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Mcheli Overdrive Loader

Loader mod for Mcheli Overdrive the overhaul to the vehicle mod Mchelicopter
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Mcheli Overdrive v2.1.jar

File nameMcheli Overdrive v2.1.jar
Uploaded
Aug 4, 2026
Downloads
47
Size
254.2 MB
Mod Loaders
Forge
File ID
8577564
Type
R
Release
Supported game versions
  • 1.7.10

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:mcheli-overdrive-loader-mod-1088552:8577564")

Learn more about Curse Maven

What's new

NOTICE: All textures have been compressed. UV mappings for all vehicles may have some messed up textures meaning there may be sections of tanks that have transparent parts, areas, or cracks in them. This is to help with the MASSIVE file size the mod previously had. Eventually this is planned to be resolved however I could not automate fixing it myself. If someone else knows a better way or implementation to fix this issue any help would be much appreciated anyway here is a MASSIVE changelog:

 

# Treat RWR as single HUD element and integrate it into the HUD Layout Editor (PR pending)

- Registered the complete RWR display as the single `builtin:rwr` / `rwr.display` HUD layout element.
- Added the RWR to the layout editor preview and suppressed its event-driven render while the editor is open.
- Added complete circle and threat-label bounds capture, stable center-based scaling, and saved offset/scale persistence through the existing HUD layout JSON system.
- Preserved the RWR texture, blend functions, blend enable state, and render color for subsequent HUD rendering.

# HUD rectangle selection (PR pending)

- Added live click-and-drag rectangle selection for movable HUD editor elements, including Shift-add and snapshot-based Control-toggle behavior.
- Preserved group dragging, overlap cycling, scaling, editor controls, grid snapping, and fixed HUD category exclusions.

## HUD Layout Editor

- Added client-side, JSON-backed HUD layout profiles and a non-pausing editor entry on Render Settings.
- Added parsed HUD element identities, safe OpenGL offset scopes, nested `Call` paths, and optional `LayoutGroup` metadata.
- Documented HUD pack layout metadata and fixed aiming/full-screen element requirements.

# Fix Active Radar Toggle Input (PR pending)

- Updated the shared radar key in every vehicle input handler so one press sends one synchronized radar toggle request and disabling radar hides the active radar HUD.
- Radar toggles now play the standard local cockpit click without broadcasting a duplicate server-world sound.

# Hide Disabled Active Radar HUD Widgets (PR pending)

- Active radar HUD widgets now hide completely when radar is disabled while passive RWR and unrelated HUD elements remain visible.

# Toggleable Active Radar

Added pilot-controlled, persistent active radar, capability-aware scanning, synchronized emitter
  state, and RWR filtering so disabled or unequipped vehicles do not emit signatures.
- Added `KeyRadar` and documented `HasRadar`, including compatibility with explicit `RadarType` and
  enabled `EnableEntityRadar` vehicle configurations.
- Fixed the creative inventory crash caused by radar initialization on temporary vehicle tooltip entities.

# Finite cargo-backed service vehicles (PR pending)

- Added opt-in `GasPump`, `AmmoLoader`, and `ForceY` shared vehicle configuration while retaining infinite legacy range-only suppliers.
- Added persistent, overflow-safe service fuel reserves, cargo fuel-can draining, deterministic target ordering, and transactional configured ammunition-package consumption.
- Documented finite support inventory, range, fuel conversion, and same-level requirements.

# Prevent Small-Explosion Knockback (PR pending)

- Prevented entity explosions below size `3.0F` from adding MCHeli or vanilla damage knockback while preserving each affected entity's existing motion.
- Kept damage, hit reporting, effects, fire, and block behavior unchanged, and retained existing knockback behavior at or above the threshold for normal and underwater explosions.

# PR pending - Pre-contact Tank Physical-Hull Step Solver - DID NOT WORK! Was reverted.

- Replaced selected-riser collision permission with a tank-only, scratch-geometry route planner that stops before first contact, lifts clear, traverses normally, and lands on the real collision-shape top.
- Kept normal physical-hull collision active on every route segment and retained safely clipped normal movement whenever a complete step route cannot be validated.
- Added complete solver regressions using the M1A2's ten physical hull boxes and a shorter comparison hull, including block, slab, stair, wall, pillar, ceiling, occupancy, steering, and stability cases.

# Configurable NEI Vehicle Ammunition Handler (PR pending)

- Added the `EnableNEIHandler` boolean startup option, defaulting to `true`, to allow clients to prevent the optional NEI vehicle ammunition recipe and usage handler from registering.

# Complete deterministic texture/UV repair validation (PR pending)

- Replaced unsupported per-channel `putchannel` mutation with split/dilate/merge RGB bleeding that preserves alpha byte-for-byte across every pass.
- Corrected premultiplied-alpha resizing, removed deprecated Pillow pixel access, and expanded command and image edge-case coverage.
- Made empty, unresolved, missing-source, and hash-failure repair states explicit and fail-safe, and added ranked suspicious-asset CSV output.

# Texture downscale and MQO UV audit tooling (PR pending)

- Added a deterministic, manifest-driven Python audit/repair/verification tool for runtime-selected vehicle model and texture pairs.
- Added parser, affine UV conversion, premultiplied-alpha resizing, transparent-edge bleed, alpha-coverage, and deterministic-output tests.
- Documented that normalized MQO UVs do not change under proportional resizing and that validated pre-downscale sources remain unavailable, so no binary texture or model asset was modified.

# Targeted vehicle configuration live reload (PR pending)

- Make the Development GUI vehicle button reload one server-validated controlled vehicle definition instead of scanning and rebuilding every matching loaded entity.
- Resolve the definition through addon/development/classpath/JAR precedence, atomically replace one manager entry, and preserve the previous snapshot on missing or invalid input.
- Reload only the selected vehicle's model dependencies and related item, LOD, and turret-pop caches while preserving seats, riders, identity, and runtime state.
- Separate the vehicle, weapon, and HUD buttons and retain `/mcheli reload` as the complete expensive asset reload.

# Fix AA missile target validation and server null target handling (PR pending)

- Reject null, dead, self, cross-world, unloaded, stale, and vehicle-occupant targets through the shared client/server guidance validator.
- Keep ordinary players and mobs in the Ground domain regardless of jumping or falling, while classifying aircraft separately by real collision contact.
- Clear stale client entity options before lock acquisition and reject zero or invalid target IDs before server missile creation, sound, ammunition, or cooldown handling.
- Audit all runtime and reference AA missile assets; no weapon configuration changes were required.

# Forge 1.7.10 development asset live reload (PR pending)

- Make `/mcheli reload` prefer external addons and the editable `src/main/resources/assets/mcheli` tree over generated classpath output and development JARs.
- Refresh configuration, HUD, model, texture, and sound resources on the client thread while preserving loaded vehicle seats and persistent state.
- Add deterministic source-selection coverage and document the development verification workflow.

# Missile target classification and locking correction (PR pending)

- Classify planes and helicopters by deterministic full-footprint ground contact while retaining stable domains for tanks, turrets, UAV stations, ships, and compatible external vehicles.
- Share domain and countermeasure eligibility across acquisition, server launch validation, active scanning, and in-flight guidance; reject forged or stale wrong-domain target IDs.
- Select the nearest eligible lock target, expose the last completed lock correctly, and correct AA/AT proximity-fuze squared-distance comparisons.
- Audit all missile weapon assets without changing their configuration or loadouts.

# Catastrophic tank turret-pop correction (PR pending) - DID NOT WORK.

- Detach the exact `$turret` model group with its configured weapon children, preserving the destruction-time turret yaw and gun elevation in synchronized/NBT state.
- Add server-authoritative swept solid-block landing, unloaded-chunk protection, and a client-created dark smoke trail following the synchronized detached turret.
- Keep the canonical turret suppressed in both close and LOD attached weapon passes while leaving unrelated turreted stations visible.

# Audit tank laser-warning receiver configuration (PR pending)

- Added an explicit `LWR` capability value to every tank configuration, enabling it only for exact vehicle variants with sufficiently reliable laser-warning receiver evidence.

# Tank LWR alert opt-in (PR pending)

- Added the shared `LWR` vehicle option, defaulting to false, and require tanks to enable it before direct, UAV, packet, or client-tick warning audio can play.
- Decoupled tank warning detection and audio from flare availability without changing flare deployment or missile-destruction behavior; non-tank alert behavior remains unchanged.

# Optional NEI Vehicle Ammunition Compatibility (PR pending)

- Added an optional, client-only NotEnoughItems category relating complete weapon reload inputs to helicopters, planes, ships, tanks, vehicles, and turrets.
- Rebuild NEI query results from live vehicle and weapon definitions so `/mcheli reload` is reflected without duplicate handler registration.

# Replay Mod playback camera ownership compatibility (PR pending)

- Detect Replay Mod's playback-only `CameraEntity` without linking Replay Mod, release stale MCHeli chase/view state, and leave `renderViewEntity`, camera transforms, FOV, and view-mode ownership to Replay Mod.
- Suppress local MCHeli vehicle controls, outbound control packets, recoil/bombsight mutations, and mounted-vehicle HUDs during playback while keeping passive vehicle state updates and rendering active.
- Restore normal MCHeli camera handling automatically after playback ends; Replay Mod installation and live recording do not activate the compatibility path.

# Tank countermeasure smoke thermal visibility (PR pending)

- Keep smoke emitted by vehicle smoke weapons and countermeasure flares visible as cold smoke in thermal vision, without changing its normal particle lifetime, movement, scale, opacity, or fade.
- Continue filtering unrelated MCHeli and vanilla smoke particles from the thermal render pass.

# Client-side thermal particle visibility fix (PR pending)

- Filter MCHeli smoke plus vanilla normal and large smoke at render time while the local active camera is in thermal mode.
- Preserve particle spawning, lifetime, motion, networking, and world state so hidden smoke becomes visible again immediately after thermal vision ends.
- Keep fire, flame, flashes, tracers, sparks, flares, debris, dust, and water particles unchanged.

# Normal vehicle respawn ordering (PR pending)

- Replaced failed tracker resend/repair logic from PRs #593–#598 with watched-chunk normal spawning, unwatched-chunk render-only LOD snapshots, and bounded observer-directed mount graphs.
- Preserved UAV/NewUAV force-spawn behavior and documented that the required two-client graphical acceptance matrix remains pending.

## PR - Prevent tracker reflection from crashing respawn repair

- Replace the crashing mixed MCP/SRG reflection lookup with a cached, hierarchy-aware, type-validated `IntHashMap` resolver and bounded diagnostics.
- Use Forge's public watcher view and its single normal remove/re-add path, count only initiated parent resends, retry unavailable entries every five ticks, and isolate parent/dependent failures.
- Preserve PR #597's corrected client identity, readiness, classification, chunk gating, timeout, resend limits, and UAV exclusions; full two-client graphical verification remains outstanding.

## PR #597 - Correct Normal-Vehicle Respawn Repair Identity

- Treat Forge numeric entity IDs plus MCHeli type, dimension, bounded position, and synchronized non-empty common ID as vehicle identity; keep vanilla UUID comparisons diagnostic.
- Gate client readiness on the replacement player/world runtime objects and defer bounded parent-first tracker resends until the replacement watches the vehicle chunk.
- Preserve age-60 probe results through an age-80 timeout and clear generation-scoped client resolution history on world unload.
- Compilation passed; the required two-client graphical runtime verification remains outstanding, so runtime success is not claimed.

## PR #595 - Forge 1.7.10 Respawn Probe API Corrections

- Corrected PR #595's incompatible `EntityTrackerEntry.removeFromTrackedPlayers` call to Forge 1.7.10's `EntityTrackerEntry.removeFromWatchingList` while retaining the normal `tryStartWachingThis` retrack path.
- Replaced the unavailable `MinecraftServer.func_152344_a` scheduler with a thread-safe `ConcurrentLinkedQueue` processed during every `ServerTickEvent` end phase.
- Compilation verifies the API corrections; the dedicated-server, two-client runtime procedure remains required before claiming the invisible-vehicle issue is fixed.

## PR #594 - Verify and Repair Respawn Tracking

- Replaced PR #593's unverified one-tick global tracker reset with a 40-tick, chunk-ready, per-player targeted verification and repair.
- Added bounded, always-visible `[MCH-RESPAWN-AUDIT]` server and client lifecycle evidence while preserving the 200-block LOD exclusion and UAV behavior.
- Corrected the respawn tracking documentation to distinguish verified vanilla lifecycle behavior from the former stale-watcher theory.

## PR #593 - Restore Real Vehicle Tracking After Respawn

- Rebuild the replacement server player's vanilla tracker membership once, after Forge's respawn or dimension-change lifecycle has installed the player and its watched chunks.
- Remove the replacement player's stale watcher generation before the rebuild so existing vehicle, seat, passenger-seat, and hitbox spawn packets are not suppressed by Minecraft 1.7.10's entity-ID-based player equality.
- Keep normal-range LOD snapshots suppressed and preserve UUID-validated mount correction, dead-rider cleanup, and all UAV and NewUAV paths.
- Add debug-only `[MCH-RESPAWN-TRACK]` transition and failure diagnostics, including player/world identity, dimension, chunk, and nearby normal-vehicle count.

# Fix Tank LOD Running-Gear Rendering

- Restored track rollers, crawler tracks, and wheels in both tracked-entity and entity-free snapshot tank LOD passes without restoring the monolithic common-part renderer.
- Added fixed two-side running-gear snapshot state and wrap-aware interpolation for independent forward, reverse, and turning track movement.
- Shared the entity and snapshot OpenGL transforms while preserving tank weapon poses, helicopter rotors, skin overlays, and legacy monolithic model fallback behavior.

# Snapshot-only Tank Turret and Helicopter Rotor Animation

- Extended distant-vehicle packets with bounded, index-stable tank weapon poses and helicopter rotor phase, per-tick angular change, and folded state.
- Changed the entity-free snapshot renderer to separate `$body` from animated tank weapons and helicopter rotor blades while preserving external models, embedded named parts, skin overlays, and the monolithic-model fallback.
- Added per-display weapon interpolation and continuously advanced, smoothly corrected rotor phases so one-second snapshots do not alias fast rotors.
- Documented that the earlier real-entity LOD change could not affect vehicles which had already left client tracking.

## Fix Tank LOD Part Transforms

- Made the tank far-model pass render all configured dynamic named parts through the same common-part renderers used by the full-detail pass.
- Preserved the interpolated hull transform as the parent of turret, weapon, recoil, hatch, wheel, track, suspension, and nested weapon-part transforms while retaining per-part matrix isolation and optional-part handling.

## Multiplayer Vehicle Yaw and Running-Gear Synchronization

- Removed the tank's extra per-packet interpolation delay and made remote hull yaw corrections follow the shortest wrapped angle over the server-provided interpolation window.
- Derived wheel, track-roller, and crawler-track motion from synchronized vehicle displacement and wrapped hull rotation instead of delayed client control flags and throttle.
- Corrected crawler-track render interpolation to use the frame partial tick and the shortest path across phase wrap boundaries.

## Configurable MCH_Lib Logging

- Added independent normal and verbose MCHLib logging controls backed by standard config properties.
- Routed MCHLib messages through Forge's Log4j logger with safe printf formatting and side/world labels.
- Preserved legacy `McHeliOutputDebugLog` configs while migrating rewritten files to the new debug property.
- Loaded the configuration before configurable startup and content-loading messages.

## Player-Style Villager and Living Damage Factors

- Added inheritance-aware weapon damage-factor matching, with explicit aircraft and vehicle types taking priority over player and living fallbacks.
- Added `other` and `others` weapon factor aliases for non-player, non-villager living entities; without one, living targets inherit the player factor.
- Routed villagers through global player damage configuration and removed duplicate direct-hit player-factor multiplication.

## Global Artillery Range Modifier

- Added the reloadable, minimum-clamped `ArtilleryRangeModifier` global setting and the opt-in `UseGlobalArtilleryRangeModifier` weapon text key.
- Kept existing weapons unchanged by default while using one effective launch acceleration for projectile spawning, high-speed projectile stepping, mortar distance output, and client ballistic prediction.
- Documented that mortar-distance display is independent of modifier eligibility and that vehicles do not receive a separate artillery modifier.

## Creative Instant Vehicle Placement

- Made all normal non-UAV vehicle items place instantly for Creative-mode players after the existing target, world-age, sponge-only, entity, and collision checks.
- Preserved the configured hold-to-deploy timer for Survival-mode players and the existing instant-placement behavior of vehicle types such as turrets.
- Updated the player and configuration documentation to distinguish Creative and Survival placement behavior.

## Fix local vehicle appearing on RWR

- Excluded the locally controlled aircraft from RWR contacts by synchronized entity ID before applying contact type or display-distance filters.
- Reused the shared direct-ride, seat-parent, and UAV-control aircraft resolution without changing shared entity synchronization or BVR tracking.

## Changed

- Added shared Air, Ground, Surface, Underwater, and Unknown target-domain classification for missile guidance.

# Fix missile target-domain classification

Added shared Air, Ground, Surface, Underwater, and Unknown target-domain classification for missile guidance.
- Made MCHeli planes and helicopters stable air-role targets; tanks, turrets, and ground stations stable ground-role targets; and ships stable surface/underwater-role targets.
- Reused the shared classification for initial locks, continued locks, active missile scans, and AA missile terminal validation.
- Kept flare/chaff filtering, manual/TV/laser guidance, custom lock checkers, water permissions, and missile-lock permissions intact.
- Added a repository-wide AT/AS/TV missile configuration audit and documented configurations needing manual review.


## New Plane Simple HUD Coordinates

- Added signed, one-decimal X, Y, and Z aircraft coordinates directly below altitude in the new plane simple HUD.
- Made the simple HUD vertical clamp use the rendered main and warning panel heights so the expanded stack remains on screen at small GUI resolutions.

## Real-Time Dismount Countdown

- Measure the three-second MCHeli dismount hold with Java's monotonic clock so low client TPS no longer extends the real-world wait.
- Show the synchronized `3s`, `2s`, and `1s` remaining hold time beside the configured Sneak key in the vehicle HUD.

## Three-Second MCHeli Dismount

- Require pilots and passengers to hold the configured Minecraft Sneak key for 60 continuous client ticks before requesting a server-authoritative dismount.
- Prevent vanilla's mounted-player Sneak handling from dismounting early while leaving non-MCHeli mounts and unmounted sneaking unchanged.

## PR #568 - Binary-density Smoke Reconstruction

- Confirmed that PR #567 enlarged the bundled texture's binary-alpha density samples before a zero-skipping blur, producing block-shaped alpha in the generated atlas even though the renderer correctly bound it.
- Reconstruct each 8 by 8 frame independently by padding and Gaussian-blurring its low-resolution density field (radius 2, sigma 1.0), globally normalizing all eight frames, applying gamma 0.8, and only then bilinearly scaling into the 288 by 36 atlas.
- Added opt-in generated-atlas dumping with `-Dmcheli.debugParticleAtlas=true`, reconstruction diagnostics, clamped half-texel frame UVs, and image-only regressions for source alpha, soft gaps, global fade, transparent gutters, frame isolation, and clean transparent RGB.

## Fix Reconstructed Smoke Particle Backgrounds

- Removed reconstruction haze by scaling per-frame alpha coverage instead of bicubic ARGB, applying a silhouette-limited blur, discarding alpha at or below 4/255, and renormalizing the retained soft coverage.
- Increased each reconstructed frame's transparent gutter to two pixels, forced content edges and zero-alpha RGB transparent, and sampled the complete cell with half-texel UV insets.
- Preserved source-alpha blending while adding a 1/255 alpha-test guard and restoring all fixed-function state changed by standalone smoke rendering.
- Added image-only regressions for the bundled 64 by 8 smoke texture, transparent borders/corners, soft coverage, frame isolation, edge-touching coverage, and transparent RGB.

## PR #566 - Soft Particle Texture Runtime Reconstruction

- Kept the crunched eight-frame smoke asset and added one-time, client-side runtime reconstruction of soft alpha edges for undersized or binary-alpha resource-pack textures.
- Added isolated-frame bicubic scaling, alpha/luminance reconstruction, blur, transparent gutters, inset UVs, linear filtering, and resource-reload-safe dynamic texture replacement for smoke and custom splash particles.
- Added image-only regression coverage for the current 64 by 8 atlas, frame isolation, alpha preservation, direct-use bypass, invalid widths, and missing resources.

## PR #564 - Drafting Table Description Textures

- Fixed drafting table description bindings so classpath and addon existence checks resolve the same texture path used by Minecraft's resource manager.
- Preserved numbered description pages, addon overrides, and the intended description crop while supporting textures with dimensions other than 512 by 512 pixels.
- Added one-time warnings for unresolved description pages instead of adding textures that render as the missing-texture checkerboard.

## Hold Shift Vehicle Dismount

- Changed vehicle dismounting to require holding Left Shift continuously for three seconds, preventing accidental exits from pilot seats.
- Updated the in-game vehicle control hint and getting-started control reference to document the hold-to-dismount behavior.

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