component damage, pilot survival equipment and a shared vehicle servicing system. It also adds modular body armour, helmets, clothing, backpacks, mines, camouflage nets and new weapon optics.
Rendering, cameras, vehicle movement and contextual controls have received numerous fixes and optimizations.
---
## L-39C Aircraft
- Added the **L-39C**, with two cockpits, animated controls and working flight instruments.
- Added flight dynamics covering engine operation, fuel consumption, landing gear, flaps, airbrakes and aerodynamic forces.
- Added aircraft mass and balance changes from fuel and installed stores.
- Added cockpit and external camera options, free look and visible pilot bodies.
- Added G-load effects, progressive impairment of pilot control and structural buffet effects under demanding flight conditions.
- Added animated canopy operation and ejection seats for both cockpit positions.
- Added independent armament operation from either cockpit without requiring flight-control priority.
- Improved ground handling, wheel contact, braking, placement and recovery.
- Improved flight interpolation, cockpit animation and high-altitude aircraft lighting.
- Addressed cockpit flashing, camera-transition artifacts and visual rotation discontinuities.
## Aircraft Weapons and Stores
- Added **FAB-100 M54 bombs** for the L-39C.
- Added **R-3S air-to-air missiles**, with a heat-seeking acquisition system, search and lock feedback, and first- and third-person targeting indicators.
- R-3S targeting supports eligible aircraft, helicopters and drones according to their heat signature and acquisition conditions.
- Added **UB-16-57U rocket pods** and **S-5M rockets** for the L-39C.
- Added **B-8V20A rocket pods** and **S-8DF rockets** for the Mi-8MSB-V, with four available mounting positions.
- Added highlighted mounting previews, installation, removal and ammunition loading for supported stores.
- Remaining rocket ammunition is reflected in pod geometry and preserved when partially loaded pods are removed.
- Added a shared **Caps Lock** rocket-launch binding: tap for one rocket or hold for repeated S-5/S-8 launches, alternating available pods.
- R-3S launch remains a separate single-press action.
- Added projectile flight simulation, swept collision detection and explosion damage to players and vehicles.
- Added a terrain-aware predicted rocket impact marker with XYZ coordinates when terrain data is available.
- Added launch effects, white smoke trails and distant explosion presentation.
- Updated R-3S trails to use MH Warfare's shared white missile smoke.
## Mi-8MSB-V Helicopter
- Added the **Mi-8MSB-V**, with animated cockpit controls, instruments, doors and rear cargo doors.
- Added helicopter flight dynamics with fuel, crew and payload mass affecting handling.
- Added two pilot positions, shared control, individual control priority and the ability for a pilot to relinquish flight control.
- Added passenger seating and a walkable cabin with movement support during flight.
- Improved cabin entrances, exits, internal clearances and collision handling.
- Improved movement synchronization for standing passengers and reduced unwanted position corrections.
- Added wheel brakes and a separate main- and tail-rotor brake.
- Added rotor blade droop and speed-dependent blade positioning, landing-gear compression and restrained rotor-wash dust effects.
- Added helicopter engine and rotor audio, with improvements to onboard sound positioning.
- Added **flares and chaff**, with countermeasure effects and targeting interactions.
- Added separate flare and chaff supply crates, each containing **48 charges**.
- Countermeasures can be loaded individually or continuously at **6 charges per second**, with remaining supply shown visually.
- Added component damage indicators, detachable components and individual main- and tail-rotor blade damage.
- Added repair, jerrycan refuelling and tanker-hose support.
## HMMWV M1151
- Added the **HMMWV M1151**, with four cabin seats and an additional gunner position when equipped with the M2HB.
- Added a vehicle modification menu for installing and removing an existing **Browning M2HB**.
- The vehicle switches between closed and armed configurations according to its installed equipment.
- Added a rotating turret with a full 360-degree horizontal traverse and damageable protective armour.
- Added animated steering, suspension, doors, instruments and vehicle lighting.
- Added dedicated engine sounds and fuel consumption.
- Added component damage, detachable wheels, repairs and refuelling.
- Improved gunner arm positioning and movement while aiming.
## Military Fuel Tanker 8×8
- Added a **Military Fuel Tanker 8×8**, an original vehicle concept inspired by the Tatra military refueller family.
- Added an **18,000-litre cargo tank** and a separate diesel tank for the truck's engine.
- The tanker spawns with an empty cargo tank and fuel available for its own engine.
- Added handling influenced by fuel load, vehicle mass, suspension and braking.
- Added doors, steering, instruments, headlights, high beams, indicators, hazard lights and wipers.
- Added animated cargo-tank hatches and a visible liquid level that changes with the amount of fuel carried.
- Added fuel valves, gradual tank draining and separate HUD readings for engine fuel and cargo fuel.
- Added a deployable refuelling hose with a **35-metre maximum length**.
- Added hose connection, disconnection and return-to-tanker interactions.
- Added a climbable ladder and model-based vehicle collision.
- Refined loaded-tanker explosion and fire effects.
## Refuelling, Repairs and Vehicle Damage
- Added a **20-litre jerrycan** and **100-litre kerosene, diesel and gasoline buckets**.
- Added fuel placement without infinite-source creation.
- Added direct bucket filling for the tanker and held jerrycan refuelling for compatible vehicles.
- Added aircraft fuel-access interactions and animated hatch/cap sequences.
- Added a shared repair wrench for aircraft and ground vehicles.
- Repairs consume iron and can restore damaged or detached components.
- Added repair and refuelling progress feedback.
- Added component-specific damage affecting vehicle handling, propulsion and control.
- Added fuel leaks, fire and damage-dependent smoke effects.
- Improved crash handling and detachable wheel/component motion.
- Reduced excessive damage from minor ground impacts and ordinary small drops.
- Improved recovery of overturned or immobilized vehicles and reduced instability when wheels are missing.
## Pilot Equipment and Parachutes
- Added flight suits in **Olive, MM14 and Leather** variants.
- Added a **white pilot helmet** and pilot gloves.
- Added a dedicated flight-suit slot that prevents simultaneous use of a separate jacket and trousers.
- Added a pilot rescue parachute equipped through the backpack slot.
- Equipped parachutes deploy automatically following the supported ejection sequence.
- Added canopy inflation, suspension lines, landing and a collapsed ground canopy.
- Landed parachutes can be packed by holding right-click for approximately **4 seconds**.
- Holding **C for 3 seconds** during descent cuts away the parachute.
- Abandoned landed parachutes disappear after **5 minutes**; cut-away canopies disappear **1 minute after landing**.
## Equipment, Armour and Clothing
- Added an equipment hangar interface with equipment, clothing and backpack sections.
- Added the **M-Tac Cuirass FAST Elite XL Gen.II** plate carrier and **FAST High-Cut Ranger Green** helmet.
- Added separate front and rear plate pockets with **18 ballistic insert variants**, covering different protection classes and materials.
- Added armour coverage, plate condition and penetration interactions with the mod's ballistic systems.
- Added customizable helmet and carrier patches, including support for additional patch resources.
- Added the **Mission Pack Elite Hex 25L**, with **27 inventory slots** and contents preserved when transferred or removed.
- Added MultiCam and MM14 field jackets and trousers, tactical gloves, a Ranger Green buff, and clear/smoke protective goggles.
- Added **Winter** and **Savanna** ghillie variants.
- Improved ghillie fit over helmets and plate carriers, with backpacks remaining visible over the suit.
- Added player-controlled prone crawling with low-profile collision and movement restrictions.
## Fortifications, Nets and Mines
- Added stackable **sandbags** for building defensive positions.
- Added connecting **barbed-wire sections**.
- Added placeable camouflage nets in **Green, Winter, Desert and Savanna** variants.
- Added flexible net placement using selected attachment points, adjustable tension and recoverable net rolls.
- Added **white road-protection netting**, with flexible placement for road coverings and other player-built structures.
- Added net deformation, damage and interactions with supported projectiles and explosions.
- Optimized camouflage-net rendering and mesh caching while retaining cloth movement.
- Improved road-net flexibility with bounded simulation and rendering work.
- Added **PMN, PMN-2 and PMN-4 mines**, a demining tool, mine marker flags and warning signs.
## Weapon Optics
- Added a **reflex sight** and **K4i 4×30 optic** for supported AK-74M and M2HB configurations.
- Added optic installation and removal through the weapon modification menu.
- Installed optics are preserved when weapons are packed or saved.
- Added animated optic mounting, sight alignment and aiming transitions.
- Improved scope rendering, reticle presentation and weapon positioning.
- Optimized M2HB rendering, including deployed and vehicle-mounted configurations.
## Radar, Cameras and Visual Improvements
- Expanded LYS radar classification and presentation for the **L-39C, Mi-8MSB-V and supported drones**.
- Radar contacts now display a vehicle category and model name, with full labels available on hover.
- Fixed high-altitude target detection being rejected by unnecessary ground-height queries.
- Improved vehicle visibility in supported drone cameras and targeting systems.
- Improved vehicle rendering through smoke and contextual key handling.
- Improved headlight presentation, cockpit visibility and indicator readability.
- Added vehicle-interior weather masking to reduce rain rendering through enclosed cabins.
- Added a **High-Altitude View** option under **Ctrl+H → Video** for viewing loaded terrain from above.
- Improved inventory icons and vehicle damage displays.
## Performance and Stability
- Optimized vehicle, machine-gun and net geometry rendering through cached meshes and reduced repeated work.
- Improved interpolation of vehicles, cockpit controls and moving components.
- Addressed vehicle spawning too close to or inside the player.
- Improved interactions between boarding, servicing, packing and contextual controls.
- Improved seat exit, passenger state and death/respawn handling.
- Refined vehicle chunk-transition handling and passenger movement synchronization.
- Removed development-only test classes and test structures from release packaging.
### Installation Requirements
- **Minecraft:** Java Edition 1.20.1
- **Mod Loader:** Forge 47.4.21
- **Java:** 17
- **Required Dependency:** GeckoLib 4.8.4+
- **Optional Compatibility:** Explosion Overhaul for Forge 1.20.1
- Install the **same MH Warfare version** on the server and all connected clients.
- High-Altitude View operates on available terrain; this release does **not** include the postponed distant-terrain LOD system.
- **Alexa Spatium** retains its experimental designation.
release
MH Warfare 2.0.0 Release 2
2.0.0-release.212 окт. 2026 г.683Minecraft: 1.20.1forge
Что нового
# MH Warfare — Changelog
## 2.0.0 Release 2
Release 2 is a major combat, drone, weapon, visual effects and performance update for MH Warfare.
This release introduces the **Wild Hornets Sting interceptor**, the **Browning M2HB heavy machine gun** and a new **Green Ghillie Suit**. It also brings redesigned explosion effects, optional Explosion Overhaul compatibility, improved infantry ballistics, expanded drone targeting, upgraded FPV interfaces and significant improvements to drone rendering, damage, smoke and multiplayer stability.
Numerous fixes and optimizations improve performance, reduce unnecessary world loading and make combat more consistent across singleplayer and multiplayer environments.
---
## Wild Hornets Sting
- Added the **Wild Hornets Sting**, a new high-speed FPV interceptor drone.
- Added a dedicated 3D model, textures, flight animations and control interface.
- Added its own flight characteristics, camera system and interception behavior.
- Added adjustable camera orientation for different interception situations.
- Added support for deploying, controlling, landing and recovering the interceptor.
- Improved launcher behavior to prevent nearby collision bounds from incorrectly blocking takeoff.
## Browning M2HB Heavy Machine Gun
- Added the **Browning M2HB**, a belt-fed 12.7×99 mm (.50 BMG) heavy machine gun.
- Added two mounting configurations: a low tripod and a high stand.
- Added detailed weapon models, ammunition belts, cartridges, links, ammunition boxes and spent casings.
- Added multiple ammunition types, including standard Ball, armour-piercing, tracer, incendiary and inert rounds.
- Added ammunition box loading, unloading and belt management.
- Added dedicated firing, reloading, charging and mechanical handling sounds.
- Added weapon recoil and improved firing feedback.
- Improved aiming, weapon positioning and operator animations.
- Refined weapon visuals and iron sights for a clearer aiming experience.
- Fixed vertical aiming becoming temporarily unresponsive after reaching its upper or lower movement limit.
## Green Ghillie Suit
- Added a new **Green Ghillie Suit** with a full-body camouflage model, hood and face covering.
- The complete suit can be equipped using a single chest armour slot.
- Added a dedicated texture, inventory icon and crafting recipe.
- Added animated camouflage foliage that moves naturally during player movement.
- Foliage reacts to nearby explosions and gradually settles afterward.
- Added a simplified distant model to reduce rendering complexity.
- Added support for standard and slim player models.
## Infantry Ballistics and Performance
- Reworked bullet simulation for the **AK-74M, Makarov PM and Browning M2HB**.
- These weapons now simulate bullets only through ready, server-loaded chunks.
- Bullets reaching unavailable world data safely terminate their flight without generating new terrain.
- Preserved correct impacts, damage and collision detection within loaded areas.
- Prevented false hits and unnecessary explosions at the edge of unavailable chunks.
- Reduced excessive bullet queues and unnecessary chunk-loading requests during intensive shooting.
- Improved server stability when many bullets are active simultaneously.
- Optimized spent casing rendering with cached geometry and rendering buffers.
- Reduced unnecessary rendering overhead when large numbers of casings accumulate on the ground.
- Other projectile and drone systems retain their existing long-range behavior.
## Explosion Effects and Compatibility
- Added optional compatibility with **Explosion Overhaul**, without making it a required dependency.
- Added explosion effect selection in the **Ctrl+H** settings:
- MH Warfare Classic
- MH Warfare Exp New
- Explosion Overhaul, when a compatible version is installed
- Updated explosion visuals with improved smoke, flames, sparks, debris and environmental effects.
- Improved blast lighting, screen shake and overall explosion feedback.
- Improved concussion effects, including dynamic screen blur based on the explosion.
- Refined explosion audio and its interaction with concussion effects.
- Fixed the sky appearing black during certain explosion effects.
- Improved visual differences between smaller drone explosions and larger detonations.
- Added more detailed ground-impact debris for large drones such as FP-1.
- Ground impacts can eject fragments of terrain with varied sizes, trajectories, rotation and velocity.
- Improved debris behavior according to the impacted surface.
## Drone Damage, Smoke and Destruction
- Improved damage smoke and destruction effects for large strike drones, including **Geran-2 and FP-1**.
- Refined smoke appearance and behavior according to drone damage.
- Improved smoke transitions during burning, severe damage and destruction.
- Removed unwanted flame particles and flashing effects from Geran-3 during normal flight.
- Fixed drones occasionally remaining suspended after collisions when their warheads were not armed.
- Improved crash cleanup and destruction handling for interceptors and other affected drones.
- Reduced unwanted ground sliding after FPV drones and interceptors land.
## Stinger Missile Smoke
- Reworked the **Stinger missile's smoke trail**.
- Added a continuous smoke trail during sustained motor operation.
- Prevented premature smoke generation during the initial launch phase.
- New smoke stops being emitted when the missile motor shuts down.
- Existing smoke gradually disperses instead of disappearing immediately.
- Improved smoke trail visibility at long distances.
- Refined distant smoke appearance without unnecessarily increasing particle counts.
## Drone Cameras, FPV and Interfaces
- Updated the flight interfaces for **Wild Hornets, Khizhak-13 and Molniya**, with a more realistic presentation.
- Added night-vision camera support for **FP-2**.
- Improved long-distance drone visibility through drone camera systems.
- Other drones can now remain visible through supported drone cameras at greater distances.
- Removed the obsolete signal-status overlay from FPV drone interfaces.
- Fixed the **F6** FPV goggles visibility setting not being preserved after leaving and rejoining a world.
- Improved the overall visual presentation of drone interfaces and control displays.
## Air Defence and Cross-Mod Compatibility
- Expanded the P1-SUN interception system to support compatible drone entities from other mods.
- Added interoperability with supported external drone implementations, including **FPV Drone by Jaeger**.
- Improved target acquisition and interception behavior for supported third-party drones.
- Extended air-defence interactions beyond MH Warfare's own drone entities.
## Drone Flight, Rendering and Multiplayer
- Improved transitions between close-range and distant drone rendering.
- Reduced visual jitter when drones switch between different levels of detail.
- Fixed cases where FP-1 could briefly appear duplicated during long-range rendering transitions.
- Improved entity synchronization during drone interception and high-speed flight.
- Improved launcher collision handling to prevent drones from failing to take off because of nearby hitboxes.
- Fixed looping Geran-2 launch audio after rapidly entering a drone's FPV camera.
- Improved handling of distant drones when their chunks unload.
- Drones can recover their visible state correctly when previously unloaded areas become available again.
- Improved continuity between distant drone simulation, rendering and world loading.
## Drone Awareness and Mob Behaviour
- Added improved mob reactions to nearby drone explosions.
- Mobs can react to dangerous drone activity and become more cautious around subsequent drone sounds.
- Added avoidance behavior that allows affected mobs to move away from approaching drones.
- Improved environmental interaction between drone combat and nearby living entities.
## Visual Improvements and Item Textures
- Updated various visual effects across the mod.
- Improved the presentation of drone explosions, impacts and destruction.
- Refreshed inventory icons and item textures, including higher-resolution 64×64 and 128×128 assets.
- Improved the visual consistency of weapons, drone equipment and other items.
- Added detailed inventory assets for the new M2HB equipment and Green Ghillie Suit.
- Refined particle behavior and distant effects for more consistent presentation.
## Stability and Compatibility
- Reduced unnecessary server workload from infantry bullet simulation.
- Improved stability during intensive combat and repeated projectile spawning.
- Improved drone entity lifecycle handling, cleanup and synchronization.
- Refined compatibility between client-side effects and server-side combat logic.
- Improved reliability in multiplayer environments.
### Installation Requirements
- **Minecraft:** Java Edition 1.20.1
- **Mod Loader:** Forge 47.4.21
- **Java:** 17
- **Required Dependency:** GeckoLib 4.8.4+
- **Optional Compatibility:** Explosion Overhaul for Forge 1.20.1
- Install the **same MH Warfare version** on the server and all connected clients.
- **Alexa Spatium** retains its experimental designation.
---
**MH Warfare 2.0.0 Release 2** focuses on more immersive combat, improved drone systems, new equipment, more detailed destruction effects and a more stable gameplay experience.
release
MH Warfare 1.0.0 Release 1
1.0.0-release.15 окт. 2026 г.367Minecraft: 1.20.1forge
Что нового
# MH Warfare — Changelog
## 1.0.0 Release 1
Release 1 adds the **ZALA KUB-BLA**, USB FPV controller calibration, expanded drone damage and shootdown behavior, distant damage smoke and high-altitude jet contrails. It also updates FPV aircraft models, introduces an optional second battery for Khizhak-13, improves Stinger presentation and audio, and refines video interference, electronic warfare and Ground Station continuity.
---
## ZALA KUB-BLA
* Added the ZALA KUB-BLA electric flying-wing strike drone with its own model, control surfaces, flight behavior, damage geometry and debris.
* Added rail launch, manual FPV control and autonomous flight along Ground Station routes.
* Added AUTO, MANUAL and ATTACK controls, with keyboard and supported controller input.
* Added a pilot display showing battery charge, estimated remaining endurance, motor RPM, flight data, signal and operating mode.
* Increased the aircraft’s visual size by 25%, with matching collision bounds, detailed hitboxes, camera position and detached parts.
* Added styled item descriptions and Ground Station launch text in English, Ukrainian and Russian.
* Reduced motor audio and its audible range, keeping KUB-BLA audible slightly farther away than Hornet.
## FPV controls and cameras
* Added an optional **FPV / Mouse Control** layout: mouse movement controls pitch and roll, W/S controls throttle or climb, and A/D controls yaw.
* Hold **Alt** to release the cursor and interact with the pilot display.
* Added USB joystick and FPV radio support through guided **Ctrl+C** calibration.
* Calibration supports channel mapping, direction, travel, dead zones and optional button or AUX assignments. Saved profiles are restored when the controller reconnects.
* Added **Normal** and **Aggressive** flight modes for Wild Hornets and Khizhak-13. Aggressive mode increases angular response and turn-rate limits by 35%.
* Improved camera orientation and interpolation during steep pitch, banking and inverted flight.
* Added a localized **Ctrl+M** control guide that can open over an active pilot terminal.
## Khizhak-13 and FPV equipment
* Updated Khizhak-13, aluminium and carbon Wild Hornets models and textures, alongside the 5/10/15/20 km fiber spools.
* Added an optional **Battery II** slot to the Khizhak-13 assembly menu.
* The additional battery increases total energy capacity and aircraft mass while retaining the existing battery voltage.
* Khizhak-13 switches between single- and dual-battery models according to its installed equipment.
* Updated hitboxes, mounted equipment materials and fiber exit positions to match the aircraft variants.
* Made the existing Wild Hornets Battery II available in the Drone Components creative tab.
## Drone damage and shootdowns
* Added persistent surface damage marks for bullet impacts, blasts, fire and physical landing impacts. Repair removes marks from sufficiently restored parts.
* Improved explosion damage distribution across wings, tails, motors, structural parts and payload mounts according to their position relative to the blast.
* Improved FP-2 shootdown handling and its consistency with the shared FP-1 damage and payload systems.
* Shootdown outcomes now depend on component damage and warhead condition, including airborne detonation, structural breakup, loss of control and unpowered descent.
* Damaged fixed-wing wrecks continue to respond to surviving aerodynamic surfaces. Rotorcraft react to remaining rotor authority and blast impulses.
* Improved detached-part presentation during destruction, with safeguards against duplicate debris and repeated detonation of the same charge.
* Previously disabled warheads remain disabled through further hits, crashes and water contact.
* Fuel-powered and electric aircraft retain their respective fuel-fire and battery-failure behavior.
## Smoke, contrails and propellers
* Added more varied damage smoke, ranging from light white wisps to dense grey or dark plumes according to the affected component, damage and burning state.
* Improved distant smoke visibility, expansion, wind drift and gradual dispersal.
* Added continuous light-white contrails for **Geran-3, UJ-25 and Alexa Spatium** during powered high-altitude flight.
* Contrails begin around **3,000 blocks above sea level**, with a gradual transition, widening trails and lingering dispersal.
* Improved rocket, launch and explosion smoke composition, including overlapping layers and viewing along the trail.
* Reworked high-RPM propeller blur into a rounded volume fitted to the blades.
* Fixed transparent propeller blur hiding water behind it.
## FPV video and electronic warfare
* Improved analogue interference with finer RF noise, horizontal line disruption, colour degradation and signal-loss presentation.
* Improved compressed digital video degradation with detail loss, compression blocks and grouped image artifacts.
* Removed excessive full-frame analogue rolling and large black digital tiles.
* Added a **Video** tab to **Ctrl+H** settings, including reduced signal flashing and adjustable analogue distortion movement.
* Reduced-flashing settings also apply to inactive goggles and telemetry warnings.
* Electronic warfare now evaluates the receiving end of each control, video, telemetry and voice link.
* Refined jammer coverage and gradual falloff near the edge of its operating area.
## Stinger
* Updated the launcher model, texture and handling animations.
* Improved first-person draw, stow, aiming and interrupted aim transitions.
* Reduced excessive idle movement and prevented unnecessary re-equip animation when the held launcher’s state changes.
* Search and lock sounds now stop when aiming ends and switch cleanly between seeker states.
* Fixed overlapping seeker recordings caused by rapid repeated input.
## Ground Station, audio and chunk handling
* Fixed Ground Station losing its cached connection after a tracked drone unloads and returns. The open station can recover the same aircraft without being reopened.
* Reduced redundant physical chunk preload requests when an existing stronger drone ticket already covers the chunk.
* Preserved chunk retention when shared drone requirements change.
* Improved the transition between nearby explosion audio and delayed distant sound.
* Fixed missing distant explosion audio for FPV operators and preserved pending explosion sounds when leaving the drone view.
## UJ-25
* Removed the virtual camera, FPV viewing mode and video channel. UJ-25 now uses its telemetry terminal, route controls and autonomous strike functions.
* Suppressed the healthy engine’s flame and flash while the aircraft remains on its launcher.
## Infantry weapons and compatibility
* Updated AK-74M and Makarov PM handling animations, including magazine insertion, ejection, reload and inspection.
* Improved AK-74M support-hand positioning and movement while carrying the weapon.
* Fixed firearm item initialization referencing client-only rendering classes on dedicated servers.
* Install the **same MH Warfare version** on the server and every client.
* Requires Minecraft **1.20.1**, Forge **47.4.21**, Java **17** and a compatible GeckoLib **4.8.4+** build.
* **Alexa Spatium (Experimental)** retains its experimental designation.
beta
MH Warfare 0.9.0 Beta 7
0.9.0-beta.726 сент. 2026 г.301Minecraft: 1.20.1forge
Что нового
# MH Warfare — Changelog
## 0.9.0 Beta 7
Beta 7 expands UAV control and observation with the **FP-2 (2025 V1)**, a new Hornet pilot display, the **Steiner M830r** binocular and more detailed Lys-3M radar presentation. It also adds the **RGD-5** hand grenade and the ability to carry it on a Mavic, alongside improvements to drone damage, FPV equipment, combat and multiplayer presentation.
---
## FP-2 (2025 V1)
* Added the FP-2 strike UAV with its own airframe model, textures, damage geometry and debris.
* Added manual FPV control alongside autonomous flight along Ground Station routes.
* Added a dedicated pilot HUD showing flight, engine, signal and aircraft status.
* Added day and infrared camera modes, a 1×/2× view and a manually placed point in the camera picture.
* Added FP-2 engine, launch and flight-mode controls for keyboard and supported gamepads.
* Added FP-2-specific Ground Station commands and launch feedback while preserving FP-1 controls.
* Added separate FP-2 camera alignment and booster presentation. The launch booster is now identified as compatible with FP-1 and FP-2.
## Hornet cameras and pilot display
* Added a secondary belly-camera view to the Hornet pilot display.
* Added an enlarged view of the selected object using the available camera picture.
* Added markers for supported entities that have been observed in already loaded terrain.
* Players can select an observed entity or place a manual point directly in the camera view. These display selections do not steer the aircraft automatically.
* Improved the alignment of camera imagery, target markers and aircraft attitude during steep or banked flight.
* Improved day, night-vision and thermal presentation across the main and belly cameras.
## Steiner M830r binocular
* Added the handheld **Steiner M830r 8×30** binocular.
* Right-click to raise or lower it. The held model and player pose are visible in third person.
* Added an 8× optical view with a soft circular edge and a passive MIL ranging reticle.
* Adjusted look sensitivity while viewing through the binocular for finer aiming.
* The standard M830r has no laser rangefinder, compass or electronic target detection.
## RGD-5 grenade and Mavic payload
* Added the **RGD-5** hand grenade with a timed fuse, physical bounce and rolling movement.
* Hold left-click for a longer throw or right-click for a shorter throw. Throw strength builds over approximately half a second.
* Added a separate arming action with **R**. Once its fuse starts, moving the grenade to inventory or dropping it does not stop the countdown.
* Added distinct pin and safety-lever release animations and physical spent-part effects.
* Improved close-range damage and exposure around raised cover while keeping solid obstacles relevant.
* Either Mavic payload slot can now carry an unarmed RGD-5. Grenades and existing mini payloads can be mixed between the two slots.
* Releasing a grenade from Mavic starts its fuse immediately. The falling grenade uses the existing physical grenade behavior and can be seen through the drone view.
* Updated the Mavic model to show installed grenades with their own texture; a released payload disappears from its mount.
## Drone flight and damage
* Improved loss-of-lift behavior when fixed-wing aircraft suffer wing or tail damage.
* Damaged aircraft now respond to the actual remaining lift, airflow and control authority, with asymmetric forces affecting roll and descent.
* Multirotor aircraft continue to respond to their own rotor and lift-station damage rather than using fixed-wing stall behavior.
* Improved the presentation of distant aircraft during transitions between normal and long-range rendering.
## Lys-3M radar and Ground Station
* Improved Ground Station map loading and rendering of visible map changes.
* Added terrain-aware radar sweep presentation: beams can shorten or fade when nearby terrain obstructs low-altitude coverage.
* Short obstacles can still leave a higher aircraft visible to the radar; thicker or taller obstructions have a stronger effect.
* Radar contacts and map presentation continue to reflect the rotating scan rather than exposing continuous live target positions.
## FPV equipment, signal and audio
* Added a remappable **F6** shortcut to hide or show the inactive FPV goggles' “NO SIGNAL” display while keeping the goggles equipped.
* Separated the default pilot walk/control focus key (**M**) from the existing camera/sensor key (**N**).
* Improved RF video and control tolerance around trees and light vegetation. Heavy terrain and electronic warfare can still interrupt radio links; physical fiber connections retain their own behavior.
* Updated Wild Hornets and Khizhak 13 REBOFF motor audio, including a quieter low-RPM character that transitions into the high-RPM layers.
## Combat and multiplayer presentation
* Improved firearm hit registration for moving living targets while retaining server-authoritative impacts and solid-cover checks.
* Removed the additional knockback from infantry bullet hits without changing knockback from unrelated damage sources.
* Improved cleanup of destroyed drones and dead mobs in the player's normal view after an FPV session.
* Improved synchronization and presentation of drone cameras, visible entities and mounted payloads for multiplayer viewing.
## Compatibility
* Install the **same MH Warfare version** on the server and every client.
* Requires Minecraft **1.20.1**, Forge **47.4.21** and a compatible GeckoLib **4.8.4+** build.
* **Alexa Spatium (Experimental)** retains its experimental designation.
beta
MH Warfare 0.8.0 Beta 6
0.8.0-beta.618 сент. 2026 г.175Minecraft: 1.20.1forge
Что нового
# MH Warfare — Changelog
## 0.8.0 Beta 6
Beta 6 is a major UAV, fiber-optic control, radar, Remote View, multiplayer stability and combat-effects update. It introduces the Khizhak 13 REBOFF fiber-optic FPV drone, the Lys-3M radar system, expanded Ground Station functionality, improved Chuyka 4.0 behavior, optional night-vision camera upgrades, improved long-range drone presentation, physical fiber interaction and new explosion effects.
---
## Khizhak 13 REBOFF
* Added the **Khizhak 13 REBOFF** fiber-optic FPV drone.
* Added physical fiber-optic cable deployment during flight.
* Added finite fiber spool capacity.
* Added **5 km, 10 km, 15 km and 20 km** fiber spools.
* Fiber usage is based on the actual travelled cable route.
* Returning toward the operator does not restore already deployed fiber.
* Added dedicated fiber spool geometry and presentation.
* Added physical cable connection between the operator and the drone.
* Added fiber-link state to drone control interfaces.
* Added dedicated fiber-optic FPV behavior.
* Improved Khizhak flight and camera presentation during sharp turns.
* Improved cable payout presentation between normal gameplay and Remote View.
---
## Fiber-optic control system
* Fiber-optic control is independent from normal RF communication.
* Electronic warfare and RF interference do not degrade an intact fiber connection.
* Fiber connections do not use RF fallback after the cable is severed.
* Losing the physical fiber connection immediately removes drone control.
* Motor inputs are removed after fiber loss and the aircraft continues with physical flight and gravity.
* Existing camera damage, power loss and component damage can still interrupt the video feed.
* Added clear connected, disconnected and broken fiber states.
---
## Physical fiber cable
* Fiber cable now follows a persistent physical route through the world.
* Cable can settle onto terrain instead of remaining as a straight beam.
* Added retained cable bends and route corners.
* Improved cable settling and terrain interaction.
* Improved cable interpolation and payout smoothness.
* Improved cable endpoint alignment with the operator and drone.
* Improved cable attachment to the correct spool position on the aircraft.
* Improved cable rendering in both the normal world and Remote View.
* Broken cable sections remain temporarily in the world before fading.
* Detached cable remnants continue using bounded physical settling.
* Improved cable persistence across world saves and reloads.
---
## Fiber cable interaction and damage
* Players can physically cut accessible fiber cable sections.
* Fiber belonging to other players can also be cut.
* Cutting requires maintaining interaction with a visible nearby section of cable.
* Infantry bullets can physically sever fiber cable.
* Bullet-to-fiber collision follows the actual projectile trajectory.
* Bullets cannot cut cable through a wall or another object hit first.
* Fiber cable can be destroyed by contact with lava.
* Cable damage does not force-load surrounding terrain.
* Severing the cable immediately disconnects both physical ends.
* An already armed airborne Khizhak can retain its existing impact-fuse behavior after cable loss and detonate on a real surface impact.
---
## Long-range fiber presentation
* Greatly increased visible fiber-cable range.
* Fiber can remain visible at distances of up to approximately **2640 blocks**.
* Added bounded long-range fiber history for already observed cable sections.
* Added distance-based cable rendering detail to protect client FPS.
* Straight distant cable sections can be simplified while important bends remain preserved.
* Increased route-corner detail for more natural cable wrapping and direction changes.
* Improved cable visibility without increasing server cable-search distance or forcing additional chunks to load.
* Physical cable simulation and client rendering remain independently bounded.
---
## Night-vision camera upgrades
* Added optional **Night-Vision Camera Upgrade** support for selected FPV platforms.
* Wild Hornets now support an optional night-vision camera upgrade.
* Khizhak 13 REBOFF now supports an optional night-vision camera upgrade.
* Molniya-1 now supports an optional night-vision camera upgrade.
* Normal daytime video remains available without installing an additional day camera.
* Supported upgraded drones can switch between DAY and NIGHT VISION modes.
* Camera upgrade mass is included in the assembled aircraft configuration.
* Existing compatible saved configurations remain supported.
* Improved synchronization of active video-sensor mode in multiplayer and Remote View.
---
## Molniya-1
* Improved Molniya-1 performance with heavy payloads.
* Added load-aware propulsion compensation for heavy configurations.
* Heavy payloads no longer reduce forward-flight performance as severely.
* Existing maximum speed, battery consumption and physical flight behavior remain preserved.
* Improved Remote View smoothness during aggressive banked and sharp-turn flight.
---
## Lys-3M radar
* Added the **Lys-3M radar**.
* Added a physical deployable radar entity.
* Added animated radar antenna rotation.
* Added radar health and damage.
* Added radar power and fuel management.
* Radar can be refueled using redstone.
* Added radar repair using iron.
* Radar state is preserved when packed and deployed again.
* Destroyed or heavily damaged radar systems stop operating.
* Added owner and allied-team access rules.
* Radar detects supported UAV targets using a rotating server-authoritative scan.
* Added terrain masking and line-of-sight terrain checks.
* Unknown terrain is not treated as automatically transparent.
* Small UAV detection range is approximately **8 km**.
* Larger low-flying aircraft detection range is approximately **12 km**.
* Radar rotation speed is approximately **20 degrees per second**, giving an approximately **18-second full scan**.
* Improved physical antenna rotation smoothness.
* Improved Ground Station radar-sweep smoothness.
* Radar scanning uses bounded workload limits to protect server performance.
---
## Ground Station radar
* Added a dedicated **RADAR** tab to the Ground Station.
* Added Lys-3M radar stations to the shared tactical map.
* Added detected-aircraft contacts.
* Radar contacts represent the last successful scan instead of continuously exposing live target coordinates.
* Old contacts fade when they are no longer detected.
* Added friendly drone identification for player-owned aircraft.
* Improved radar-map presentation at large map scales.
* Radar terrain processing does not generate a massive surrounding terrain area.
* Multiple accessible radar stations can contribute information to the Ground Station.
---
## Ground Station flight routes
* Expanded high-altitude route support for long-range fixed-wing UAVs.
* FP-1 Ground Station routes can reach approximately **Y 2000**.
* Geran-2 routes can reach approximately **Y 4000**.
* UJ-25 routes can reach approximately **Y 6000**.
* Geran-3 routes can reach approximately **Y 9100**.
* Improved altitude editing for high-altitude route planning.
* Client route editing and server validation now use matching aircraft-specific altitude limits.
* Strike-point behavior remains terrain-relative.
---
## Chuyka 4.0
* Improved Chuyka 4.0 held-camera performance.
* Reduced unnecessary Remote View terrain workload while using Chuyka as a held detector.
* Improved multiplayer behavior while monitoring analogue FPV video.
* Passive Chuyka monitoring no longer replaces the player's normal-world entity-tracking position.
* Nearby players, mobs, dropped items and other entities continue updating normally while Chuyka video is active.
* Improved video stability while rapidly switching hotbar slots.
* Improved Remote View session startup and shutdown behavior.
* Improved synchronization between the viewed drone body and camera.
* Improved Wild Hornets and Khizhak camera presentation during aggressive movement.
* Chuyka can display the synchronized DAY / NIGHT VISION state of supported drones.
* Improved Lys-3M visibility through Chuyka Remote View.
* Fixed Lys-3M disappearing and reappearing while viewed through Chuyka.
---
## Shader compatibility
* Improved Chuyka compatibility with external shader packs.
* Added runtime compatibility handling for Iris, Oculus and OptiFine-style shader environments.
* Chuyka uses a bounded secondary-world rendering rate while external shaders are active.
* Added adaptive rendering limits for expensive shader passes.
* Improved framebuffer and viewport restoration after Remote View rendering.
* Reduced unnecessary full-screen post-processing during shader-compatible Chuyka rendering.
* Improved Chuyka screen and LED presentation during shader rendering.
* Normal FPV and non-shader behavior remain preserved.
---
## Remote View
* Improved Remote View stability for FPV and passive camera systems.
* Improved synchronization of primary drone body and camera presentation.
* Improved handling of entities using explicit Remote View snapshots.
* Fixed competing Remote View tracking paths for the Lys-3M radar.
* Lys-3M now uses one stable Remote View lifecycle.
* Fixed radar flickering and repeated disappearance/reappearance in direct FPV cameras.
* Improved passive Chuyka Remote View behavior without affecting normal player tracking.
* Improved session cleanup when opening and closing remote video feeds.
* Reduced entity churn caused by rapid Remote View session changes.
* Existing server-authoritative drone simulation remains preserved.
---
## Long-range drone visibility
* Improved transition between normal entity rendering and long-range drone proxies.
* Fixed high-altitude UAVs becoming invisible while flying almost directly above a player.
* Geran-2 and other supported long-range aircraft remain visible during the transition between nearby and distant rendering.
* Long-range proxies now remain active until the actual normal-world aircraft has really been rendered.
* Improved long-range presentation without increasing server tracking or chunk-loading distance.
* Existing bounded long-range proxy limits remain in place to protect performance.
---
## Drone explosions and glass damage
* Drone explosions can now shatter nearby windows and glass.
* Glass-breaking distance varies depending on the actual drone or payload explosion profile.
* Larger and stronger explosive payloads can break glass farther away.
* Smaller payloads and battery-related explosions have weaker effects.
* Solid walls and terrain reduce blast pressure reaching windows behind them.
* Multiple obstacles further reduce the effective glass-breaking range.
* Glass panes provide less protection than solid walls.
* Added support for vanilla and compatible modded glass and glass panes.
* Glass-breaking uses a bounded pressure-propagation system instead of scanning every block around an explosion.
* The system only processes already loaded terrain and does not create additional chunk-loading demand.
---
## Drone components and organization
* Fiber spools are now organized with other drone components.
* Launch-booster components are now organized in the drone-components category.
* Existing registry IDs, saved aircraft and assembly compatibility remain unchanged.
* Improved optional camera-upgrade organization for supported FPV aircraft.
---
## Multiplayer and synchronization
* Added synchronized physical fiber-link state.
* Added synchronized radar information for Ground Station users.
* Added synchronized drone video-sensor mode.
* Improved Remote View entity synchronization.
* Improved passive-camera behavior in multiplayer.
* Improved long-range aircraft presentation for non-host players.
* Improved synchronization during transitions between normal and distant aircraft rendering.
* Existing physical drone simulation remains server-authoritative.
---
## Performance and scalability
* Fiber simulation uses bounded per-tick processing.
* Long-range fiber rendering uses a bounded client history and render budget.
* Distant cable sections use level-of-detail simplification.
* Fiber systems do not force-load terrain along the entire cable.
* Radar scanning uses bounded candidate, terrain and ray-processing budgets.
* Radar terrain checks avoid large synchronous terrain generation.
* Chuyka held-video rendering uses reduced Remote View terrain demand.
* External-shader Chuyka rendering uses adaptive frame-rate limits.
* Long-range drone visibility improvements do not increase server entity-tracking distance.
* Glass destruction uses bounded pressure rays and loaded chunks only.
* Existing projectile, Remote View and drone chunk-loading protections remain preserved.
---
## Release and compatibility
* Updated the public version to **0.8.0-beta.6**.
* Updated the general MH Warfare mod description.
* Removed outdated Beta 5 release text from the in-game mod description.
* Preserved existing player-facing test utilities and microphone-test controls.
* Preserved the **Alexa Spatium (Experimental)** designation.
* Install the same MH Warfare version on every client and server.
* A compatible GeckoLib version is required on all clients and servers.
---
## Summary of the biggest Beta 6 additions
* Khizhak 13 REBOFF.
* Physical fiber-optic FPV control.
* 5 / 10 / 15 / 20 km fiber spools.
* Physical cable payout, terrain settling and persistent route bends.
* Player, bullet and lava fiber severing.
* Long-range fiber presentation up to approximately 2640 blocks.
* Improved fiber route-corner detail and rendering performance.
* Optional night-vision camera upgrades.
* Improved Molniya-1 heavy-payload flight.
* Lys-3M radar.
* Ground Station RADAR map and radar contacts.
* Expanded high-altitude Ground Station flight routes.
* Major Chuyka 4.0 performance and multiplayer improvements.
* Improved shader-pack compatibility.
* Improved Remote View entity stability.
* Fixed Lys-3M Remote View flickering.
* Fixed high-altitude drones disappearing above players.
* Added obstacle-aware window and glass destruction from drone explosions.
* Broad multiplayer, rendering and performance improvements.
beta
MH Warfare 0.7.0-beta.5
0.7.0-beta.510 сент. 2026 г.176Minecraft: 1.20.1forge
Что нового
# MH Warfare — Changelog
## 0.7.0 Beta 5
Beta 5 is a major infantry weapons, physical ballistics, combat presentation and performance update. It introduces the Makarov PM and AK-74M weapon systems, persistent physical bullets, improved weapon handling and animations, realistic magazines and ammunition, bullet impacts, casings, long-range projectile continuity, improved Remote View behavior and additional combat presentation improvements.
---
## Infantry Weapon System
* Added a shared infantry weapon framework for current and future firearms.
* Added first-person and third-person weapon handling.
* Added aiming-down-sights support.
* Added weapon-specific hand positioning and animation support.
* Added synchronized multiplayer weapon presentation.
* Added physical spent-casing entities.
* Added shared magazine and ammunition handling systems.
* Added weapon inspection support.
---
## Makarov PM
* Added the **Makarov PM** pistol.
* Added a separate **8-round PM magazine**.
* Added separate **9x18 mm ammunition**.
* Added semi-automatic firing.
* Added functional safety control.
* Added magazine insertion and ejection.
* Added individual cartridge loading and unloading.
* Added slide-lock behavior after the final round.
* Added dedicated firing, reload and handling animations.
* Added physical iron-sight aiming.
* Added weapon-specific firing and handling audio.
* Added physical casing ejection with ground collision and settling.
---
## AK-74M
* Added the **AK-74M** assault rifle.
* Added a separate **30-round magazine**.
* Added separate **5.45x39 mm ammunition**.
* Added SAFE / SEMI / AUTO fire-selector modes.
* Added automatic fire at approximately **600 rounds per minute**.
* Added magazine insertion, removal and replacement.
* Added individual cartridge loading and unloading.
* Added dedicated reload and weapon-handling animations.
* Added physical iron-sight aiming.
* Added animated magazine ammunition visibility.
* Added dedicated AK-74M firing and mechanical audio.
* Added physical casing ejection.
---
## Physical Infantry Ballistics
* Replaced simple infantry projectile behavior with persistent physical bullets.
* Added gravity-based bullet flight.
* Added aerodynamic drag and wind influence.
* Added swept block and entity collision.
* Added continuous projectile movement across chunk boundaries.
* Bullets can continue travelling through long-distance unloaded-terrain routes.
* Unknown terrain is never treated as empty air; bullets wait until required terrain is available before continuing.
* Added a narrow terrain-loading corridor following the actual bullet trajectory.
* Removed the normal 256-bullet-per-player flight limit.
* Added bounded scheduling and workload protection for very large numbers of active bullets.
* Improved large-volume bullet simulation performance.
* Improved multiplayer tracer continuity.
* Tracer rendering uses an independent bounded render budget to protect client FPS.
---
## Damage and bullet impacts
* Infantry bullets can damage players, mobs and supported drone platforms.
* Added headshot detection with increased damage.
* Added projectile-based firearm damage handling.
* Added bullet impact marks on world surfaces.
* Impact marks remain temporarily before fading.
* Added bounded impact-mark density to protect client performance.
* Improved repeated-hit behavior for automatic weapons.
* Existing armor and normal damage protection remain supported.
---
## Weapon presentation
* Added synchronized weapon recoil presentation.
* Improved hand-to-weapon alignment.
* Added skin and sleeve rendering with weapon animations.
* Improved first-person ADS alignment with physical weapon sights.
* Added third-person aiming and rifle handling poses.
* Added magazine handling during reload animations.
* Added dedicated weapon inspection animations.
* Improved muzzle smoke placement so effects originate from the rendered weapon muzzle.
* Added smaller weapon-specific muzzle smoke.
---
## Weapon audio
* Added positional firearm handling audio.
* Added magazine insertion and removal sounds.
* Added reload and mechanical action sounds.
* Added dry-fire sounds.
* Added safety / fire-selector sounds.
* Added cartridge handling sounds.
* Added distance-aware firearm audio.
* Nearby weapon sounds follow the firing player.
* Distant gunshot layers remain positioned at the original firing location.
---
## Drone Workshop
* Improved the universal drone assembly interface.
* Reorganized component layout for different drone configurations.
* Improved 3D aircraft preview controls.
* Improved preview rotation and reset controls.
* Improved animated component connector presentation.
* Preserved existing assembly inventories, component rules and saved drone state.
---
## Remote View and high-speed UAVs
* Improved Remote View stability during high-speed drone operation.
* Improved camera continuity when aircraft simulation temporarily waits for terrain.
* Improved terrain-stream recovery without introducing aggressive synchronous generation.
* Added workload-aware Remote View renderer recovery.
* Improved Remote View behavior after closing and reopening drone control.
* Improved chunk-priority handling for active high-speed aircraft.
* Preserved existing RF, EW, signal and Ground Station systems.
---
## Long-range drone presentation
* Improved distant UAV movement interpolation.
* Improved distant aircraft attitude and roll presentation.
* Reduced visible stepping on long-range drone proxies.
* Improved high-speed aircraft presentation outside normal short entity-view distance.
* Existing physical aircraft simulation remains server-authoritative.
---
## Long-range explosions
* Improved distant explosion visibility.
* Added bounded long-range explosion smoke presentation.
* Added distance-delayed explosion audio.
* Improved smoke consistency between near and distant explosions.
* Added improved thermal explosion-cloud presentation.
* Distant visual effects do not force-load terrain.
---
## Performance and scalability
* Reduced unnecessary terrain loading around physical bullets.
* Bullet terrain requests now follow a narrow swept trajectory instead of a large surrounding area.
* Improved priority scheduling for projectile chunk requests.
* Reduced unnecessary work while bullets wait for terrain.
* Added bounded cold-terrain generation workloads.
* Improved performance with hundreds of simultaneous physical bullets.
* Client tracer rendering remains bounded independently from actual projectile simulation.
* Preserved bounded drone and Remote View chunk-loading systems.
---
## Summary of the biggest Beta 5 additions
* Makarov PM.
* AK-74M.
* 9x18 mm and 5.45x39 mm ammunition systems.
* Physical magazines and cartridge handling.
* Persistent physical infantry ballistics.
* Gravity, drag and wind-affected bullets.
* Long-range bullet chunk continuity.
* Removal of the normal 256-bullet flight limit.
* Physical spent casings.
* Bullet impact marks.
* Headshot damage.
* Improved weapon animations and hand positioning.
* Weapon inspection.
* Expanded firearm audio.
* Improved Drone Workshop.
* Improved Remote View and high-speed UAV continuity.
* Improved distant drone presentation.
* Improved long-range explosion effects.
* Broad projectile, rendering and multiplayer performance improvements.
beta
MH Warfare 0.6.0 Beta 4
0.6.0-beta.44 сент. 2026 г.137Minecraft: 1.20.1forge
Что нового
# MH Warfare — Changelog
## 0.6.0 Beta 4
Beta 4 is a large aircraft, combat, damage, presentation, Remote View and high-speed flight update. It introduces the Perennial Autonomy Hornet, Lancet-3, UJ-25 Skyline, Geran-3, the experimental Alexa Spatium jet interceptor and the Stinger gameplay system, while substantially expanding aircraft physics, breakable parts, FPV interfaces, launch systems, high-altitude missions, long-range continuity and release stability.
## Sych-1 improvements
### Flight and ground handling
* Corrected the Sych-1 STABILIZED-mode neutral pitch behavior.
* Releasing pitch input now commands approximately level aircraft attitude instead of an artificial nose-up trim.
* Manual pitch control, ACROBAT mode and autonomous route flight retain their existing control ownership.
* Added ordinary wheel braking while the aircraft is on the ground with landing gear deployed.
* Added a dedicated parking-brake state.
* Parking brake can be controlled directly from the Sych-1 FPV interface.
* Retracting the landing gear automatically releases the parking brake.
* Improved ground stopping behavior without changing normal airborne physics.
### Sych-1 Interface 2.0
* Rebuilt the Sych-1 FPV presentation into a compact reconnaissance/operator HUD.
* Added a top compass and heading tape.
* Added LINK-quality presentation.
* Added a session recording timer.
* Added DAY / NV / THERMAL sensor-mode indication.
* Added AUTO MODE status.
* Added a compact reconnaissance reticle.
* Added altitude, speed and vertical-speed telemetry.
* Added route range, camera gimbal angle, zoom and effective FOV information.
* Added live X/Y/Z coordinates.
* Added a route/mission panel using the existing Ground Station route state.
* Added numbered waypoints and active-waypoint indication.
* Added current mission command, route distance and ETA presentation.
* Improved HUD layout and reticle calibration.
### Camera polish
* Corrected the Sych-1 Remote View camera position so the viewpoint no longer sits inside the authored camera/nose geometry.
* Increased the available downward gimbal travel for Sych-1.
* Preserved the authored aircraft geometry and existing self-view camera hiding.
---
## P1-SUN FPV / interceptor presentation
* Rebuilt the P1-SUN FPV overlay into a compact interceptor-oriented OSD.
* Added ARM / DISARM state.
* Added FUSE SAFE / FUSE LIVE state.
* Added MANUAL / GUIDE mode indication.
* Added link-quality telemetry.
* Added DAY / NV / THERMAL sensor status.
* Added SEARCH / target-distance presentation.
* Added battery, system condition, speed and altitude telemetry.
* Added X/Y/Z coordinates.
* Added FPV elapsed time, heading and throttle.
* Added a compact artificial horizon.
* Added a fixed center aiming reference.
* Preserved projected target boxes and target selection.
* Reworked large warnings into smaller priority-based OSD warnings.
* Preserved interceptor targeting and guidance behavior independently from the presentation rewrite.
---
## Baba Yaga Interface 2.0
* Rebuilt the Baba Yaga FPV interface around a sparse thermal-operator presentation.
* Added a segmented center targeting reticle.
* Added compact corner-frame geometry.
* Added heading/compass presentation.
* Added sensor mode and LINK status.
* Added session timer.
* Added gimbal-angle and zoom scales.
* Added altitude, speed, vertical speed, heading, battery and power telemetry.
* Added live X/Y/Z coordinates.
* Simplified payload information while preserving existing payload controls.
* Moved interactive controls into a dedicated bottom strip.
* Reworked damage/fire/emergency warnings into compact operator alerts.
---
## Universal Breakable Drone Parts
* Added a scalable string-keyed breakable-parts framework.
* Removed the old practical part-count limitation of compact ordinal/bitmask ownership.
* Added explicit part type, side and airframe-station metadata.
* Added continuous individual-part condition.
* Added persistent detached-part state.
* Added parent-to-child dependency cascades.
* Added repair and supported-part reattachment behavior.
* Added reusable platform part profiles.
* Added metadata-driven local hit localization instead of relying on part-name parsing.
* Added reusable capability queries for flight, propulsion and subsystem authority.
### Existing-aircraft migration
The universal breakable-part runtime now supports:
* Wild Hornets;
* Mavic;
* P1-SUN;
* Molniya-1;
* FP-1;
* Geran-2;
* Baba Yaga.
* Existing damage/physics interfaces remain available as compatibility facades.
* Legacy physical-damage save data can be migrated into the new runtime.
* Dependency relationships such as arm -> motor -> propeller and engine -> propeller are represented by platform profiles instead of hard-coded masks.
* Baba Yaga-specific structural relationships remain platform-specific.
* Sych-1 keeps its mature native damage/failure system while exposing compatible universal part-state information.
### Sych-1 damage cleanup
* Removed the hidden global Sych-1 hull-HP gameplay path.
* Sych-1 damage is now driven by its actual subsystem/component condition.
* Collision damage affects the established subsystem model rather than a second hull pool.
* Battery-fire failure is based on battery/fuse condition.
* Repairs restore affected subsystems rather than invisible hull HP.
* Ground Station and FPV presentation now report aggregate aircraft condition.
---
## Heavy-aircraft debris
* Improved FP-1 and Geran-2 detached-debris motion.
* Added client interpolation between authoritative server updates.
* Reduced visibly stepwise debris translation.
* Preserved server-side gravity, drag, collision and settling.
* Preserved bounded debris lifetime and debris-count limits.
* No additional debris network-rate increase was required.
---
## Universal FPV camera continuity
* Removed permanent artificial sine-wave camera vibration from normal drone FPV.
* Stationary aircraft now follow the interpolated authoritative Remote View pose without constant fake shaking.
* Real explosion and impact camera feedback remains available.
* Added a primary-airframe render-continuity guard for the actively controlled Remote View aircraft.
* Improved camera/model synchronization without introducing a second entity timeline.
* Improved recovery after delayed rendered frames.
* Reduced camera overshoot and backwards-looking correction artifacts during constant-speed flight.
* Improved rigid-camera synchronization on Baba Yaga and other supported aircraft.
* Preserved normal-world entity rendering and vanilla tracking behavior outside the active Remote View session.
---
## Digital video continuity
* Improved the existing digital FPV corruption pipeline.
* Digital quality transitions now reuse one active post-process graph instead of repeatedly rebuilding the render chain.
* LIGHT / WEAK / POOR / CRITICAL / LOST transitions update the active effect state without reallocating the complete pipeline.
* Reduced visible pauses when RF quality crosses digital-video thresholds.
* Existing codec-style corruption, packet-loss behavior, jammer influence and LOST blackout remain intact.
* No fake delayed-control or historical-frame replay system was introduced.
---
## Perennial Autonomy Hornet
* Added the **Perennial Autonomy Hornet** as an independent fixed-wing strike UAV.
* Added authored aircraft model, texture and inventory presentation.
* Added animated propeller and control surfaces.
* Added a dedicated Hornet flight implementation rather than deriving behavior from Molniya-1.
* Added body-axis quaternion fixed-wing attitude handling.
* Added Hornet-specific inertia, lift, drag, propulsion and control tuning.
* Added a nose-mounted Remote View camera.
* Added a dedicated Hornet FPV OSD.
* Added terminal-attack state and presentation.
* Added integrated fictional strike ordnance gameplay.
* Added full Ground Station and Drone Registry integration.
* Added long-range visibility/ticking integration.
* Added universal breakable-parts and component-damage integration.
### Hornet launch and controls
* Added compatibility with the existing launch rail.
* Hornet can be physically mounted to the rail.
* Mounted state persists and synchronizes.
* Launch uses the rail's established release corridor and catapult lifecycle.
* Mounted Hornet can be safely unloaded back into its frame.
* Added keyboard and gamepad launch integration.
* Preserved the existing shared gamepad control architecture.
### Hornet flight envelope
* Normal level-flight gameplay speed is approximately **120 km/h**.
* Dive energy can increase speed toward approximately **200 km/h**.
* Added smooth dive-speed envelope behavior instead of an abrupt fixed cap.
* Added overspeed bleed during pull-out.
* Recalibrated neutral lift trim around the accepted level-flight envelope.
### Hornet signal and relay
* Hornet uses the existing DIGITAL_RF control/video/telemetry stack.
* Added integration with the existing Sych-1 relay architecture.
* Relay operation is calculated as two real gameplay signal legs rather than one artificial range bonus.
* Added platform-specific terrain/building propagation resilience.
* Existing EW jammer strength and shared signal ownership remain intact.
### Hornet thermal presentation
* Added an engine/motor thermal hotspot using the existing shared thermal renderer.
* Thermal presentation disappears when the relevant propulsion component is detached or inactive.
---
## Lancet-3 strike UAV
* Added **Lancet-3** as an independent strike UAV.
* Added authored Lancet geometry, texture and inventory presentation.
* Added a dedicated Lancet fixed-wing solver.
* Added platform-specific inertia, propulsion and aerodynamic behavior.
* Added whole-moving rear X-control surfaces.
* Added procedural propeller animation.
* Added a dedicated nose-camera Remote View source.
* Added a Lancet-specific FPV HUD.
* Added keyboard/mouse and gamepad control through the established fixed-wing input system.
* Added terminal-attack state and fictional strike payload gameplay.
* Added Ground Station, Drone Registry, signal, relay and EW integration.
* Added universal breakable-part support.
### Lancet damage
* Front and rear airframe surfaces can receive localized damage.
* Authored control surfaces can detach independently.
* Detached surfaces affect actual flight authority.
* Added thermal markers around the authored propulsion geometry.
* Thermal markers stop when the corresponding propulsion component is lost.
### Lancet launch
* Lancet is catapult-only.
* Ordinary direct ground placement no longer provides a valid launch path.
* Lancet can be mounted on the existing drone launch rail.
* While mounted, its launch-lock state persists and synchronizes.
* Rail release provides the launch attitude and initial velocity.
* A mounted Lancet can be safely unloaded back into its frame item.
### Lancet signal
* Lancet uses DIGITAL_RF for control, video and telemetry.
* Existing signal propagation, relay and EW owners are reused.
---
## Jet UAV physics foundation
* Added a shared reusable jet-UAV flight foundation.
* Added a persistent turbojet state machine.
* Added bounded engine start and spool behavior.
* Added engine idle/running/failure lifecycle support.
* Added a platform-neutral 6DOF rigid-body flight step.
* Added body-relative airflow calculations.
* Added angle-of-attack handling.
* Added aerodynamic lift and drag.
* Added sideslip behavior.
* Added mass/inertia influence.
* Added body-axis angular-rate integration.
* Added fixed-wing stall/glide behavior for compatible jet airframes.
* Added high-speed swept collision support while keeping normal entity movement authoritative.
* Added synchronized jet engine phase, spool and thermal/exhaust presentation state.
* Added reusable high-speed network-envelope calculations.
* Added reusable jet acoustic/thermal/plume state.
* The shared jet foundation is used by UJ-25, Geran-3 and Alexa Spatium rather than each aircraft running a separate physics engine.
---
## UJ-25 Skyline
* Added the **UJ-25 Skyline** jet strike UAV.
* Added authored aircraft geometry and texture.
* Added separate UJ-25 frame and detached-booster entities/items.
* Added authored full-moving V-tail surfaces.
* Added separate left/right interceptor/spoiler surfaces.
* Integrated UJ-25 with the existing Heavy Strike Launcher.
* Added booster installation/removal through the existing heavy-airframe assembly workflow.
* Added safe owner unloading that preserves aircraft state.
### UJ-25 launch and jet flight
* Added Heavy Strike Launcher release after engine/booster readiness validation.
* Added a bounded booster launch phase.
* Added progressive booster acceleration rather than an instant cruise-speed impulse.
* Added detached booster presentation after burnout.
* Added progressive turbojet spool after launch.
* Added UJ-25-specific jet profile and flight tuning.
* Added whole-surface V-tail pitch/yaw mixing.
* Added differential interceptor/spoiler roll assistance.
* Added symmetric spoiler drag behavior during overspeed.
### UJ-25 autonomous mission system
* Reused the existing heavy-strike mission-plan and waypoint infrastructure.
* Added UJ-25-specific route/autopilot behavior.
* Added UJ-25-specific strike-point approach and terminal staging.
* Added smooth bounded transition toward the terminal attack corridor.
* Flight guidance publishes normal aircraft commands rather than directly moving the entity.
* Added high-speed route anticipation and recovery.
* Added high-speed terrain protection for CLIMB/CRUISE.
* Added actual-velocity corridor observation in addition to route-heading observation.
* Added conservative no-descent behavior when too much forward terrain is unknown.
* Added launch-climb priority protection.
* Added route-altitude floor recovery.
* Added energy protection around the existing minimum-operation speed.
* Reduced excessive climb/turn demand when insufficient aerodynamic energy is available.
* Added stronger post-booster low-energy recovery.
### UJ-25 high-altitude routes
* Increased UJ-25 FLIGHT waypoint ceiling to **Y=6000**.
* Added full signed 32-bit route-coordinate network transport so high-altitude points survive client/server synchronization exactly.
* FP-1 and Geran-2 retain their existing lower route ceilings.
### UJ-25 damage and payload
* Added UJ-25 Damage V2 integration.
* Added universal breakable-part integration.
* Added structure, left/right wing, V-tail, turbojet, flight-controller and payload damage.
* Damage affects real propulsion, lift and control authority.
* Large wing loss can produce an uncontrolled physical fall.
* Added authored wing/V-tail/engine debris.
* Added canonical impact/detonation integration through the existing ordnance owner.
* Added live-payload detonation handling when the released aircraft is catastrophically shot down.
### UJ-25 presentation
* Added engine thermal hotspot presentation.
* Added a sparse jet exhaust plume.
* Added shared crossfaded jet-engine audio.
* Added distant jet audio using the existing long-range audio infrastructure.
* Added a dedicated high-speed FPV/terminal screen.
* Added Ground Station telemetry and mission integration.
* Added digital RF, relay and EW integration.
* Added a predictive 20-chunk Remote View source without increasing the global Remote View ceiling.
---
## Geran-3 jet strike UAV
* Added **Geran-3** as a separate jet-powered heavy strike UAV.
* Added dedicated entity, frame, renderer, damage, debris and payload integration.
* Added authored Geran-3 model and texture.
* Geran-3 reuses the established heavy-strike route/mission architecture.
* Sustained propulsion and aircraft dynamics use the shared Jet UAV physics foundation.
* Geran-3 does not run Geran-2 piston flight physics in parallel.
### Geran-3 flight
Gameplay flight envelope:
* minimum-operation reference: **180 km/h**;
* normal cruise: approximately **300 km/h**;
* ordinary high-speed ceiling: approximately **370 km/h**;
* terminal/high-energy ceiling: approximately **550 km/h**.
* Added Geran-3-specific throttle scheduling.
* Added altitude capture.
* Added high-speed route tracking.
* Added launch-climb recovery.
* Added ordinary-cruise altitude-floor recovery.
* Added route-energy protection.
* Excess climb demand is reduced when speed/lift reserve becomes insufficient.
* Added speed/lift-reserve-aware turn authority.
* Excess sink progressively reduces bank demand.
* Added bounded recovery behavior rather than artificial minimum-speed clamps.
* Added high-speed terrain look-ahead.
* Added actual-velocity corridor terrain observation.
* No teleporting or direct velocity correction is used by the route autopilot.
### Geran-3 strike behavior
* Added Geran-3-specific high-speed strike approach.
* Added bounded terminal attack corridor.
* Added improved vertical control during strike preparation.
* Added stable transition from route flight into attack.
* Added terminal/high-energy throttle behavior.
* Added canonical collision/detonation integration.
### Geran-3 high-altitude routes
* Geran-3 FLIGHT waypoint ceiling is **Y=9100**.
* Added signed 32-bit Ground Station route transport so those coordinates synchronize correctly without vertical wrapping.
### Geran-3 damage and destruction
* Added structure, left/right lifting-surface, turbojet, flight-controller, control-link, payload and warhead damage.
* Wing damage changes real aerodynamic authority.
* Engine damage affects propulsion.
* Added separate wing and engine debris.
* Added live-payload shot-down detonation handling.
* Added integration with existing bounded terrain-destruction and explosion presentation.
* Added P1-SUN heavy-aircraft interception compatibility.
* Geran-3 correctly avoids tail-break outcomes intended for conventional FP-1/Geran-2 airframes.
### Geran-3 presentation
* Added jet thermal presentation.
* Added existing shared jet-engine audio integration.
* Added long-range jet-audio presentation.
* Added high-speed long-range visual interpolation.
* Added Ground Station type/telemetry integration.
* Added heavy fixed-wing long-range silhouette classification.
---
## Jet Interceptor Catapult
* Added a dedicated **Jet Interceptor Catapult** for jet-interceptor aircraft.
* Added authored long-rail GeckoLib model and texture.
* Added authoritative mounted-aircraft occupancy.
* Added persistent mounted-aircraft UUID state.
* Added stale-occupancy recovery.
* Added engine pre-spool/readiness validation.
* Added safe aircraft release.
* Added safe owner unloading.
* The aircraft itself remains the owner of engine, fuel, spool and flight state.
* The launcher does not duplicate the aircraft engine state machine.
* Existing Molniya/Hornet/Lancet rail and Heavy Strike Launcher systems remain separate.
* Added authored Alexa mounting alignment based on the launcher model hierarchy.
---
## Alexa Spatium — Experimental jet interceptor
> **Alexa Spatium remains experimental and unfinished in Beta 4. The in-game Experimental label and red warning are intentionally retained.**
* Added **Alexa Spatium** as an experimental jet interceptor.
* Added authored aircraft model, texture and frame item.
* Added Jet Interceptor Catapult mounting, pre-spool and release.
* Added direct Remote Controller integration.
* Added Ground Station discovery and control.
* Added high-speed Remote View support.
* Added DAY / NIGHT / THERMAL sensor support.
* Added RF/EW/jamming integration.
* Added shared jet audio and thermal presentation.
* Added physical chunk continuity for a released/moving aircraft.
### Alexa direct flight
* Alexa uses the shared Jet UAV physics and high-speed collision owners.
* Added manual fixed-wing keyboard/mouse control.
* Added gamepad control.
* Corrected keyboard and gamepad pitch direction.
* Added working control-surface movement while still mounted on the catapult.
* A released aircraft retains aerodynamic control authority even when its engine is stopped.
* Added progressive acceleration rather than near-instant acceleration to maximum speed.
* Added physical power-off fixed-wing gliding through the existing aerodynamic solver.
* No artificial hovering, slow-fall or direct velocity injection is used.
### Alexa engine and launcher operation
* Added contextual jet-engine START / STOP control.
* Engine can be started, stopped, allowed to spool down and started again.
* Both direct controller and Ground Station use the same aircraft-owned engine lifecycle.
* Release remains gated by the established catapult readiness owner.
* Added signal-aware control validation.
### Alexa FPV / targeting
* Added a compact Hornet/P1-SUN-inspired interceptor HUD.
* Added heading tape.
* Added speed and altitude tapes.
* Added a compact pitch ladder and center reticle.
* Added live X/Y/Z coordinates.
* Added P1-SUN-style detected/selected target boxes.
* Added server-authoritative AI Vision target discovery.
* Added loaded-only line-of-sight checks.
* Added target selection without adding automatic steering or a hidden guidance button.
* Target-picture networking reuses the existing P1-SUN presentation format.
### Alexa damage
* Added Damage V2 integration.
* Added universal breakable-part integration.
* Added structure, left/right wing, V-tail, engine, camera, flight-controller and payload-mount damage.
* Engine and structure damage reduce propulsion authority.
* Wing, tail and controller damage reduce flight authority.
* Asymmetric wing damage can produce roll disturbance.
* Tail loss can introduce pitch/yaw instability.
* Catastrophic structural damage keeps physical inertia instead of immediately deleting the aircraft.
* Added authored wing, V-tail and engine debris.
* Destroyed camera disables Alexa Remote View.
* Ground Station reports actual Alexa condition.
* Added canonical surface-impact and live-payload destruction behavior.
* Added operator-commanded fictional airburst through the existing ordnance system.
---
## Long-range aircraft and high-speed route stability
* Added additional high-speed route protection for UJ-25 and Geran-3.
* Terrain look-ahead scales with aircraft speed.
* Added clearance-aware route protection.
* Added inertial-heading awareness.
* Added conservative handling when forward terrain data is unavailable.
* No new terrain is synchronously generated merely for avoidance calculations.
* Added lift/energy-aware recovery during demanding climbs and turns.
* Improved high-speed route altitude capture.
* Improved post-launch energy recovery.
* Added distant-aircraft readability improvements without changing server visibility ranges.
* Long-range proxy rendering can temporarily extend appropriate fog distance and restores the normal fog state afterward.
* Special fog behavior is disabled where inappropriate, such as underwater/lava or certain visual-status conditions.
---
## Active-drone chunk continuity
* Added bounded recovery for active drones that unexpectedly leave simulation through `UNLOADED_TO_CHUNK`.
* Recovery is limited to genuinely active/controllable drone families.
* Parked and inactive drones continue to unload normally.
* Existing FP-1-family physical corridor rules remain intact.
* A short bounded current-chunk ticking reservation gives the same aircraft UUID an opportunity to rejoin normal simulation.
* Recovery ownership automatically expires if the entity does not return.
* No permanent chunk-loading blanket was introduced.
* No new flight/autopilot owner is involved.
---
## Remote View — final Beta 4 runtime
A late release test exposed terrain/presentation instability in later experimental Remote View work. Beta 4 therefore ships with the previously stable **camera-first Remote View runtime contract** rather than stacking additional fixes on top of the regressed path.
* Restored the stable Remote View session/ticket/admission ownership.
* Restored the stable client terrain-application and renderer/traversal path.
* Restored direct authoritative transform delivery.
* Preserved compatibility with current aircraft through narrow platform adapters.
* Alexa Spatium remains available through its dedicated `RemoteViewSource` compatibility adapter.
* Protocol remains compatible with the restored stable full-chunk payload path.
### Warm renderer reuse
* Restored the proven Chuyka-derived reusable Remote View renderer shell.
* Ending a session fully clears terrain.
* Remote entities are cleared.
* Payload queues are cleared.
* Interpolation state is cleared.
* Lighting work and explosion presentation are cleared.
* One empty `ClientLevel + LevelRenderer` shell may remain parked.
* A later compatible session can reuse that empty renderer shell.
* Reuse requires compatible dimension, stream radius and cache radius.
* World/player unload or incompatible geometry discards the shell.
* No terrain or entity state from the previous camera session survives.
* This reduces repeated renderer/ViewArea reconstruction when reopening compatible drone cameras without restoring the later unstable Remote View owners.
---
## Stinger launcher presentation
* Added the **Stinger Launcher** as a GeckoLib-rendered handheld weapon.
* Integrated the user-authored launcher model and texture.
* Added first-person and third-person authored display transforms.
* Added translucent rendering for the authored sight glass.
* Added a fictional two-handed shoulder pose.
* Added smooth carry -> ADS -> carry transition.
* Added local ADS FOV presentation.
* ADS progress can reverse smoothly from its current position when input changes.
* Removed competing animation ownership that caused endpoint snapping.
* Local held root motion, arm pose and FOV now use one presentation timeline.
* Added canonical READY / SPENT launcher state.
* Added loaded-missile presentation while READY.
* Added abstract reload animation without changing the ADS root owner.
---
## Stinger targeting gameplay
Stinger gameplay is intentionally abstract and fictionalized for Minecraft. It does not reproduce real-world seeker thresholds, firing procedures, guidance laws or operational engagement data.
* Added server-authoritative target acquisition.
* Added SEARCHING / ACQUIRING / LOCKED presentation states.
* Added server-owned lock progress.
* Added loaded-only line-of-sight checks.
* Candidate discovery reuses the existing bounded active-drone snapshot.
* Target lock does not depend on the client rendering the target.
* Dynamic fictional target signature reuses existing aircraft propulsion/thermal state instead of creating a second thermal system.
* Final target class focuses on the larger heavy-aircraft families:
* FP-1;
* Geran-2;
* Geran-3;
* UJ-25;
* Alexa Spatium.
* Smaller drone families remain excluded from the final Stinger target class.
* Added server-confirmed search/lock audio.
* LMB launch is accepted only when the server still confirms a valid lock.
* The client does not provide the authoritative target UUID to the server.
* Added robust LMB handling while ADS is active.
* Same-tick input deduplication prevents double launch requests.
### Stinger ammunition and reload
* Added a dedicated Stinger Missile ammunition item.
* Stinger Missile stacks up to **24**.
* Added configurable **R** reload control.
* Reload works only from the SPENT launcher state.
* Survival reload consumes one missile.
* Creative reload does not consume ammunition.
* Reload restores READY state.
* Reload remains an abstract Minecraft inventory action rather than a real-world procedure.
---
## Stinger missile
* Added a physical, visible Stinger missile entity.
* Added a dedicated missile model and texture.
* Added synchronized flight velocity.
* Server remains authoritative for movement, collision and detonation.
* Added short fictional cold-launch presentation.
* Added a smooth motor acceleration transition instead of an instant high-speed jump.
* Added swept block/entity collision.
* Added designated-target proximity interception.
* Added direct-impact priority.
* Added bounded missile lifetime.
* Added ballistic continuation after guidance ends.
* A missed missile no longer remains in powered level flight forever.
* Added long-range physical-projectile chunk continuity through the existing shared projectile corridor.
* No separate Stinger-only permanent chunk-loading framework was introduced.
### Stinger guidance
* Added bounded fictional missile steering toward the server-selected target.
* Added predictive constant-velocity gameplay lead using the existing reusable interception geometry.
* P1-SUN and Stinger now share the same dependency-free predictive-intercept math.
* Added swept proximity checking across each powered movement segment.
* Added passed-target detection to prevent endless orbiting after a miss.
* Added ballistic coast after the target has genuinely passed.
* If a target temporarily becomes unavailable because its last-confirmed area is unloaded, the missile can retain the last confirmed target point without force-loading the target's chunk.
* Guidance ends when the target is confirmed absent/invalid in loaded simulation.
* No unloaded-target extrapolation or forced target loading is used.
### Stinger detonation and payload interaction
* Surface impacts use the existing canonical ordnance detonation owner.
* Proximity interception uses the same canonical damage/VFX path.
* Added authoritative terminal-position visual cues.
* Added compatibility with live heavy-aircraft payloads.
* Shooting down a released FP-1, Geran-2, Geran-3, UJ-25 or Alexa with a live payload can correctly resolve the aircraft's own established payload-destruction outcome.
* Existing aircraft damage, payload and explosion owners remain authoritative.
---
## Stinger missile presentation
### Launch and motor audio
* Added dedicated cold-launch audio.
* Added a separate moving missile-motor loop.
* Motor audio follows the physical missile entity.
* Added distance-aware motor volume behavior.
* Motor sound ramps with the missile motor presentation.
* Audio fades/stops when the motor ends or the missile disappears.
### Search and lock audio polish
* Reduced Stinger search and lock tone volume by approximately **20–25%**.
* Search/lock audio is now attached to the player rather than a fixed world coordinate.
* Moving while acquiring/locking no longer leaves the tone behind at the original position.
* Preserved server-authoritative lock ownership.
### Smoke trail
* Added a dedicated Stinger smoke-trail particle.
* Added swept-path trail sampling for high-speed flight.
* Added a dense volumetric-style powered-flight wake.
* Smoke is distributed over a small cross-section around the missile path rather than forming a perfectly thin center line.
* Added bounded outward drift.
* Fresh smoke is darker and denser.
* Smoke expands into a wider wake before fading.
* Added long-lived smoke with bounded particle count.
* Trail generation is client presentation only and does not influence server missile simulation.
* No terrain or chunk ownership depends on particles.
### Long-range visibility
* The launching player can continue receiving the real Stinger missile beyond normal short entity-view distance.
* No duplicate client missile proxy is created.
* The normal entity spawn/data/movement/removal stream remains authoritative.
* Added an extended render envelope suitable for the missile's bounded gameplay lifetime.
* Other players/entities retain normal tracking policy.
* Terminal flash/smoke/explosion presentation occurs at the authoritative final missile position.
---
## Creative inventory organization
* Added a dedicated **MH Warfare — Weapons** creative tab.
* Stinger Launcher is placed in Weapons.
* Renamed/reorganized the existing ordnance inventory presentation as **MH Warfare — Ammunition**.
* Stinger Missile is placed with ammunition rather than the weapon launcher.
* Existing payload/ammunition items remain grouped with ammunition/ordnance.
---
## Multiplayer, networking and scalability
* Preserved server-authoritative ownership for aircraft flight, Stinger targeting, missile collision and Ground Station mission state.
* Expanded support for high-speed aircraft without increasing vanilla player view distance.
* Added bounded high-speed route/terrain checks.
* Added bounded active-drone unload recovery.
* Reused existing loaded-drone snapshots for multiple discovery/targeting systems.
* Avoided synchronous terrain generation for Stinger LOS and high-speed route protection.
* Preserved bounded long-range projectile ownership.
* Preserved append-only packet registration during feature development.
* Final drone network protocol: **72**.
* Final packet registration count: **58**.
---
## Compatibility and robustness
* Improved FPV camera stability across multiple aircraft.
* Improved digital-video transition stability.
* Improved heavy-aircraft debris interpolation.
* Improved launch-rail mounting/unloading behavior.
* Improved UJ-25 and Geran-3 post-launch flight stability.
* Improved high-altitude mission-coordinate synchronization.
* Improved active-aircraft continuity during chunk-boundary handoff.
* Improved Stinger long-range entity/audio/trail continuity.
* Preserved established Ground Station, Tactical Map, RF/EW, relay, damage and ordnance owners instead of creating parallel replacements.
* Added regression coverage for jet physics, Geran-3, UJ-25, Alexa Spatium, Stinger, Remote View and chunk continuity.
---
## Release packaging
* Public version is now **0.6.0-beta.4** with development suffixes removed.
* Removed stale development/prototype labels from normal player-facing content.
* **Alexa Spatium intentionally remains marked Experimental/Unfinished.**
* Alexa's red experimental warning is intentionally retained because the aircraft is not yet considered fully polished.
* Removed internal Dev/Clean naming from normal release-facing documentation.
* Historical Beta 4 development reports and validation artifacts remain under `docs/history/beta4-development/` for engineering traceability.
* Development-history content does not become player-facing runtime UI.
* Updated EN / UA / RU localization for the Beta 4 feature set.
* Final localization set contains matching keys across all three supported languages.
* Release JSON/resource validation passes.
* Final release manifests were regenerated for the polished package.
---
## Summary of the biggest Beta 4 additions
* Perennial Autonomy Hornet strike UAV.
* Lancet-3 strike UAV.
* Shared Jet UAV 6DOF physics foundation.
* UJ-25 Skyline jet strike UAV with Heavy Strike Launcher integration.
* Geran-3 jet heavy-strike UAV.
* Experimental Alexa Spatium jet interceptor.
* Dedicated Jet Interceptor Catapult.
* Stinger launcher, targeting, missile, ammunition, reload, audio, VFX and long-range flight.
* New Weapons and Ammunition creative-tab organization.
* Universal Breakable Drone Parts framework and migration.
* New Sych-1, P1-SUN and Baba Yaga FPV interfaces.
* Sych-1 ground braking and parking brake.
* Improved universal FPV camera continuity.
* Improved digital-video transition stability.
* UJ-25 routes up to **Y=6000**.
* Geran-3 routes up to **Y=9100**.
* High-speed route energy/terrain protection for jet aircraft.
* Bounded active-drone chunk-unload recovery.
* Stable camera-first Remote View runtime restored for the final release.
* Reusable Chuyka-derived warm Remote View renderer shell.
* Improved long-range aircraft and missile presentation.
* Heavy-aircraft live-payload shot-down completion.
* Broad multiplayer, networking, presentation and release-hygiene work.
beta
MH Warfare 0.5.0 Beta 3
0.5.0-beta.322 авг. 2026 г.311Minecraft: 1.20.1forge
Что нового
# 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.
beta
MH Warfare 0.4.0 Beta 2
0.4.0-beta.212 авг. 2026 г.267Minecraft: 1.20.1forge
Что нового
# MH Warfare 0.4.0 Beta 2
The second public beta release of MH Warfare is now available.
This update focuses on a much more stable long-range FPV experience, the new Chuyka 4.0 passive video-interception system, improved high-speed Remote View streaming, multiplayer fairness, more precise mortar controls, operator-relative spatial audio, bounded explosion and smoke effects, improved own-airframe FPV rendering, updated Baba Yaga and Chuyka models, and a large collection of stability and rendering fixes.
## Highlights
- Added the Chuyka 4.0 passive FPV video detector and interception receiver
- Significantly improved high-speed and long-range Remote View streaming
- Improved multiplayer fairness for multiple active fast drones and Remote View sessions
- Added separate control, video, telemetry, and navigation signal channels
- Added reliable high-speed Molniya-1 swept entity contact
- Added precise 1-degree mortar azimuth adjustment and held-input rotation
- Added operator-relative spatial drone and incoming-mortar audio
- Added bounded explosion debris, terrain-following smoke, hot plumes, LOD, and volumetric airburst clouds
- Improved own-airframe visibility in FPV for supported drones
- Fixed Chuyka camera direction, water/translucent rendering, and player geometry
- Added refreshed Baba Yaga and Chuyka 4.0 models
## Chuyka 4.0
- Added the portable Chuyka 4.0 passive analogue FPV detector
- Added four receiver bands: 1.2 GHz, 3.3 GHz, 5.8 GHz, and 8.6 GHz
- Added a stepped full-band scanning cycle
- Added read-only interception of eligible unencrypted analogue FPV video
- Added live intercepted video to the held Chuyka screen
- Added live service information to the physical status screen
- Added red signal-detected and green no-signal indicators
- Added a local warning chirp for newly detected compatible video signals
- Added Chuyka alert enable/disable and volume controls
- Added an internal battery simulation and external battery packs
- Added a dedicated receiver menu and scanning interface
- Added English, Ukrainian, and Russian localization for the receiver
- Detection remains server-authoritative
- Digital, encrypted, fibre-optic, and satellite traffic is not exposed by the receiver
- Intercepted video is read-only and does not grant flight, payload, or detonation control
- The scan packet does not expose source coordinates, direction, distance, platform name, or owner identity
- Powered receivers can continue scanning while carried in the player inventory
- Manual signal selection survives closing and reopening the receiver interface
- Automatic tuning follows the nearest eligible analogue source when no manual selection is active
- The held screen and GUI reuse the same Remote View stream instead of creating duplicate world sessions
- The player world remains visible normally while the intercepted drone view is rendered into a dedicated offscreen target
- Repeated held/menu transitions no longer unnecessarily tear down and recreate the Remote View session
- Added warm isolated-renderer reuse for faster repeated Chuyka activation
- Fixed the intercepted camera using an unconfigured or stale offscreen camera transform
- Fixed intercepted video pointing in a different direction from the actual drone camera
- Fixed water and translucent terrain becoming stretched, detached, or screen-space aligned
- Fixed player/entity geometry becoming stretched or displaced inside the Chuyka video
- Matched the isolated renderer auxiliary targets to the Chuyka framebuffer size
- Preserved the normal player camera, render target, and sound listener after every offscreen pass
- Updated the Chuyka 4.0 physical model with a wider video screen
- Reduced the top and bottom letterbox area without stretching or cropping the intercepted image
## Signal and Electronic Warfare Foundation
- Split drone links into independent control, video, telemetry, and navigation roles
- Added transport metadata for analogue RF, digital RF, fibre optic, satellite receive, and disconnected links
- Added band, logical-channel, encryption, jamming-resistance, and interception metadata
- Added server-authoritative quality, latency, packet-loss, interference, and link-state snapshots for each channel
- Added role-specific range calculations while preserving existing compatibility paths
- Extended direct and SYCH-1 relay routes to calculate channel state independently
- Added platform signal profiles for SYCH-1, Wild Hornets, Mavic, P1-SUN, Molniya-1, and Baba Yaga
- Separated camera sensor type from video transport
- Added analogue RF video artifacts including noise, scanlines, desaturation, sync tearing, and moving static
- Added digital video degradation including macroblocks, unstable-frame masking, and hard video loss
- Preserved clean video behavior for non-RF transports where applicable
- Added additional signal diagnostics for control, video, and telemetry quality
## Remote View and High-Speed Flight
- Reworked high-speed Remote View scheduling around camera-critical terrain
- Added predictive, camera-critical, and background streaming lanes
- Added bounded world-generation admission instead of repeatedly restarting unresolved generation work
- Added server load-governor and headroom checks for expensive terrain work
- Added bounded stream leases and loading ownership
- Added persistent progressive renderer-liveness recovery
- Avoided synchronous full renderer rebuilds during normal high-speed flight recovery
- Decoupled guaranteed camera coverage from predictive forward lead
- Added a client-ready bootstrap so useful first-flight delivery begins when the isolated renderer is ready
- Improved stream-center stability during fast flight
- Improved stale-packet rejection when the camera window moves
- Improved terrain and light delivery pacing
- Improved Remote View continuity through fresh terrain
- Preserved responsive drone control while background terrain is allowed to fill later
- Improved P1-SUN operation at approximately 300+ km/h without force-loading the full visual window as an entity-ticking area
- Distant background pop-in may still occur at very high speed, but camera-critical terrain and control are prioritized
- Improved recovery from temporary remote-renderer terrain loss
- Preserved the accepted Remote View radius and avoided uncontrolled radius inflation
## Multiplayer and Session Fairness
- Added fair-share physical corridor scheduling for multiple fast drones
- Added rotating/round-robin ordering instead of allowing one active drone to permanently monopolize shared loading work
- Improved shared unresolved-load behavior for simultaneous high-speed aircraft
- Preserved per-viewer Remote View session isolation
- Preserved per-session acknowledgement and readiness handling
- Preserved server-authoritative control ownership and validation
- Improved behavior when multiple Remote View pilots are active at the same time
- Kept expensive shared work bounded to protect server tick time
## Molniya-1
- Added bounded swept entity contact for high-speed Molniya-1 flight
- Reduced the chance of valid entity impacts being skipped between server ticks
- Preserved the existing Molniya-1 flight model, launcher flow, damage, and detonation systems
- Kept collision handling bounded instead of adding an expensive unrestricted sweep
## Mortar Controls
- Added precise 1-degree mortar azimuth adjustment
- Added bounded held-input repeat for smoother continuous rotation
- Replaced coarse azimuth jumps with more controllable aiming behavior
- Preserved existing mortar ballistics, ammunition, firing modes, damage, and Remote View synchronization
## Spatial Audio
- Improved drone audio direction relative to the actual operator/listener context
- Improved incoming mortar whistle direction while using FPV and Remote View
- Restored the correct local sound listener after Chuyka offscreen rendering
- Preserved existing radio and proximity-voice systems
## Explosion and Smoke Visuals
- Added bounded explosion visual budgets
- Added terrain-textured debris without unbounded entity creation
- Added persistent near-surface smoke with controlled lifetime and density
- Added terrain-aware smoke placement using loaded-world information
- Added rising hot-plume behavior
- Added ceiling-aware lateral smoke flow
- Added distance-based LOD and deterministic update staggering
- Reduced the chance of large barrages producing synchronized visual spikes
- Added irregular volumetric airburst smoke for true aerial detonations
- Added multi-lobe airburst shapes instead of flat or uniform clouds
- Kept particle budgets bounded for normal and Remote View rendering
- Preserved gameplay damage independently from visual smoke complexity
## FPV Camera and Airframe Improvements
- Improved own-airframe visibility in FPV for Wild Hornets, P1-SUN, Molniya-1, Mavic, and Baba Yaga
- Kept physically appropriate parts of the drone visible to the operator
- Hid only the camera/gimbal subtree where necessary instead of hiding the entire aircraft
- Preserved SYCH-1's established camera behavior
- Fixed Baba Yaga's camera mount so it follows body yaw, pitch, and roll
- Removed the old yaw-only/world-up camera offset behavior
- Prevented Baba Yaga front geometry from incorrectly entering the FPV lens during body rotation
- Updated the Baba Yaga model and synchronized the camera mount with the new authored geometry
- Updated the Chuyka 4.0 model while preserving functional screen, indicator, antenna, and control bones
## Performance and Stability
- Reduced unnecessary renderer teardown/recreation during repeated Chuyka use
- Reused a quiescent warm renderer shell where safe
- Kept expensive terrain work bounded by server load and per-owner budgets
- Improved fairness between simultaneous high-speed drone workloads
- Reduced the risk of repeated synchronous renderer refreshes during flight
- Preserved packet pacing and stale-session protections
- Preserved registry IDs, UUID workflows, and compatible saved drone data
- Preserved normal player-world rendering while Remote View operates in an isolated client world
- Preserved dedicated-server classloading separation for client-only rendering code
## Fixed
- Fixed high-speed Molniya-1 entity impacts being missed between ticks
- Fixed coarse mortar azimuth stepping
- Fixed repeated Chuyka held/menu transitions causing unnecessary Remote View teardown
- Fixed repeated Chuyka activation paying the full isolated-renderer setup cost every time
- Fixed Chuyka intercepted video using the wrong camera transform
- Fixed the Chuyka image heading disagreeing with the physical drone camera heading
- Fixed broken water/translucent composition inside the Chuyka monitor
- Fixed water appearing as a large screen-space wedge or floating layer
- Fixed local and remote player geometry becoming stretched or displaced in Chuyka video
- Fixed mismatched auxiliary render-target sizes during the Chuyka offscreen pass
- Fixed Baba Yaga FPV camera placement not following full aircraft body rotation
- Fixed several own-airframe FPV visibility inconsistencies
- Fixed several long-range Remote View renderer-liveness and stale-terrain edge cases
- Fixed unfair shared physical loading behavior between multiple fast drones
- Fixed several spatial-audio listener-context inconsistencies during Remote View
## Visual Improvements
- Added improved analogue FPV interference presentation
- Added live video and service displays to the Chuyka 4.0 model
- Added functional Chuyka alert indicators
- Added a refreshed wider Chuyka physical video screen
- Added updated Baba Yaga and Chuyka models
- Added more natural explosion debris and smoke presentation
- Added hot-plume, ceiling-flow, LOD, and volumetric airburst smoke behavior
- Improved the amount of the controlled drone body visible in FPV without blocking the camera
- Preserved English, Ukrainian, and Russian localization parity
## Compatibility
- Preserved dedicated-server support
- Preserved existing registry IDs
- Preserved existing drone UUID and Drone Registry workflows
- Preserved compatible NBT data for existing supported platforms
- Preserved keyboard, mouse, and joystick control systems
- Preserved universal ordnance and mortar compatibility
- Preserved electronic warfare, radio, and native proximity-voice systems
- Preserved Remote View session isolation and server-authoritative control validation
- Install the same MH Warfare build and GeckoLib version on every client and server
## Fibre FPV Scope
Experimental Khizhak-13 fibre-optic FPV development is not included in the player-facing Beta 2 release. The fibre drone, spool, cable-physics, snag, remnant, and related experimental systems remain archived as separate future R&D and are not required by this release.
## Requirements
- Minecraft Java Edition 1.20.1
- Minecraft Forge 47.4.x
- Java 17
- GeckoLib 4.8.4 or newer compatible 4.x version
- Installation on both the client and dedicated server
## Important
MH Warfare remains beta software.
Although this release has received extensive development and runtime testing, edge-case bugs, balance issues, very-high-speed distant terrain pop-in, and mod compatibility problems may still occur.
Back up important worlds before updating. The same MH Warfare and GeckoLib versions must be installed on the client and server.
beta
MH Warfare 0.3.0 Beta 1
mhwarfare-0.3.0-beta.112 авг. 2026 г.22Minecraft: 1.20.1forge
Что нового
# MH Warfare 0.3.0 Beta 1
The first public beta release of MH Warfare is now available.
This update introduces a major expansion of the mortar system, the new Molniya-1 strike UAV, universal ammunition, an exclusive TM-62B payload for Baba Yaga, realistic physical damage for all supported drones, improved long-range Remote View operation, updated joystick controls, and numerous stability fixes.
## Highlights
* Added the Molniya-1 fixed-wing strike UAV
* Added expanded 82 mm mortar systems
* Added realistic physical drone-part damage and detachment
* Added the exclusive TM-62B payload for Baba Yaga
* Improved long-range drone movement and Remote View synchronization
* Updated joystick controls for all supported drones
* Added the official MH Warfare logo
## Molniya-1
* Added the Molniya-1 fixed-wing strike UAV
* Added dedicated Molniya-1 flight characteristics
* Added support for launcher-based deployment
* Added the ability to launch Molniya-1 by hand
* Added dedicated controls, camera behavior, sounds, and animations
* Added support for keyboard, mouse, and joystick control
* Limited maximum Molniya-1 speed to 120 km/h
* Improved long-range Molniya-1 movement and synchronization
* Added platform-specific damage and flight-failure behavior
## Mortar System
* Significantly expanded the mortar system
* Added multiple mortar platforms with different characteristics
* Added the deployable 2B14 mortar
* Added the deployable KBA-48M mortar
* Added platform-specific durability, firing behavior, and capabilities
* Added multiple 82 mm mortar ammunition variants
* Added different shell indexes, marks, modifications, and ballistic characteristics
* Added automatic drop-fire mode for supported mortars
* Added AUTO and MANUAL firing modes for modern mortar platforms
* AUTO remains the default mode where applicable
* Added an approximately 30–32 tick firing cooldown
* Loaded rounds now remain queued until the mortar is ready to fire
* Added synchronized and persistent mortar firing modes
* Added fallback behavior for mortars created in older worlds
* Added server-side validation for firing-mode switching
* Mortars can now be damaged by drones and compatible universal ordnance
* Added visible mortar condition and damage feedback
* Added mortar hit and destruction particles
* Added mortar damage and destruction sounds
* Destroyed mortars no longer drop an undamaged replacement
* Mortar rounds now damage all nearby targets, including the player who fired them
* Deployed mortars are now visible through supported drone Remote View cameras
* Synchronized mortar elevation, ammunition, firing mode, model, and condition inside Remote View
## Universal Ordnance
* Expanded the Universal Ordnance System
* Added reusable ammunition definitions that can support additional weapon systems in future updates
* Added RPG-7 ammunition
* Added the TM-62B mine
* Added KZ-6 shaped charges
* Added O-832DU 82 mm mortar ammunition
* Added shared damage and explosion profiles
* Improved compatibility between drone payloads and mortar ammunition
* Moved supported drone payloads into the ammunition creative inventory tab
* Removed or restricted outdated placeholder FPV ammunition where appropriate
* RPG-7 ammunition, TM-62B, and KZ-6 charges cannot be used as ordinary drone payloads unless explicitly supported by the platform
## Baba Yaga TM-62B Payload
* Added the TM-62B as an exclusive heavy payload for Baba Yaga
* Baba Yaga can carry a maximum of one TM-62B
* Installing a TM-62B blocks every other payload hardpoint
* Other payloads cannot be installed while the TM-62B is attached
* Added safe inventory and hardpoint transfer logic
* Prevented payload duplication or accidental item loss when moving the mine
* Added a dedicated attached TM-62B model
* Added a dedicated dropped TM-62B model
* Added a dedicated TM-62B inventory texture
* Improved the size and visibility of the dropped mine model
* Added a randomized 10–15 second arming and detonation delay after release
* The fuse begins only after the mine physically separates from Baba Yaga
* Impact does not immediately detonate the mine before its timer expires
* The detonation deadline is preserved across world saves and reloads
* Added temporary chunk ticking so the fuse can continue after the drone leaves the area
* Added fall, landing, lost-support, and timed-airburst handling
* TM-62B explosions can damage the operator and all other valid nearby targets
* Added updated HUD information, workshop support, terminal support, tooltips, and localization
## Realistic Drone Damage
* Added an expanded physical damage system for all supported drones
* Preserved the existing advanced SYCH-1 damage implementation
* Added physical-part condition tracking for:
* Wild Hornets
* Mavic
* P1-SUN
* Molniya-1
* Baba Yaga
* Added detachable wings, arms, booms, motors, propellers, landing gear, cameras, antennas, batteries, tails, and payload mounts where supported by the model
* Drone parts can now be individually damaged or completely destroyed
* Added damage-type-specific part exposure
* Added attacker-relative hit detection
* Hits now consider the attacker’s direction and the affected front, rear, left, or right side
* Added mechanical damage cascades
* Destroying an arm can damage its motor and propeller
* Destroying a motor can damage its propeller
* Destroying a wing boom can affect the connected wing
* Missing rotors now produce asymmetric thrust
* Missing wings reduce lift and destabilize fixed-wing drones
* Tail damage reduces pitch and yaw authority
* Structural damage can cause vibration, uncontrolled rotation, emergency descent, or complete loss of control
* Battery damage can cause smoke, sparks, fire, and eventual critical failure
* Camera destruction can disable Remote View
* Antenna and controller damage can reduce or completely interrupt the control link
* Added visible smoke, sparks, break particles, and detached-part effects
* Added synchronized physical damage for normal and Remote View rendering
* Added persistent physical damage across world saves
* Added repair support for damaged physical components
## Remote View and Long-Range Flight
* Significantly improved long-range drone movement
* Reduced severe drone stuttering when flying far away from the player
* Removed client-side movement freezing caused by missing collision chunks inside Remote View
* Remote drone movement now uses direct server-fed visual updates while Remote View terrain is still loading
* Preserved normal collision handling for drones viewed in the ordinary player world
* Added improved chunk-generation scheduling
* Reduced the number of expensive simultaneous unexplored-terrain loads
* Added priority streaming around the real drone camera position
* Added movement-aware chunk-streaming corridors
* Improved streaming-center stabilization
* Improved terrain and light-packet processing
* Reduced large client frame-time spikes during Remote View
* Improved entity tracking at extended distances
* Improved synchronization of mobs, players, mortars, and other supported entities
* Fixed entities appearing to teleport, jump, or fly incorrectly in drone cameras
* Fixed newly spawned entities sometimes failing to appear
* Preserved the fixed long-range Remote View radius used by supported platforms
* Added additional safeguards against stale packets and delayed terrain data
Long-range flight should now be substantially smoother. Very short corrections may still occur when completely unexplored terrain is being generated and streamed for the first time. This behavior will continue to be improved in future beta updates.
## Camera Improvements
* Bound the SYCH-1 FPV camera to the authored `camera` model bone
* Camera position now follows the correct model pivot and aircraft rotation
* Hid the physical SYCH-1 camera bone only for the player currently controlling that drone
* The camera model no longer blocks the operator’s FPV view
* Restored the camera model automatically during normal external rendering
* Preserved camera rotation, stabilization, zoom, and supported sensor modes
* Improved camera synchronization during long-range flight
* Improved visibility of supported world entities and deployed mortars
## Controls and Joystick Support
* Updated joystick controls for all supported drone platforms
* Unified joystick throttle behavior with the current keyboard and mouse systems
* Added improved analog throttle support
* Added trigger-based throttle controls where appropriate
* Added updated Mode 2 controller layouts
* Added improved analog roll, pitch, and yaw handling
* Added analog camera-gimbal controls for supported drones
* Added analog zoom support
* Prevented camera controls from unintentionally moving the drone
* Added or updated joystick actions for:
* Engines
* ARM/DISARM
* Sensors
* Camera modes
* Payload release
* Target locking
* Return modes
* Detonation
* Added updated joystick support for Molniya-1
* Improved controller consistency between different drone platforms
## Drone Assembly and Payload Management
* Simplified supported drone assembly workflows
* Reduced unnecessary assembly steps
* Improved payload installation and removal
* Improved hardpoint validation
* Prevented incompatible payload combinations
* Improved item rollback when an installation operation fails
* Preserved existing drone data and installed-component compatibility
## Fixed
* Fixed rare dead entities remaining visible after being killed on behalf of the controlling player
* Fixed mortar rounds failing to damage the player who fired them
* Fixed deployed mortars being invisible through drone cameras
* Fixed incorrect SYCH-1 FPV camera positioning
* Fixed the SYCH-1 camera model obstructing the FPV view
* Fixed Molniya-1 exceeding its intended maximum speed
* Fixed several long-range drone movement freezes
* Fixed severe visual corrections caused by missing client collision chunks
* Fixed outdated Remote View terrain being applied after the streaming center moved
* Fixed several Remote View entity interpolation problems
* Fixed incorrect or delayed entity spawning inside drone cameras
* Fixed several joystick actions using outdated control behavior
* Fixed incompatible Baba Yaga payload combinations
* Fixed possible TM-62B duplication or loss during hardpoint operations
* Fixed the TM-62B fuse being interrupted when the area was no longer normally loaded
* Fixed dropped TM-62B visual scale and inventory appearance
* Fixed several mortar firing-mode synchronization issues
* Fixed mortar destruction behavior
## Visual Improvements
* Added the official MH Warfare logo
* Added the logo to the Forge Mods screen
* Added dedicated TM-62B inventory, attached, and dropped visuals
* Added visible physical drone-part detachment
* Added damage particles, smoke, sparks, and mechanical-failure effects
* Improved Remote View presentation during terrain loading
* Preserved English, Ukrainian, and Russian localization
## Compatibility
* Preserved dedicated-server support
* Preserved existing registry IDs
* Preserved existing drone UUID workflows
* Preserved compatible legacy NBT data
* Preserved manual controller linking
* Preserved the persistent Drone Registry
* Preserved stable drone, electronic warfare, mortar, and voice network systems
* Improved compatibility with Embeddium
* Improved compatibility with Oculus
* Improved compatibility with Embeddium Extra
* Improved compatibility with Sinytra Connector environments
## Requirements
* Minecraft Java Edition 1.20.1
* Minecraft Forge 47.4.x
* Java 17
* GeckoLib 4.8.4 or newer compatible 4.x version
* Installation on both the client and dedicated server
## Important
MH Warfare has now entered beta development.
Although this release has received extensive testing, bugs, balance problems, incomplete systems, short Remote View corrections, and mod compatibility issues may still occur.
Back up important worlds before updating. The same MH Warfare and GeckoLib versions must be installed on the client and server.
alpha
MH Warfare 0.1.0-alpha.1
0.1.0-alpha.121 июл. 2026 г.50Minecraft: 1.20.1forge
Что нового
MH Warfare 0.1.0 Alpha 1
The first public alpha release of MH Warfare is now available.
This version introduces the core drone platforms, flight systems, remote camera technology, modular equipment, component-based damage, communication features, and initial multiplayer support.
New Drone Platforms
SYCH-1 — fixed-wing reconnaissance drone
Wild Hornets — high-speed FPV multirotor platform
Mavic — stabilized reconnaissance quadcopter
P1-SUN — high-speed unmanned aircraft
Baba Yaga — heavy multirotor platform
Added
Platform-specific flight controls and HUD systems
FPV cameras and long-range Remote View
Day, night-vision, and thermal camera modes
Modular drone assembly
Interactive Ground Station model and interface
Motors, propellers, batteries, cameras, antennas, and payload modules
Component-based damage and repair systems
Individual motor and component failures
Battery fires and platform-specific critical failure behavior
Independent payload mounting and release
Autopilot functions for supported aircraft
Keyboard, mouse, and joystick support
Proximity voice chat
Portable and long-range radio systems
English, Ukrainian, and Russian localization
Server configuration options
Client-side visual configuration options
Multiplayer and dedicated server support
Compatibility
Added compatibility handling for Embeddium
Added compatibility handling for Oculus
Added compatibility handling for Embeddium Extra
Added compatibility handling for Sinytra Connector environments
Fixed startup conflicts related to LevelRenderer mixins
Improved Remote View entity synchronization
Improved compatibility with optimized rendering environments
Requirements
Minecraft Java Edition 1.20.1
Minecraft Forge 47.4.x
Java 17
GeckoLib
Installation on both the client and server