File Details
McHeliWingman-1.0.2.jar
- R
- May 9, 2026
- 242.90 KB
- 50
- 1.12.2
- Forge
File Name
McHeliWingman-2.0.2.jar
Supported Versions
- 1.12.2
Curse Maven Snippet
Bug Fixes
Fixed missile rapid-fire issue
Wingmen were firing AA missiles (AIM-120, AIM-9, etc.) at an unintended rapid rate, ignoring the weapon configuration. This was caused by McHeli's interval field being hardcoded to a player-oriented fire rate (0.25 seconds for AIM-120). A minimum autonomous cooldown per weapon type has been introduced (3 seconds for AA missiles), and a logic flaw that could cause the cooldown to never be applied has also been fixed.
Fixed AA missiles being used against ground targets during CAP missions
Wingmen with a CAP loadout (AA missiles only) were incorrectly engaging ground targets such as zombies. When all weapons in the loadout are air-to-air only, ground targets are now excluded from target acquisition.
Fixed use of weapons outside the mission loadout
In some cases, when no suitable weapon was found for the current target, the wingman could fall back to using weapons not specified in the mission plan (e.g. bombs). This has been corrected to skip the attack instead.
Fixed AA missiles not firing during CAP missions
The two issues above combined to effectively prevent AA missiles from being fired at all during CAP missions. With these fixes applied, wingmen will now correctly engage aerial targets with AA missiles as intended.

