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Create:Fire Control

An integrated fire-control system for Create and Sable vehicles, featuring dual-axis stabilization, gun sights, thermal imaging, radar, guided missiles, remote control, and optional CBC integrations.
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create-fire-control-0.9.4.jar

File namecreate-fire-control-0.9.4.jar
Uploader
BaiCaiYu__BaiCaiYu__
Uploaded
Oct 23, 2026
Downloads
246
Size
22.8 MB
Mod Loaders
NeoForge
File ID
9300381
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-fire-control-1647191:9300381"

Learn more about Curse Maven

What's new

CN
# Create: Fire Control 0.9.3 更新日志

相较于本次提供的 `create-fire-control-0.9.2.jar`,0.9.3 主要新增航空炸弹接入、尾仓装弹机、新弹药、导弹主动寻的和火炮锁定提前量,并改进武器切换、锁定显示及密集发射性能。

## 新增内容

### 航空炸弹与预测投弹圈

- 火控计算机可绑定面包军火库的炸弹挂架,统一切换、投放导弹和炸弹,空挂架也可提前绑定。
- 支持 13 类炸弹:航空、中型、小型、集束、钻地、燃烧、高阻、激光制导、JDAM、核、白磷、毒气和滑翔炸弹,覆盖单联与已有三联挂架。
- 每次触发投放一发,同类挂架轮流使用;三联架投弹后继续保留绑定及后续坐标设置。
- 选中有弹药的炸弹时,第一、第三人称显示贴地的三维预测投弹圈;关闭雷达仍可使用。有 Voxy 缓存地形时可补充远处落点预测。
- 火控投放的炸弹使用数学飞行和原生模型,飞行不生成尾烟;保留各弹种的制导、爆炸、集束分裂、白磷子弹药等效果。

### 尾仓装弹机与 10式专用炮闩

- 新增“尾仓装弹机”和“10式专用炮闩”,加入火控创造物品栏。
- 装弹机初始为空仓,最多装入 13 发;按顺序补弹,从当前最大编号开始消耗,满仓顺序为 13→1。
- 与使用专用炮闩的已组装火炮绑定后,可自动开闩、推弹、关闩并衔接下一轮装填;成功入膛后才扣除弹药。
- 加入完整的 4.4 秒装填动画、炮闩运动及专用音效,并支持库存存档、蓝图绑定和弹架殉爆集成。

### “穿透一切”弹药

- 新增中口径整装弹“穿透一切”,可由适配的 CBC / CBC Neo Warfare 火炮发射。
- 弹体无重力,可连续穿透并清除飞行路径上的世界方块及 Sable 结构方块,命中后继续飞行;清除方块不产生掉落。
- 命中生物先尝试高额伤害;对未被正常击杀的非玩家生物执行直接移除,并记录 UUID 以阻止同一实体重新加入世界。玩家仍走正常伤害与重生流程。
- MZ、AZ 和尾仓装弹机支持与原 APFSDS 混装,各弹位分别保存弹种。
- 弹体按服务器时间在 200 tick 后清理,避免自身停止 tick 后长期残留。

### 普通防空导弹接入

- 既有七种防空发射器现在可装填、识别并由火控发射普通防空导弹,支持右键和漏斗装填。
- 普通防空弹采用驾束制导,跟随火控实测瞄准方向,无需雷达锁定。
- 约 10 秒加速至 1 马赫,20 秒未命中后静默移除;使用实体飞行及临时区块加载。
- 支持读取火控的 0~10 格近炸范围,0 为碰炸;每枚弹在发射时保存引信设置。

## 导弹飞行与制导改进

- **新增高速导弹数学飞行模式,并设为默认。** 覆盖当前接入的 22 种高速防空、空空、空地、激光和巡航导弹。飞行状态由数学记录推进,客户端绘制原生模型,减少沿途实体追踪与区块加载工作。
- 提供 `/cfc missile mode math`、`/cfc missile mode entity` 和当前模式查询指令。旧世界首次更新采用数学模式;更新后显式选择实体模式会随世界保存。模式切换只影响后续发射。
- 雷达与防空显示器的目标查询补入数学导弹,使其继续参与探测和拦截。
- **空空弹和高速防空弹新增独立主动雷达寻的。** 发射后自行测量已交接目标,关闭发射雷达、切换锁定或拆除控制器后仍可继续跟踪。探测有距离、前向视场限制,暂时失锁时按最后测量外推。
- 空空和高速防空制导改为按需请求机动,结合视线变化、闭合速度和剩余时间减少不必要的大幅转向,继续执行原有转角与过载上限。
- 修复 AIM-120D 等空空弹过早转向:恢复前 9 tick 出架直行、第 10 tick 开始制导。直射 AGM 从第 11 tick 开始制导,攻顶 AGM 恢复自己的出架阶段。
- 修复低速出架时瞬间大角度转向、攻顶和激光分支漏用过载限制,以及诱饵切换时重复消耗转向预算的问题。
- 修复反坦克驾束转向的小角度超限和反向时无法开始转弯的问题。

## 瞄准、锁定与 HUD

- **新增动态火炮提前量圈。** 光电锁定和地面雷达锁定可根据实际炮口、弹药弹道及双方运动,持续计算火炮的交会瞄准点,并用连线关联目标框。射击时应以实际炮口准星对准该圈。
- 移除光电贴图内会被误认为提前量的固定参考圆。没有有效交会解时显示“无拦截解”,无法取得弹道时显示“弹道数据不可用”。
- 修复 CBC 已安装弹匣,尤其创造曳光弹匣的弹药读取遗漏,以及遥控炮镜提前量使用错误火控会话的问题;读取弹道不会消耗真实弹匣中的弹药。
- 地面雷达锁定增加平滑相机跟踪,保留玩家手动提前角。普通防空弹在没有绑定火炮时也可跟踪;高速防空弹和反坦克弹选择不会单独启用自动拉视角。已组装火炮的提前量显示与该相机许可分别判断。
- 锁定视角改为按事件仅初次捕获一次;同一锁定期间上下车、开关炮镜或切换第一/第三人称不会反复重新居中。
- 光电和地面雷达自动跟踪改为逐帧更新,并平滑衔接网络目标位置,减轻周期性拉动。
- 修复光电锁定时相机与炮口高度不同、准星被目标后方远景拉高的问题,继续显示真实的武器跟踪误差。
- 重做光电、机载雷达及地面雷达锁定框:按屏幕高度保持固定比例,不再随目标大小、距离或开镜倍率改变;加入专用框线和数字纹理。
- 锁定读数新增距离、接近率、离地高度及运动方向指示;未知地形高度显示 `-- km`。机载雷达使用黑色样式,光电和地面雷达使用绿色样式。
- 热成像开启时,相关炮镜分划线、炮口准星及刻度改为红色,提高辨识度。

## 遥控与武器选择

- 全键盘无线控制器新增滚轮上滚、下滚绑定,可与一个键盘键组合;高级遥控器改进滚动方向识别,支持较小的高分辨率滚动量。
- 滚轮按独立短脉冲排队,连续滚动可逐次触发,避免多次输入被合并为一次。
- 机载武器支持向上、向下双向循环,自动跳过无弹药类型;原“切换机载武器”绑定保留为向下循环。
- 火控输入页新增空中、陆地分类的“武器切换选项”,可为具体武器类型设置直接切换输入。
- 陆载武器统一通过“陆载武器发射”触发,按所选反坦克、普通防空或高速防空弹种发射,每次一发;兼容迁移旧防空发射按键和频道。
- 新增地面雷达目标循环切换输入,并补充滚轮及目标切换的遥控器公开 API。

## 性能优化与其他修复

- 火控火箭弹改为无实体数学飞行,批量同步发射、校正和移除;客户端继续绘制原版模型及烟迹。
- 修正火箭弹重复继承载具速度、阻力和下落计算不符合原生逻辑的问题,使实际飞行与落点预测采用相同规则。
- 修复火箭弹近处地形被出架保护忽略的问题:地形从首 tick 起检测,保护期只忽略发射载具自身结构。
- 火箭飞行通过只读缓存查询已保存地形;爆炸破坏采用共享工作预算,已加载落点不再申请额外区块票据。
- 火箭与热诱弹特效增加每 tick 新增量、存活量和寿命预算,降低烟雾积累及粒子结构碰撞查询的开销。
- 热诱弹改为批量同步和客户端代理显示,减少重复实体追踪、无关全场景扫描及重复同步;补齐远处弹体寿命和票据清理。
- 修复二型左右防空发射器容器已有弹药仍被判断为空弹的问题,统一按真实容器弹量选择当前发射接口,并保留旧后端兼容。
- 防空弹爆炸使用专用原生粒子配方,尺寸、位置散布和扩散速度按 3 倍表现;修复其误入简化火箭特效及显示器反导效果偏小的问题。
- 调整 APFSDS 弹头的物品栏图标居中,并补充中、英、俄语言条目及相关提示文字。

## 升级与已知限制

- 网络协议由本次旧包的 **34** 升至 **46**,客户端与服务端需同步更新并完整重启。
- 必需依赖及版本范围与本次旧包一致,仍面向 Minecraft 1.21.1 / NeoForge。
- 高速导弹数学模式的在飞记录暂不跨重启恢复。需要保留在飞导弹时可显式切换实体模式;普通防空弹、反坦克驾束弹和电视制导弹不因该开关改为数学飞行。
- 数学模式不会生成沿途未知地形;未生成或尚未读取完成的地形可能影响碰撞判定。性能改动未提供完整整合包客户端 FPS 提升幅度。
- 随包构建说明仍保留一项既有稳定器持续旋转载具精度断言失败;发行构建使用已记录的已知失败模式完成,不应理解为该严格精度断言已通过。

EN

# Create: Fire Control 0.9.3 Changelog

Compared with the `create-fire-control-0.9.2.jar` provided in this update, 0.9.3 mainly adds aircraft bomb integration, a bustle autoloader, new ammunition, active missile homing, and artillery lock lead calculation. It also improves weapon switching, lock display, and dense-fire performance.

## New Content

### Aircraft Bombs and Predicted Bombing Circle

- The fire control computer can bind bomb racks from Bread Arsenal, allowing unified switching and release of missiles and bombs. Empty racks can also be bound in advance.
- Supports 13 bomb types: aircraft bombs, medium bombs, small bombs, cluster bombs, bunker-busters, incendiary bombs, high-drag bombs, laser-guided bombs, JDAMs, nuclear bombs, white phosphorus bombs, gas bombs, and glide bombs, covering single racks and existing triple racks.
- Each trigger releases one bomb; racks of the same type are used in rotation. Triple racks retain their binding and subsequent coordinate settings after releasing bombs.
- When a bomb with ammunition is selected, a ground-hugging 3D predicted impact circle is displayed in first and third person. It remains usable with radar disabled. When Voxy has cached terrain, it can supplement distant impact point prediction.
- Bombs released by fire control use mathematical flight and native models, and generate no trail smoke in flight. The guidance, explosion, cluster split, white phosphorus submunitions, and other effects of each bomb type are retained.

### Bustle Autoloader and Type 10 Dedicated Breech

- Added the “Bustle Autoloader” and “Type 10 Dedicated Breech”, added to the fire control creative tab.
- The autoloader starts with an empty chamber and can hold up to 13 rounds. It reloads in order, consuming from the current highest number first; the full load order is 13→1.
- When bound to assembled artillery using the dedicated breech, it can automatically open the breech, ram the round, close the breech, and chain into the next reload. Ammunition is deducted only after successful chambering.
- Added a complete 4.4-second reload animation, breech movement, and dedicated sound effects, and supports inventory saving, blueprint binding, and ammo rack cook-off integration.

### “Pierce Everything” Ammunition

- Added the medium-caliber complete round “Pierce Everything”, which can be fired by compatible CBC / CBC Neo Warfare artillery.
- The projectile has no gravity. It continuously penetrates and clears world blocks and Sable structure blocks along its flight path, and continues flying after impact. Cleared blocks produce no drops.
- On hitting a mob, it first attempts high damage; for non-player mobs not killed normally, it directly removes them and records their UUID to prevent the same entity from rejoining the world. Players still go through normal damage and respawn.
- MZ, AZ, and the bustle autoloader support mixed loading with original APFSDS, with each slot storing its ammunition type separately.
- The projectile is cleaned up after 200 ticks of server time to avoid remaining for a long time after its own tick stops.

### Standard Anti-Air Missile Integration

- The existing seven anti-air launchers can now load, identify, and fire standard anti-air missiles via fire control, supporting right-click and hopper loading.
- Standard anti-air missiles use beam-riding guidance and follow the fire control’s measured aiming direction; no radar lock is required.
- They accelerate to Mach 1 in about 10 seconds and are silently removed after 20 seconds without a hit. They use entity flight and temporary chunk loading.
- Supports reading the fire control’s 0–10 block proximity fuse range, with 0 meaning impact fuse. Each missile saves its fuse setting at launch.

## Missile Flight and Guidance Improvements

- **Added a high-speed missile mathematical flight mode and set it as default.** It covers the 22 currently integrated high-speed anti-air, air-to-air, air-to-ground, laser, and cruise missiles. Flight state is advanced mathematically, and the client draws native models, reducing entity tracking and chunk loading along the path.
- Added `/cfc missile mode math`, `/cfc missile mode entity`, and current mode query commands. Old worlds use mathematical mode on first update; after updating, explicitly selecting entity mode is saved with the world. Mode switching only affects future launches.
- Radar and anti-air display target queries now include mathematical missiles, so they continue to participate in detection and interception.
- **Air-to-air missiles and high-speed anti-air missiles now have independent active radar homing.** After launch, they measure the handed-off target themselves and can continue tracking after the launch radar is turned off, the lock is switched, or the controller is removed. Detection has range and forward field-of-view limits; when lock is temporarily lost, they extrapolate from the last measurement.
- Air-to-air and high-speed anti-air guidance now requests maneuvers on demand, combining line-of-sight change, closure speed, and time remaining to reduce unnecessary large turns, while continuing to enforce the original turn-rate and overload limits.
- Fixed early turning of AIM-120D and other air-to-air missiles: restored straight flight for the first 9 ticks after launch, with guidance starting on tick 10. Direct-fire AGMs start guidance on tick 11, and top-attack AGMs restore their own launch phase.
- Fixed instant large-angle turning at low-speed launch, top-attack and laser branches missing overload limits, and repeated consumption of turn budget when switching decoys.
- Fixed small-angle overlimit in anti-tank beam-riding steering and the inability to start turning when reversing.

## Aiming, Lock-on, and HUD

- **Added a dynamic artillery lead circle.** Electro-optical lock and ground radar lock can continuously calculate the artillery intercept aim point based on the actual muzzle, ammunition ballistics, and both sides’ movement, and connect it to the target box with a line. When firing, the actual muzzle reticle should be aimed at this circle.
- Removed the fixed reference circle in the electro-optical texture that could be mistaken for lead. When there is no valid intercept solution, “No intercept solution” is displayed; when ballistics data cannot be obtained, “Ballistic data unavailable” is displayed.
- Fixed missing ammunition reads for CBC installed magazines, especially creative tracer magazines, and fixed the remote gun sight lead using the wrong fire control session. Reading ballistics does not consume ammunition from real magazines.
- Ground radar lock now adds smooth camera tracking while preserving the player’s manual lead angle. Standard anti-air missiles can also track without bound artillery; selecting high-speed anti-air missiles or anti-tank missiles does not by itself enable automatic camera pull. Lead display for assembled artillery and this camera permission are judged separately.
- Lock camera now captures only once per event; during the same lock, entering or leaving a vehicle, toggling the gun sight, or switching between first and third person will not repeatedly recenter.
- Electro-optical and ground radar auto-tracking now update per frame and smoothly blend network target positions, reducing periodic pulling.
- Fixed the electro-optical lock issue where the camera and muzzle heights differ and the reticle is pulled high by distant scenery behind the target; the real weapon tracking error continues to be displayed.
- Reworked electro-optical, airborne radar, and ground radar lock boxes: they maintain a fixed ratio based on screen height and no longer change with target size, distance, or zoom level; dedicated frame lines and numeric textures were added.
- Lock readouts now add distance, closure rate, height above ground, and movement direction indicators; unknown terrain height displays `-- km`. Airborne radar uses a black style, while electro-optical and ground radar use a green style.
- When thermal imaging is enabled, relevant sight reticles, muzzle reticles, and scales turn red for better visibility.

## Remote Control and Weapon Selection

- The full-keyboard wireless controller adds scroll-up and scroll-down bindings, which can be combined with one keyboard key; the advanced remote improves scroll direction detection and supports small high-resolution scroll amounts.
- Scroll wheel input is queued as independent short pulses; continuous scrolling can trigger each step and avoid multiple inputs being merged into one.
- Airborne weapons support upward and downward bidirectional cycling, automatically skipping types with no ammunition; the original “switch airborne weapon” binding remains as downward cycling.
- The fire control input page adds air and land categorized “weapon switch options”, allowing direct switch inputs to be set for specific weapon types.
- Land weapons are uniformly triggered by “land weapon fire”, firing the selected anti-tank, standard anti-air, or high-speed anti-air missile type, one per trigger; compatible migration of old anti-air fire keys and channels is included.
- Added a ground radar target cycle switch input, and added public remote API for scroll wheel and target switching.

## Performance Optimizations and Other Fixes

- Fire control rockets changed to entityless mathematical flight, with batch synchronization of launches, corrections, and removals; the client continues to draw the vanilla model and smoke trail.
- Fixed rockets repeatedly inheriting vehicle velocity, drag, and fall calculations inconsistent with native logic, so actual flight and impact prediction use the same rules.
- Fixed nearby terrain being ignored by rocket launch protection: terrain is detected from the first tick, and the protection period only ignores the launch vehicle’s own structure.
- Rocket flight queries saved terrain through a read-only cache; explosion destruction uses a shared work budget, and already loaded impact points no longer request extra chunk tickets.
- Rocket and flare effects add per-tick spawn, alive count, and lifetime budgets, reducing smoke accumulation and particle structure collision query overhead.
- Flares changed to batch synchronization and client proxy display, reducing duplicate entity tracking, irrelevant full-scene scans, and duplicate synchronization; completed distant projectile lifetime and ticket cleanup.
- Fixed the Type II left/right anti-air launcher being judged empty even when its container already has ammunition; the current fire interface is now selected uniformly based on real container ammunition, while retaining old backend compatibility.
- Anti-air missile explosions use a dedicated native particle recipe, with size, position spread, and diffusion speed at 3× presentation; fixed them mistakenly entering simplified rocket effects and the display anti-missile effect being too small.
- Adjusted APFSDS warhead inventory icon centering, and added Chinese, English, and Russian language entries and related tooltip text.

## Upgrade and Known Limitations

- The network protocol is raised from **34** in the old package to **46**; client and server must be updated together and fully restarted.
- Required dependencies and version ranges are the same as the old package, still targeting Minecraft 1.21.1 / NeoForge.
- In-flight records for high-speed missile mathematical mode are not restored across restarts. To preserve in-flight missiles, explicitly switch to entity mode; standard anti-air missiles, anti-tank beam-riding missiles, and TV-guided missiles are not changed to mathematical flight by this switch.
- Mathematical mode does not generate unknown terrain along the path; ungenerated or not-yet-read terrain may affect collision detection. The performance changes do not provide a complete modpack client FPS improvement figure.
- The packaged build notes still retain an existing stabilizer continuously rotating vehicle precision assertion failure; the release build was completed using the recorded known failure mode, and this should not be understood as the strict precision assertion having passed.

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