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Air Tactical Arsenal - WarZone

Unofficial milsim fork of Air Tactical Arsenal by Synarsis: Shahed, Orlan, Iskander, radar and sirens, with SuperbWarfare / AshVehicles support. Non-commercial.
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air-tactical-arsenal-1.3.2-warzone.jar

File nameair-tactical-arsenal-1.3.2-warzone.jar
Uploader
LilDoritoLilDorito
Uploaded
Oct 23, 2026
Downloads
95
Size
3.1 MB
Mod Loaders
Forge
File ID
9298556
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:air-tactical-arsenal-warzone-1716351:9298556")

Learn more about Curse Maven

What's new

1.3.2-warzone

Item style and vehicle radar traits

  • Tooltips use one layout: a short description, and controls while holding Shift (launchers, tablet, cable, terminal, radar, paint stand, spray can, Shahed, Orlan, Iskander). The long hint lines are gone. With Superb Warfare WarZone the names are also coloured by type (drones gold, launch and control gear dark aqua, the Iskander red); without it ATA shows the same tooltips itself.
  • Vehicle containers and drone items show their radar traits: the on-board radar (type, range, cone, refresh or sweep) and the stealth signature, for example "Radar: AESA, 2000 m, ±60°, 4/s" and "Stealth: seen at 40% range". The server sends the vehicle radar data to players when they join and on /reload, so datapack changes show too (network protocol 20).
  • Fixed a strike drone's model staying in the air near the crater after it hit: the client now removes the drone as soon as the server does.

Launch pose and tablet icons

  • A drone now leaves the catapult from exactly where it sat on it, at the rail's own angle (13° on the Heavy UAV Launcher, 9.75° on the Light one), so there is no jump at launch. Add-on drones tell ATA where their model sits on each launcher (DroneVariants.registerRailMount); without that they keep the old offset.
  • UAV Tablet: the launcher checkboxes and the route line use the plain ✔ tick, and the return button's arrow is drawn twice as large.

Recipes

  • The UAV launchers, the UAV Tablet, the Air Defense Radar and the Alert Siren can be crafted (they were creative-only):
    • Light UAV Launcher: a rail of 2 steel ingots, a piston and 2 iron ingots for legs;
    • Heavy UAV Launcher: a rail of 2 steel ingots, a sticky piston, 2 iron blocks and a motor;
    • UAV Tablet: 6 iron ingots, a glass pane, a compass and redstone;
    • Air Defense Radar: 3 copper ingots, 4 steel ingots, an observer and a redstone block;
    • Alert Siren: 5 iron ingots, a note block and redstone. Without Superb Warfare, iron ingots replace the steel and a redstone block the motor.
  • A mined Alert Siren drops itself (it dropped nothing).

Thermal camera and crash sound

  • With Superb Warfare installed (WarZone or upstream, any version that has thermal imaging), N in every drone camera switches Superb Warfare's thermal view instead of ATA's night vision: white-hot picture, warm bodies and vehicles stand out, sky and fog go dark. The HUD shows THERMAL (ТЕПЛОВІЗОР / ТЕПЛОВИЗОР) instead of NVG, and the night-time darkening and daytime NVG wash are off while it's on. Without Superb Warfare, or with a version that has no thermal imaging, N stays night vision. Your own thermal goggles keep working as before.
  • A drone falling after it was hit no longer keeps its steady far-off flight sound: the distant layer now fades, drops in pitch and wobbles together with the close engine sound, as the Shahed's always did.

Strike camera controls, explosion sound, translations

  • New strike camera controls: hold R to lock a target, then press X to dive on it. The lock is a single sequence: the bar fills once and locks whatever you are aiming at when it fills, so moving the drone or the view no longer restarts it. The camera then stays on the locked point. Pressing X with nothing locked tells you to lock first. Press R again to drop the lock. X is Superb Warfare's lock key, or ATA's own key without it.
  • A strike drone hands your view back before it explodes, so you hear the blast from where you stand, not from inside the drone.
  • ATA's HUD texts (camera controls, phases, route screens) showed in English whatever the game language was. They now follow the selected language again; the Ukrainian and Russian camera hints are fully translated.

Camera exit and lock-on

  • Leaving a drone camera no longer drops the mobs and items around you into the void: each entity is sent back together with the chunk it stands in, as the chunks come back.
  • Fixed being left frozen in an empty world after the camera closed. An explosion near the drone that didn't destroy it (a near miss, flak, another drone) closed the feed on your screen only, so the server kept you in the camera and never sent your chunks back. Closing the feed now always tells the server, and the server always brings you back, even if the drone is already gone.
  • Drone types added by other mods through the variant API are put on Superb Warfare's radar scan list, the same way the Shahed, Orlan and Iskander already are.

Route map and number formatting

  • Numbers in ATA's screens and HUDs show as written in the language files again (whole metres, seconds, one decimal where meant). Minecraft rewrites %.0f and %d in language files to plain %s, so distances and times showed every decimal, like "3177.396938265414 bl.".
  • Strike route map: distance and flight time share one line, and the waypoint list shows only as many of the last points as fit, so the Max line no longer runs into "Saved routes". The map scale moved into the map's bottom-left corner, out of the way of the TERRAIN PROFILE title (both route maps).

Launch, dive and camera polish

  • Catapult launch: drones now leave from where they sit on the rail instead of popping up half a block, and are thrown forward at catapult speed (18 m/s) at the rail's angle, then raise the nose steadily into the climb.
  • Strike lock (hold X) no longer keeps restarting while the drone moves: once you aim at a spot, the lock stays on that spot as long as your view stays within 4° of it. R still only tracks a point with the camera; X locks the dive. R and X work together: track a spot with R, then hold X.
  • Dive guidance rewritten: the drone turns toward the target in 3D at up to 7° per tick, slows to cruise speed while it's turning hard, then accelerates down a straight line onto the target. No more spiralling around it. A locked attack goes for the exact block you locked (not the top of the column above it) and dives as soon as it is within 350 blocks, from any heading. Shaheds without a camera dive the same way onto their target.
  • Leaving a drone camera no longer stalls the game: the chunks around you come back nearest first, the closest 25 at once and the rest over half a second, instead of all at once.
  • When the drone you're watching explodes or crashes, the feed cuts at that moment and you hear the blast from where you actually stand, not at full volume from inside the drone.

Strike cameras: loiter and lock

  • Strike drones with a camera no longer dive on their own: after the route they circle over its last point (64 blocks out) and wait. The camera shows LOITERING with the time left; after 15 minutes the drone dives on that point by itself.
  • To attack, hold Superb Warfare's lock key (X by default; ATA's own "Lock strike dive target" key when Superb Warfare isn't installed) on a spot for about a second, as when locking with an interceptor: a ticking sound and a red bar fill up, a chime confirms. The drone leaves its route or loiter, turns and dives on that spot.
  • The lock works on anything loaded: what you see through the camera (the terrain sent to you now reaches 160 blocks around the drone), and past that along the line of sight on the server's loaded chunks, up to 1300 blocks from the drone.
  • Works from the moment the drone climbs off the launcher: a lock during the climb levels it off and sends it straight to the target. While diving it can still be re-aimed up to 60° off its course.
  • Left click no longer re-aims (it was too easy to trigger), and the drone now flies smoothly to the new target instead of veering about: on your screen it follows the server's position every tick instead of guessing its own path, which also cures the jitter when its route had turns.

Smoother climb out

  • Drones leave the launcher at the rail's angle (11°) and raise the nose gradually, at 6° a second, to the 20° launch angle and then the 25° climb, instead of jumping to it. Same for the Orlan.
  • The Shahed's propeller on the heavy launcher spins up over the 4 seconds before launch.

Add-on engine sounds carry properly

  • A drone with its own engine sound is now heard over a set range with a smooth fade (registerEngineSound with a range), crossfading into its far-field layer. Before, its loudness also shrank its hearing range, so it went silent a few dozen blocks after launch until the far layer took over.

Launch and camera fixes

  • The launch flick is really gone now: a drone's first frame was drawn turning from due south and level, because the spawn packet set its angles without the previous-frame angles, and until its synced angles arrived the client pointed it south. Both are fixed for every drone built on the Shahed and the Orlan.
  • The launcher spin-up uses the loaded drone's own engine sound and loudness (and an optional start one-shot, DroneVariantsClient.registerStartSound) instead of always the Shahed's.
  • Drone cameras no longer freeze when the drone flies past your render distance. The game stopped sending you the drone (and the drones around it) once it left your own tracking range, so the view stuck until you reopened it from the tablet; now the camera drone and everything within 160 blocks of it are sent straight back.

Strike drone cameras

  • Strike drones can now carry a camera (hasCamera() on the Shahed class; the Shahed itself has none). The UAV Tablet opens it from the IN FLIGHT list like the Orlan's: same view, zoom, night vision, R lock and Left Alt to leave, plus an orange strike HUD with the target, distance to it, phase, health, speed and the aim point. The camera can also look 30° above the horizon to watch the route ahead.
  • Left click re-aims the dive at the aimed block (or the locked point): the drone drops the rest of its route and heads for the new target, also mid-dive. Up to 1000 blocks from the drone.
  • While watching, the terrain and drones around it are streamed to you as with the Orlan; your body stays where you left it and falls if it should.

Engine sounds per drone

  • Add-ons can give their drones their own engine loop, volume and pitch (DroneVariantsClient.registerEngineSound). Variants without one keep the Shahed or Orlan sound. MH Warfare WarZone uses it for its drones.
  • Add-ons can also add a far-field loop (registerFarSound): a second, distant layer that fades in past a set distance and carries to a set range, follows the drone and fades out with it.

Hit zones for add-on drones

  • The Orlan's hit zone (engine, wings, nose, body) now comes from crashZoneAt(hitPos), which drones built on it can override; the Shahed already had determineHitZone. MH Warfare WarZone uses both to read zones from its part hitboxes instead of the Shahed-sized guesses.

Smoother launch

  • Shaheds, Orlans and every drone built on them no longer flick nose-down for a moment when they leave the launcher: they spawned pitched 20° down and only turned to the 20° climb on the next server update.

One UAV Tablet

  • The Light and Heavy UAV Tablets are now one UAV Tablet (ata:uav_tablet). It links up to 10 launchers of either weight. Old Light, Heavy, Strike, Recon, Orlan and control tablets in inventories turn into it; their links are kept.
  • One screen instead of the STRIKE / RECON pages. The launcher list shows every linked launcher: what it carries (red dot strike, blue dot recon, empty circle nothing), whether it has a route, and H or L for its weight. The selected launcher shows its drone by name. ROUTE opens the Shahed or the Orlan route map for that drone, LAUNCH and LAUNCH ALL start whatever is loaded. Routes for strike and recon launchers are set separately; with a mixed selection, ROUTE takes the ones of the selected launcher's type. An empty launcher counts as strike if it's heavy, recon if it's light.
  • IN FLIGHT lists every drone you own that is still flying, strike and recon, from any launcher, including ones you have since unlinked. Drones with a camera open it on click; recon drones also have route change and return. Strike drones without a camera just show their position and phase.
  • The screen refreshes itself every 2 seconds, so new launches, loaded launchers and landed drones show up without reopening it.

Light and Heavy UAV launchers

  • The Recon UAV Launcher is now the Light UAV Launcher and the Strike UAV Launcher the Heavy UAV Launcher, item and entity IDs included. Old worlds are converted: placed launchers, loaded drones and tablets in inventories keep working.
  • A launcher takes every drone of its weight, strike or recon. The Shahed is heavy, the Orlan light; add-ons set the weight of their own drones (EW WarZone: ZALA KUB-BLA light, Bayraktar TB2 heavy).
  • Putting a drone on the wrong launcher says which one it needs.
  • Saved strike coordinates are kept per launcher instead of per list position, so loading a drone elsewhere no longer shifts them.
  • Shift + right click with an empty hand takes the drone off a heavy launcher in one click, as on the light one. Before, the first click on a Shahed without a target silently aimed it 500 blocks ahead.

Interceptor hits

  • API for add-on interceptor drones: interceptorHit(healthFraction, attacker, hitPos) on the Shahed and Orlan (and every drone built on them) deals a share of the drone's health as a heavy hit that can bring it down at once. MH Warfare WarZone's Sting and P1-SUN use it.

Manual radar alerts

  • ALARM OUTPUT: ON/OFF is replaced by ALERTS: AUTO / MANUAL. Auto works as before. Manual never starts an alert on its own; a radar that had its output switched off becomes manual.
  • In manual mode DECLARE ALERT gives full redstone output until CANCEL ALERT, and every radar joined to it by redstone dust, repeaters or comparators (up to 4,096 blocks of wiring) goes on alert too and drives its own sirens. A linked radar shows ALERT FROM A LINKED RADAR and stops about 2 seconds after the alert is cancelled. Wiring loops can't keep an alert going.
  • The mode and a declared alert are saved with the radar.

Drone variants for add-ons

  • New API (api/DroneVariants, api/DroneVariantsClient) lets another mod add its own strike and recon drones built on the Shahed and Orlan. SBW Electronic Warfare WarZone 1.2.0 uses it for KUB-BLA and Bayraktar TB2.
  • The strike and recon launchers remember which drone item was loaded, launch the matching drone, and give the same item back when it's taken off, dropped or the launcher is broken. The recon launcher keeps the item's data (for example missiles loaded on a TB2).
  • An add-on can draw its own drone on a loaded launcher.
  • Shahed and Orlan speeds, turn rate, health, blast size and the item returned on pickup can be changed by subclasses. The Shahed and Orlan themselves are unchanged.
  • Every message, tablet line, camera header and route label names the drone that is actually flying: "Bayraktar TB2 launched", "ZALA KUB-BLA mounted on launcher", "BAYRAKTAR TB2 // RECON" in the camera. Shahed and Orlan read as before.
  • Generic wording where no drone is named: route screens read STRIKE UAV ROUTE / RECON UAV ROUTE, the launcher tooltips no longer list one model, "No drone on the launcher!".
  • API additions for add-ons: a drone name per variant, a hook when a loaded launcher is right clicked (the TB2 uses it for its missile loadout), and a panel slot in the recon camera overlay under the flight timer, drawn as part of ATA's own overlay so nothing covers it.

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