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PeterWolf’s Planes

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PeterWolf’s Planes 1.2.5+1.21.11

1.2.5+1.21.11
1 окт. 2026 г.81Minecraft: 1.21.11neoforge
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PeterWolf’s Planes 1.2.5+26.2

1.2.5+26.2
1 окт. 2026 г.51Minecraft: 26.2neoforge
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port to neoforge
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PeterWolf’s Planes 1.2.5+26.3

1.2.5+26.3
1 окт. 2026 г.202Minecraft: 26.3neoforge
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port to neoforge
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PeterWolf’s Planes 1.2.5+1.21.11

1.2.5+1.21.11
1 окт. 2026 г.523Minecraft: 1.21.11fabric
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backport to 1.21.11
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PeterWolf’s Planes 1.2.5+26.2

1.2.5+26.2
1 окт. 2026 г.768Minecraft: 26.2fabric
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backport to 26.2
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PeterWolf’s Planes 1.2.5

1.2.5
29 сент. 2026 г.2,8 тыс.Minecraft: 26.3fabric
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## 1.2.5 ### 🚁 Smooth Helicopter Tail Rotation & Anti-Torque Pedals - **Eliminated Tail Rotation Jitter & Shudder**: Fixed sub-frame interpolation desynchronization during helicopter tail rotation (yawing with **A** / **D** anti-torque pedals). - **Synchronized Passenger Rotation History**: Player and NPC passenger view angle histories (`yRotO`, `yHeadRotO`, `yBodyRotO`) are now maintained across tick boundaries in `positionRider`, preventing the 20-Hz camera shutter/jerk in both first-person and third-person perspectives. - **Consistent Heading Interpolation**: Overrode `getYRot(partialTick)` and `getViewYRot(partialTick)` on `PlaneEntity` to reliably expose smoothed render yaw to all Minecraft camera and entity rendering subsystems.
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PeterWolf’s Planes 1.2.4

1.2.4
18 сент. 2026 г.424Minecraft: 26.3fabric
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port to 26.3
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PeterWolf’s Planes 1.2.3

1.2.3
18 сент. 2026 г.426Minecraft: 26.2fabric
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## 1.2.3 ### 🎬 Replay Playback & Interpolation (Flashback / ReplayMod) - **Smooth Replay Motion**: Integrated Minecraft 26.2 `InterpolationHandler` into `PlaneEntity`, enabling smooth 3-tick sub-frame interpolation for all aircraft and helicopters during replay playback. - **Replay Detection (`ReplayPlayback`)**: Aircraft now detect active Flashback (`com.moulberry.flashback.Flashback.isInReplay()`) and ReplayMod playback sessions. - **Physics Deconfliction**: Suspended client-side physics and server-side corrections during replay playback (`ownsClientSimulation`), preventing the vertical bouncing/jittering ("skakanie") caused by client simulation fighting recorded packets. - **NPC & Remote Interpolation**: Remote player aircraft and villager pilot patrol craft now also utilize `InterpolationHandler`, ensuring silky-smooth flight paths for observers.
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PeterWolf’s Planes 1.2.2

1.2.2
17 сент. 2026 г.25Minecraft: 26.2fabric
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## 1.2.2 ### 🔊 Engine Sounds - **Airplane engine loop**: Occupied fixed-wing aircraft now play a looping radial-engine rumble. Volume and pitch follow throttle (idle while boarded, louder and higher at full power). Large biplanes are slightly louder; the twin-engine variant is deeper. - **Helicopter rotor loop**: Helicopters play a distinct rotor whoosh. Quiet spool-up on the ground with **W**, full rotor sound once airborne, with pitch shifting as collective changes. - Engine audio is positional (heard from ~64 blocks) and plays for nearby players, including villager-piloted craft. - **Helicopter landing**: Holding **S** now flares the descent near the ground but still settles onto the skids. All steering (cyclic and tail rotor) is locked while parked. ## 1.2.1 ### 🛬 Vertical Descent-Speed Damping (Soft Landing) - **Automatic Descent Braking**: When landing vertically with **S** (descend) in Simple Altitude Control mode, the helicopter automatically reduces its downward speed as it approaches the ground. Within 3 blocks of the surface the descent speed is scaled proportionally (down to a gentle `0.04 blocks/tick` minimum), ensuring a soft, controlled touchdown with no crash damage. - **Liftoff Cursor Auto-Centering**: On takeoff, the pilot's look direction is automatically reset to straight-ahead/level, eliminating any leftover pitch or drift from pre-flight camera movement.
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PeterWolf’s Planes 1.2.0

1.2.0
17 сент. 2026 г.20Minecraft: 26.2fabric
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## 1.2.0 ### 🚁 New Aircraft: The Helicopter (`peterwolfs_planes:helicopter`) - **Vertical Takeoff and Landing (VTOL)**: - Takes off and lands vertically directly on heavy-duty tubular landing skids—no runway required! - Hover equilibrium at ~50% throttle, balancing gravity ($0.04\text{ blocks/tick}$) for a rock-solid stationary hover. - Throttle up (**W**) to climb; throttle down (**S**) to descend or initiate smooth autorotation landing. - **Fuselage & Cockpit Visuals**: - Distinctive open minecart-style cockpit tub where the player sits with a clear forward view. - Heavy-duty tubular landing skids with front upturns, tuned with ground offset (`-1.625F`) so the bottom of the tubes rests flush with the ground surface. - Realistic cockpit instrumentation: functional analog speedometer and altimeter dials mounted on the dashboard. - Centrally mounted animated cyclic control stick directly in front of the pilot, dynamically reacting to pilot inputs and aircraft attitude. - High rotor mast with 4-blade horizontal main rotor (120 units wide) and vertical tail rotor, both spinning smoothly in real-time. - Aft engine deck, tail boom, and vertical tail fin. - **Aviation Warning & Navigation Lighting (ICAO/FAA Compliant)**: - Port (left) red and starboard (right) green position lights. - Aft white navigation light on tail. - Synchronized high-intensity flashing white strobes and red anti-collision beacon on the vertical tail fin. - Emissive glowing layer (`RenderTypes.eyes`) active while the aircraft is occupied. - **Crafting & World Integration**: - Survival crafting recipe using iron ingots, redstone, iron bars, and a minecart. - Added to creative inventory tab, starter kit (`/function peterwolfs_planes:kit`), and runway chest loot tables. ### 🎮 Helicopter Flight Controls & Aerodynamics - **Instant Response (Zero Lag)**: - Removed slow low-pass smoothing (`0.12F`) on helicopter cyclic controls, replacing it with an immediate `0.60F` factor. - Eliminated camera fighting (`centerPilotLook`) on pitch, giving crisp 1:1 mouse steering with response times under 50 ms. - **Exponential (Expo) Control Curve**: - Implemented an exponential response curve ($|x|^{1.85}$) for both pitch and roll cyclic controls. - Controls are gentle and precise near zero (neutral stick) for steady hovering and fine trimming, while smoothly ramping up to full authority at larger deflections. - **Cyclic Stick Pitch (Mouse Forward / Backward)**: - **Mouse forward**: tilts cyclic stick forward, pitches nose down, and accelerates forward with strong horizontal thrust ($1.85\times$). - **Mouse backward**: pulls cyclic stick back, pitches nose up, and flares to brake forward momentum or fly backward. - **Cruise Attitude Hold**: pitch angle does not snap back to zero during forward flight, enabling continuous, comfortable cruising without endlessly dragging the mouse. - **Bounded Deflections**: clamped to realistic, safe limits (max $+16^\circ$ nose-down, $-12^\circ$ flare), preventing wild overshooting and runaway dives. - **Cyclic Stick Roll & Lateral Flight (Mouse Left / Right)**: - Swapped left and right response: moving mouse left/right banks and propels the aircraft in the newly inverted direction. - Bank angle clamped to a safe $\pm 14^\circ$ envelope, maintaining stability without sudden tipping. - **Anti-Torque Tail Rotor (Keys A & D)**: - Dedicated pedal control to rotate the tail boom and steer heading ("obrót ogona" / yaw authority) even while hovering motionless. - Keys **A** and **D** strictly govern tail rotor rotation without inducing roll. - **Effortless Hover Stabilization**: - Simply looking towards the world horizon ($\pm 4^\circ$) automatically levels the aircraft back to $0.0^\circ$ pitch and engages a stable, motionless hover. - Deadband centering ensures easy, vibration-free hovering. - **Aerodynamic Rotor Thrust & Translation Sink Physics**: - Tilting forward/backward (pitch) or sideways (roll) redirects rotor thrust away from the vertical axis, causing natural altitude loss (sink / opadanie) rather than climbing. - Forward, backward, and lateral horizontal airspeed induces aerodynamic sink ($v_{\text{horiz}} \cdot 0.024$). - Flying forward, backward, or strafing sideways naturally descends unless the pilot gently adds throttle (collective), exactly like real helicopters. - Aerodynamic parasite drag modeled for forward and lateral airflow. - **Control Reset on Boarding**: - All control deflections (pitch, roll, rudder, cyclic stick, yaw rate, pitch rate) immediately reset to zero upon boarding the helicopter. ### 🎛️ Helicopter Simple Altitude Mode (Default) & Command Switcher - **Simple Altitude Control (Default for Helicopters)**: - **W** (held): climbs smoothly upward (`Vertical: CLIMB % (W)`). - **S** (held): descends smoothly downward (`Vertical: DESCEND % (S)`). - **Neutral (releasing W / S)**: automatically locks and holds current altitude (`Vertical: ALT HOLD (W/S)`). - **Zero Maneuvering Sink**: pitching forward, backward, or banking sideways to fly and turn does **not** cause altitude loss—the helicopter maintains a steady, level flight altitude while cruising and maneuvering! - **Realistic Mode Available**: - Realistic aerodynamic collective remains available where cyclic tilt and translational airspeed induce natural sink that must be compensated with collective pitch. - **Commands & Switcher**: - `/helialt` or `/helicontrol` or `/planes helicopter altitude`: toggles between Simple and Realistic altitude modes. - `/helialt simple` or `/planes helicopter altitude simple`: sets altitude control to Simple mode. - `/helialt realistic` or `/planes helicopter altitude realistic`: enables realistic aerodynamic collective control. - Running while piloting a helicopter switches the current vehicle and updates player default; running outside updates default for future helicopters. ### 🛑 Ground Detection & Automatic Steering Lock - **Automatic Ground State Recognition**: - The helicopter accurately detects when resting on the ground, helipad, or landing surface. - Pinned solidly to the terrain with zero jitter, zero micro-sliding, and zero uncontrolled drift. - **Steering Disabled on Ground**: - While on the ground, cyclic pitch (forward/backward) and cyclic roll (sideways steering) are **completely disabled**. - Moving the mouse does not tilt the helicopter or cause accidental forward/backward sliding. - Airframe stays perfectly flat ($0.0^\circ$ pitch, $0.0^\circ$ roll) on its heavy-duty landing skids. - Tail rotor pedals (**A** / **D** keys) remain active, allowing pilots to steer heading in place to align on the helipad before takeoff. - HUD control stick indicator displays `GROUND` in amber and locks the cyclic crosshair centered at `(0, 0)`. - HUD status displays `Helicopter: ON GROUND (W to fly)`. - **Vertical Liftoff Activation & Auto-Centering Cursor**: - Holding **W** lifts the helicopter strictly vertically into the air (`Takeoff: LIFTOFF % (W)`). - The moment the skids clear the ground, the helicopter switches into airborne flight mode (`isHelicopterAirborne = true`). - **Automatic Cursor Zeroing**: The instant liftoff occurs, the pilot's cursor/look direction (pitch $0.0^\circ$ at horizon, yaw straight ahead) and cyclic stick are automatically snapped to neutral center `(0, 0)`, preventing sudden lurches and starting flight in a stable hover. - Flight controls (forward/backward, sideways bank, cyclic stick) immediately activate once airborne. - **Smooth Touchdown & Landing Lock**: - Upon descending to the surface and making ground contact with low/descending throttle, the helicopter smoothly touches down: - Pitch and roll are auto-leveled to $0.0^\circ$. - Flight steering immediately locks to prevent tipping over or sliding across blocks. - Airframe enters parked state (`PARKED`). ### 🕹️ HUD 2D Control Stick Indicator (Cyclic & Centering Guide) - **Visual Control Stick Widget**: - Mounted directly on the right side of the cockpit HUD (docked seamlessly next to instruments). - Features an analog 2D crosshair arena displaying active cyclic stick position (Pitch on vertical axis, Roll on horizontal axis). - Instant visual feedback for flight controls without having to look down into the cockpit tub. - **Effortless Center & Hover Locking**: - Center target box deadband illuminates in vibrant neon green (`[+]` / `CENTER`) when cyclic controls are centered. - Allows pilots using mouse steering to effortlessly find the neutral 0 trim position for a rock-solid, stationary hover. - Marker dot dynamically shifts color: bright neon green when centered, cyan during normal maneuvering, and red at extreme deflection limits. - **Tail Rotor / Rudder Pedal Bar**: - Integrated 1D horizontal deflection bar displaying active anti-torque tail rotor / rudder pedal input (**A** / **D** keys). - **Multi-Layout HUD Support**: - Supported across all three HUD modes: full instrumentation panel, compact mini HUD, and top-right docked layout. - In full combat HUD mode, provides real-time flight regime badges (`HOVER`, `CRUISE`, `MANVR`) and numerical pitch/roll degree readouts.
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PeterWolf’s Planes 1.1.19

1.1.19
12 сент. 2026 г.359Minecraft: 26.2fabric
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## 1.1.19 - In the cockpit, **H** cycles instrument HUD layouts: full panel, compact mini, and a top-right strip. - LIFT HUD (ridge climb/sink) only appears during paraglider flight; **H** toggles it there and no longer overlays the plane instruments. ## 1.1.18 - Hard landings now damage the airframe: sink rate above a gentle flare chips HUD HP, and a vertical smash can wreck the aircraft. - Nose-down, heavy-bank, and very fast touchdowns increase impact severity; passengers take fall damage on the worst hits. - Floatplanes tolerate a firmer water landing than wheeled aircraft, but slamming onto land still hurts.
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PeterWolf’s Planes 1.1.17

1.1.17
7 сент. 2026 г.281Minecraft: 26.2fabric
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## 1.1.17 - Add a cockpit control stick to every aircraft, with a floor mount and T-grip visible in first-person. - Animate the stick from live pilot input: pull back to climb, push forward to descend, tilt left/right to bank, and blend in rudder for A/D turns. - Villager-piloted aircraft drive the same stick from attitude so the cockpit still reads climb, descent, and bank. - Invert stick deflection so it matches real control-column motion, and double the stick length. - Lengthen the stick another 10%, cap it with a burgundy leather grip, and reduce stick throw so cockpit motion stays subtle. - Reduce first-person cockpit head look to 10% of mouse offset so the camera stays on the aircraft while mouse flight controls stay at full authority.
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PeterWolf’s Planes 1.1.16

1.1.16
28 авг. 2026 г.188Minecraft: 26.2neoforge
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neoforge port
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PeterWolf’s Planes 1.1.16+1.21.11

1.1.16+1.21.11
28 авг. 2026 г.405Minecraft: 1.21.11fabric
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bacport to Minecraft 1.21.11
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PeterWolf’s Planes 1.1.16

1.1.16
28 авг. 2026 г.828Minecraft: 26.2fabric
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## 1.1.16 - Add realistic international aviation warning and navigation lights (ICAO/FAA compliant) to all aircraft: - **Left Wingtip (Port)**: Steady Aviation Red position light + double-flash high-intensity white strobe. - **Right Wingtip (Starboard)**: Steady Aviation Green position light + double-flash high-intensity white strobe. - **Tail / Rudder (Aft)**: Steady Aviation White position light + tail strobe + flashing red anti-collision beacon on the vertical stabilizer. - Dedicated emissive lighting rendering layer (`RenderTypes.eyes`) with fullbright illumination and shader bloom compatibility. - Prevent villager pilot aircraft from prematurely entering `PARKED` state unless physically touchdown on runway ground surface (stops mid-air freezing on trees/obstacles). - Add minimum cruise airspeed and positive forward velocity protection against aerodynamic stalls during NPC patrol and climb phases.
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PeterWolf’s Planes 1.1.15

1.1.15
15 авг. 2026 г.989Minecraft: 26.2fabric
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## 1.1.15 - Keep villager-piloted aircraft visually aligned with their synchronized flight heading instead of leaving the rendered fuselage at a stale yaw. - Make the villager pilot follow the aircraft seat, pitch, and bank with a stable seated cockpit pose. - After a randomized three-to-five-minute patrol, send villager pilots back to the nearest generated runway for an aligned approach, landing roll, braking, and parked stop. - Add a dedicated pixel-art inventory texture for the Villager Pilot Spawn Egg.
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PeterWolf’s Planes 1.1.14

1.1.14
9 авг. 2026 г.505Minecraft: 26.2fabric
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## 1.1.14 - Rebuild the water plane as a single high-wing floatplane with short fuselage-mounted wing supports. - Complete the opaque water-plane entity atlas so the fuselage, floats, and enlarged UV faces no longer render with transparent gaps. - Keep the parked water plane level on its two full-length floats instead of applying the conventional tail-low two-wheel ground pose. - Stop treating water contact as locked ground handling, restoring mouse-driven elevator and aileron authority while the floatplane accelerates and lifts off the water. - Add deterministic ClientGameTest coverage for the parked high-wing silhouette and real mouse-driven pitch/roll response. - Treat the water surface as float support while retaining live mouse controls, preventing stall pitch from tipping the aircraft onto its nose after landing and braking. - Cut a full-chord cockpit opening into the high wing so its center section no longer blocks the first-person pilot view. - Scale floatplane aileron authority with water speed so mouse input cannot roll a stationary aircraft, while control returns progressively during the takeoff run. - Raise only the solid-ground render baseline by the exact float-bottom offset so the pontoons rest on terrain without changing their water immersion. - Allow the Water Plane item to be deployed directly onto a targeted water surface while leaving land placement and other aircraft unchanged.
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PeterWolf’s Planes 1.1.13

1.1.13
9 авг. 2026 г.70Minecraft: 26.2fabric
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## 1.1.13 - Shorten the rear suspension lines, especially the outer pair, so they terminate at the wing underside instead of passing nearly through the full aerofoil thickness. - Move dynamic brake-branch endpoints just below and slightly inside the trailing edge to keep them connected without penetrating the canopy. ## 1.1.12 - Increase the normal steering visual range so the active hand makes a clearly readable lateral sweep from the rear camera. - Strengthen the active wing-tip and trailing-edge down/back deformation while concentrating most of the bend in the outer tip section. ## 1.1.11 - Change paraglider steering-hand travel from a forward/back arm swing to a mirrored lateral sweep, making brake input clearly visible from the rear camera while preserving smooth input interpolation and line-to-hand tracking. ## 1.1.10 - Correct anatomical paraglider side mapping so each brake line connects its wing side to the matching hand and A/D deforms the matching wing tip. - Smooth the actual steering-input-driven hand pull and release, tighten the active brake line, and add a subtle connected relaxation curve to the opposite line. - Make outer wing tips inherit the reduced mid-wing bend so deformation grows toward the tip without splitting the wing or rotating an entire half as one rigid panel. - Add deterministic Fabric ClientGameTest coverage with neutral, left-turn, released, and right-turn screenshots. ## 1.1.9 - Fix paraglider brake lines pointing in opposite front/back directions by using a stable mirrored line orientation. - Attach all brake-line branches to the transformed lower trailing edge of the actual outer wing sections, including steering deformation. ## 1.1.8 - Paraglider: all lines thinner — suspension ~0.28 and brake lines ~0.36 (main riser slightly thicker than branches). - Paraglider: **brake lines** from each hand to the trailing edge near the wing tips (main riser + 3 thin branches per side, dark graphite/red, slightly more visible than suspension lines). - Paraglider: pilot **hand animation** follows real A/D (and double-tap spiral) steering — active hand lowers smoothly; releases return to the neutral brake-handle pose. - Paraglider: turning side **brake line tightens** and tracks the animated hand; the opposite line stays neutral or slightly relaxed with a subtle sag (no rope physics). - Paraglider: **wing-tip deformation** on the steering side — tip and outer trailing edge bend down/back proportionally (~12° max tip, ~7% chord TE move); leading edge and span stay intact; visual only (no physics change). - First-person brake lines use a thinner translucent tint so they do not obstruct the view.
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PeterWolf’s Planes 1.1.7

1.1.7
4 авг. 2026 г.345Minecraft: 26.2fabric
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## 1.1.7 work with Peterwolf's Forest Fire & Firefaghting
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PeterWolf’s Planes 1.1.6

1.1.6
2 авг. 2026 г.121Minecraft: 26.2fabric
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## 1.1.6 - Villager pilot AI: real **takeoff rotation** (no longer stuck taxiing straight forever). - Villager pilot: **climbs** with commanded absolute pitch and a minimum vertical speed (~0.14–0.22 b/t) after liftoff. - Villager pilot: **obstacle avoidance** — multi-range terrain/heightmap scan, solid-block checks (trees/buildings), climb-over or bank toward freer side. ## 1.1.5 - Add **survival crafting recipes** for all six aircraft, the paraglider backpack, and the squadron horn. - Update Modrinth description with full recipe patterns (`MODRINTH_PAGE.md`). ## 1.1.4 - **Starter kit** for servers: every aircraft + paraglider (+ horn, pilot eggs, TNT). - Command (ops): `/planes kit` / `/planes kit @a` / `/planekit` - Function (built-in): `/function peterwolfs_planes:kit` - Optional datapack (first-join auto-kit): `dist/peterwolfs-planes-starter-datapack.zip` — drop into `world/datapacks/` - Runway chest loot can roll all plane types and the paraglider. ## 1.1.3 - LIFT HUD (**H**): clearly shows **climb / sink / level** with real vertical speed (m/s and b/t), plus ridge updraft strength. Centered bar: green = climb, red = descent. ## 1.1.2 - Paraglider: **LIFT HUD** toggle with **H** — top-right panel shows ridge-lift strength (NONE / WEAK / MED / STRONG), b/t and m/s, plus a fill bar. - Paraglider: **ridge-lift particles** via `/liftparticles` or `/planes liftparticles [true|false]` — rising cloud / ash / end-rod particles mark updrafts around the pilot (per-player, toggle). ## 1.1.1 - Paraglider: **double-tap S** toggles **locked minimum-sink** (stays on without holding S; double-tap S again to unlock). Slightly flatter glide than hold-S flare (0.5 blocks lost per 10 horizontal). - Paraglider: **ridge lift** over slopes — updrafts appear only on faces that are at least **10×10×10** (height × length × width). Taller and steeper faces produce stronger lift and can make the pilot climb. - Dive inputs (W / spirals) still override locked S; releasing them returns to the locked sink mode.
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PeterWolf’s Planes 1.1.0

1.1.0
28 июл. 2026 г.418Minecraft: 26.2fabric
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## 1.1.0 - Add **dogfight combat mode** for all aircraft (toggle with **V** while piloting). - Twin **machine guns**: hold **Left Mouse Button** while armed to fire rapid dual streams along the plane heading (no ammo cost). - **TNT bombardment**: press **B** while armed to drop a lit TNT charge that inherits plane velocity (consumes 1× TNT from inventory; creative is free). - Piloted airframes now take projectile and explosion damage (HP bar on the cockpit HUD); destroying the airframe ejects passengers with an explosion effect. - Cockpit HUD shows combat state (ARMED/SAFE), airframe integrity, and weapon hints. - Configurable keybinds under *Peter Wolf's Planes* in Controls.
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PeterWolf’s Planes 1.0.10

1.0.10
28 июл. 2026 г.47Minecraft: 26.2fabric
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## 1.0.10 - Make paraglider descent ratios exact and server-authoritative: single W loses 3 blocks per 10 horizontal, double W loses 5 per 10, and a double-tap A/D spiral loses 4 per 10. - Add a combined double-W plus double-A/D spiral dive that loses 8 blocks per 10 horizontal while retaining double-W forward speed. - Synchronize the active paraglider flight mode from the client so server physics and local prediction use the same horizontal and vertical speeds. ## 1.0.9 - Store paraglider deployment in the player's standard synchronized entity data so Flashback snapshots preserve the flight pose when recording starts in mid-air. - Recover the deployed canopy and fixed seated Y-arm pose in legacy Flashback recordings that began after the original one-time deployment packet. - Mark client-only rendering mixins explicitly so the common player-state mixin remains safe on dedicated servers. ## 1.0.8 - Bank the player's full body into paraglider turns and roll the first-person camera with the same smooth angle so the horizon visibly tilts. - Replace vanilla arm and leg movement while the paraglider is deployed with a fixed raised Y-arm pose and a seated, legs-forward flight pose. ## 1.0.7 - Allow players to push empty aircraft by approaching the tail and holding Shift + Right-Click, guiding the plane like a wheelbarrow with tail-up visual pitch. - Add Paraglider Backpack armor item (chestplate slot) with persistent 3D backpack model rendered on the player's back during gameplay. - Redesign Paraglider model with a continuous 4-block wide colorful aerofoil canopy wing and 4 diagonal suspension lines converging directly into the top of the backpack. - Add advanced Paraglider flight controls and physics: - **A / D**: Bank turns with unified player body and canopy roll tilt into the turn. - **W**: Accelerates forward flight with steeper dive posture (+20° pitch tilt). - **S**: Brakes/flares forward flight for flatter, slower descent ($v_y = -0.02$ b/t, -18° pitch tilt), significantly extending flight duration and distance. - **Double-Tap W (Sprint Dive)**: Triggers fast dive mode ($v_{horiz} = 1.10$ b/t, $v_y = -0.33$ b/t) for an exact 3 blocks altitude loss per 10 blocks horizontal distance. - Add inventory item asset definitions for `paraglider_backpack` and `monoplane`. - Add fast single-wing Monoplane aircraft with 2x top speed compared to biplanes (~177 km/h / 49.2 m/s).
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PeterWolf’s Planes 1.0.6

1.0.6
2 июл. 2026 г.1,1 тыс.Minecraft: 26.2fabric
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## 1.0.6 - Clamp cockpit HUD speed and vertical speed to zero while the occupied plane is grounded, settled, and at idle power. - Keep grounded idle physics in ground handling for a few ticks when contact flickers, preventing tiny client/server corrections from showing as movement. - Restore the -12 degree ground pose only as a client visual for an empty, settled plane after the pilot exits. ## 1.0.5 - Remove the remaining -12 degree ground model pitch so the tail no longer jumps up and down when client ground contact flickers. - Keep visual pitch tied only to the real flight pitch. ## 1.0.4 - Keep the physical/synced entity pitch at 0 degrees while taxiing on the ground. - Move the -12 degree taildragger nose-up pose into client-only visual model interpolation. - Reduce ground jitter caused by syncing a pitched vehicle pose while colliding with the ground. ## 1.0.3 - Smooth ground handling by keeping taxi movement horizontal instead of applying the nose-up pitch to the movement vector. - Allow A/D rudder input to yaw the plane on the ground even while taxiing slowly or standing still. - Stop recentering the pilot look direction while the plane is on the ground. ## 1.0.2 - Restore local client prediction for the pilot's plane so the aircraft visibly moves while the HUD reports speed. - Restore neutral centering for flight controls by gently pulling the pilot look input back to center. - Add in-flight pitch auto-leveling so pitch and roll settle back toward neutral when the pilot is not holding input. ## 1.0.1 - Smooth plane yaw by keeping flight physics server-authoritative and rendering interpolated yaw/pitch/roll on the client. - Replace instant yaw/roll changes with damped angular rates, clamped input, smoother engine response, quadratic lift, and speed-dependent drag. - Reduce redundant synced data updates for throttle, roll, and rudder.
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PeterWolf’s Planes 1.0.0

1.0.0
23 июн. 2026 г.42Minecraft: 26.2fabric
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26.2