promotional bannermobile promotional banner

MH Warfare

A large-scale military technology mod featuring drones, vehicles, aircraft, naval units, artillery, radio communication, and immersive combat systems
Back to Files

MH Warfare 0.5.0 Beta 3

File namemhwarfare-0.5.0-beta.3.jar
Uploader
mrhackminmrhackmin
Uploaded
Aug 22, 2026
Downloads
218
Size
4.0 MB
Mod Loaders
Forge
File ID
8705150
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:mh-warfare-1619159:8705150")

Learn more about Curse Maven

What's new

MH Warfare — Changelog

0.5.0 Beta 3

Beta 3 is a large gameplay, systems, presentation and optimization update. It introduces the FP-1 and Geran-2 heavy strike-aircraft stack, substantially expands the Ground Station and Tactical Map, improves Remote View and long-range rendering, rebuilds analogue/digital signal presentation, overhauls drone audio, and adds major collision, damage, destruction and multiplayer hardening.

This public changelog describes the final release state. Intermediate development experiments and temporary development-only issues are intentionally omitted.


FP-1 — heavy fixed-wing strike UAV

  • Added the FP-1 as a full heavy fixed-wing strike UAV.
  • Added the FP-1 airframe item, GeckoLib model, animations and textures.
  • Added the authored V-tail layout with independent left/right ruddervators.
  • Added animated ailerons and mixed ruddervator control surfaces.
  • Added a reusable heavy fixed-wing aircraft contract and shared heavy fixed-wing physics foundation.
  • Added persistent piston-engine states: OFF, STARTING, IDLE, RUNNING, STOPPING, FUEL STARVED and FAILED.
  • Added persistent fuel state that survives world saving and pickup/redeployment.
  • Added heavy/inertial handling appropriate to a large fixed-wing aircraft.
  • Added FP-1 integration with the advanced drone damage system and physical detachable-part damage.
  • Added engine, wing, control and structural degradation paths that can influence actual flight.

FP-1 assembly and launch booster

  • FP-1 now uses the standard O-key assembly workflow.
  • Added an FP-1 Launch Booster component slot.
  • Booster state is stored on the FP-1 airframe itself and survives pickup/redeployment and launcher reloads.
  • Added dedicated booster model, texture, attachment rendering and inventory icon.
  • Added booster ignition, thrust, launch plume, flame/smoke and a smooth release fade.
  • Added physical booster separation after burnout with a short-lived falling remnant.
  • Added residual booster smoke after separation.
  • Added piston-engine exhaust while the engine is running, with stronger exhaust when propulsion/airframe condition degrades.

Heavy Strike Launcher

  • Added the dedicated Heavy Strike Launcher block and block entity.
  • Added an authored launcher model and texture.
  • Added physical loading/unloading of FP-1 airframes.
  • Added server-authoritative launcher lock/ownership state.
  • Added correct authored 14-degree launch orientation.
  • Added safe unload/drop handling that preserves FP-1 state and unused components.
  • Added stale launcher-occupancy recovery so abandoned UUID state can self-repair or clear safely.
  • Reduced launcher mining hardness and added the Heavy Strike Launcher to the pickaxe mineable tag.

FP-1 autopilot and missions

  • Added FP-1 autonomous flight phases including PRELAUNCH, BOOST, CLIMB, CRUISE, APPROACH, TERMINAL and failure/crash states.
  • Added launch-heading capture and automatic climb/cruise transition after booster release.
  • Added bounded heading, bank, pitch and altitude control.
  • Added a manual soft-waypoint route system.
  • Increased mission capacity to 128 total mission elements.
  • Added a unified mission plan where FLIGHT waypoints can lead into a final STRIKE point.
  • Added waypoint pass-through/recovery logic so the aircraft does not need to orbit a narrowly missed waypoint.
  • Added route look-ahead and corner anticipation for smoother turns between waypoints.
  • Added altitude blending between route legs for smoother vertical transitions.
  • Added terrain-aware route protection using bounded loaded-chunk look-ahead corridors.
  • Terrain avoidance can choose between climbing over an obstacle and a bounded lateral detour.
  • Added persistent hysteresis so terrain avoidance does not oscillate every scan.
  • Added STRIKE POINT mission mode as a separate mission endpoint.
  • Added smooth terminal transition into the final attack path rather than snapping directly to the target vector.
  • Added bounded terminal yaw/pitch/roll transition and control-command slew.
  • Added configurable FLIGHT route altitude up to 620 blocks for FP-1.
  • Added autonomous chunk-corridor ownership for released FP-1 aircraft without forcing a giant square of chunks.
  • Added chunk-boundary handoff continuity and short unload recovery for moving autonomous aircraft.
  • Moving/falling heavy wrecks retain bounded chunk continuity until they are grounded or effectively stopped.

FP-1 Ground Station integration

  • Added FP-1 command/control integration into the Ground Station.
  • Added Ground Station START ENGINE / STOP ENGINE control.
  • Added Ground Station LAUNCH FP-1 control when the aircraft is correctly mounted and prepared.
  • Added prelaunch state telemetry for engine, launcher lock and installed booster.
  • Added mission workflow telemetry: mission state, autopilot phase, active mission element, distance, ETA and issue/notice state.
  • Added route progress presentation such as Wn/total.
  • Added a dedicated FP-1 mission status rail and workflow colors.
  • Added FP-1 Ground Station command/signal support and a long-range gameplay mission-uplink profile.

FP-1 impact, damage and presentation

  • Added a dedicated heavy-impact gameplay/presentation path for high-energy FP-1 crashes.
  • Added bounded radial entity damage and knockback for heavy impacts.
  • Added optional configurable block destruction for FP-1 heavy impacts.
  • Added configurable block-destruction radius and per-tick destruction budget in server config.
  • Block destruction is queued through one bounded server budget instead of destroying everything in one tick.
  • Added deterministic crater-edge thinning and no-drop terrain destruction to avoid excessive item entities.
  • Added heavy explosion flash, fire, smoke, dust and debris presentation.
  • Added lingering smoke and distant low-frequency explosion audio.
  • Added distance-attenuated camera impulse/camera shake.
  • Added visual detachable FP-1 debris that can settle after impact.
  • Added side-aware physical damage localization.
  • Added collision-aware high-speed contact handling to reduce tunneling through targets.

FP-1 audio

  • Added dedicated FP-1 engine audio foundation.
  • Added long-range directional engine audio.
  • Added separate long-range telemetry audio ownership for FP-1/Geran-class aircraft.
  • Added smoother local-to-distant audio handoff instead of a hard distance switch.
  • Added FP-1 booster audio for both observers and the controlling player.
  • Added a dedicated fast pass-by one-shot cue.
  • Added motion-aware pass-by triggering based on closest-approach prediction.

Geran-2 — heavy strike UAV

  • Added the Geran-2 heavy strike UAV as a full playable/mission-capable aircraft rather than a cosmetic variant.
  • Added authored Geran-2 model, animation set, textures and inventory icon.
  • Added a dedicated Geran-2 booster model/texture and mounted booster rendering.
  • Integrated Geran-2 with the Heavy Strike Launcher.
  • Added authored launcher mount positioning and shared 14-degree release corridor.
  • Added Geran-specific launch plume tuning, launch disturbance and detached-booster residual smoke.
  • Added Geran-specific fixed-wing handling and control tuning.
  • Added smoother direct-FPV pitch/roll/yaw input response and throttle handling.
  • Added long-range chunk-generation throttling for fast heavy aircraft.

Geran-2 mission system

  • Integrated Geran-2 with the heavy-strike Ground Station mission workflow.
  • Added FLIGHT route-prefix support and STRIKE endpoint support.
  • Added Geran-specific engine, launcher, route, strike, distance, ETA and issue feedback.
  • Added prepared strike approach behavior before committed terminal attack.
  • Added a bounded steep attack profile rather than unrestricted vertical dives.
  • Added terminal collision-aware movement so obstacles can trigger the canonical heavy-impact/detonation path.
  • Added full-power terminal request near impact.
  • Added FLIGHT route altitude parity up to 620 blocks for Geran-2.

Geran-2 damage and destruction

  • Added full participation in Drone Damage V2 / Physical Damage V3.
  • Added continuous structure, left/right wing, propulsion and flight-controller damage.
  • Wing damage now produces real asymmetric lift/control loss.
  • Engine/propulsion damage reduces actual propulsion authority and can lead to glide/crash behavior.
  • Added physical Geran-2 detachable parts and visual debris parity with FP-1.
  • Added Geran-2 heavy impact/detonation integration and terminal obstacle impact completion.
  • Added thermal engine hotspot rendering for Geran-2.

Shared fixed-wing physics and collision

  • Added a more complete fixed-wing glide model for supported aircraft.
  • Glide now considers local airspeed through the wing plane.
  • Added body-relative angle of attack.
  • Added lift derived from airflow rather than a constant world/body-up force.
  • Added quadratic lift response and progressive post-stall lift loss.
  • Added body-axis drag and sideslip behavior.
  • Added aircraft/load mass influence where real platform mass data is available.
  • Low-speed/high-angle flight can now enter a stall and descend more aggressively.
  • Generic fixed-wing glide is not applied to FPV quadcopters, Mavic, Baba Yaga or other incompatible multirotor/tailsitter paths.
  • Added swept entity contact for fast drones using start/end movement envelopes and deterministic earliest-hit selection.
  • Improved high-speed drone-vs-drone collision reliability.
  • Improved P1-SUN kinetic interception against FP-1/Geran-2.

P1-SUN interceptor improvements

  • Reworked P1-SUN FPV interceptor flight support so powered support follows spool/attitude rather than passive airplane-like lift.
  • Removed inappropriate passive fixed-wing lift behavior from the interceptor profile.
  • Added consistent high-speed collision handling.
  • Increased P1-SUN anti-drone effectiveness against heavy UAVs without globally increasing ordinary player damage.
  • Added heavy-aircraft lethal-interception outcomes, including bounded airburst/explosion, engine-out glide, control-loss descent, asymmetric structural break and catastrophic unpowered fall.
  • Added side/rear-aware structural outcome localization for heavy-aircraft interceptions.
  • Kept P1-SUN as an interceptor with its own physics path rather than forcing it into generic fixed-wing glide.

Wild Hornets / FPV control improvements

  • Added a shared low-throttle control-authority curve for Wild Hornets-style FPV control.
  • At very low throttle, attitude/yaw authority is reduced instead of remaining unrealistically full-strength.
  • Authority progressively returns as throttle rises.
  • Added separate keyboard and gamepad throttle behavior.
  • Keyboard flight uses a latched throttle: Space raises, Shift lowers, releasing the key holds the current value.
  • Gamepad flight uses an absolute/dynamic throttle mode with automatic input-mode switching.
  • Added safe fallback to keyboard mode after gamepad disconnect.
  • Added full-attitude quaternion ACRO integration for Wild Hornets.
  • Pitch, yaw and roll are integrated as body-axis angular rates into a persistent quaternion state.
  • This allows proper full-attitude ACRO behavior instead of separate Euler-angle accumulation.

Drone HUD / OSD upgrades

Wild Hornets

  • Rebuilt the Wild Hornets FPV OSD toward a compact real analogue-FPV presentation.
  • Added ARM/DISARM and ACRO state.
  • Added LQ and battery voltage.
  • Added consumed mAh/current readouts.
  • Added speed, height and FPV elapsed time.
  • Added a compact fixed center marker and attitude ladder.
  • Removed several oversized arcade-style HUD elements and duplicated telemetry.
  • Improved GUI-scale 3/4 readability and widget placement.

Mavic

  • Added a video-reference Mavic/enterprise-style FPV HUD.
  • Corrected compass heading mapping to N=000, E=090, S=180, W=270.
  • Replaced the old pixel-style compass with vector/procedural ticks, cardinal labels and a fixed aircraft pointer.
  • Added real gimbal camera tilt readout.
  • Added camera/zoom presentation and improved right-side readout layout.
  • Kept wheel zoom, sensor switching and gimbal reset integration.
  • Removed the large generic EW diagnostics panel from normal Mavic FPV while retaining full diagnostics through debug tooling.

Molniya-1

  • Updated Molniya-1 camera model/camera placement.
  • Added an INAV-inspired analogue FPV OSD.
  • Added compact speed/battery/motion telemetry presentation.
  • Tuned OSD scale for GUI Scale 3/4 and reduced the Molniya OSD to a compact readable size.
  • Added Ground Station-backed Molniya control-session authority and station-relative control checks.

General GUI

  • Added a shared fullscreen widget canvas for newer drone screens so GUI Scale 3/4 does not push FPV controls off-screen.
  • Added a shared render-state guard so Remote View/Tactical Map rendering does not leave vanilla GUI widget text with corrupted alpha/color state.
  • Applied the GUI/render guard across Ground Station, Sych-1, Mavic, Baba Yaga, P1-SUN, Wild Hornets and Molniya-1 screens.

Ground Station and Tactical Map overhaul

  • Reworked the Tactical Map so terrain ownership belongs to the Ground Station, not to whichever drone is currently selected.
  • Tactical terrain can be viewed even with no selected drone.
  • Selecting another drone no longer recenters or invalidates the terrain viewport.
  • Added stable Ground Station map identity derived from station dimension/position.
  • Added TO STATION and TO DRONE recenter controls.
  • Middle-click remains available as a recenter-to-station shortcut.
  • Added mouse panning and wider map-navigation freedom.
  • Expanded Tactical Map zoom range down to 0.20x while keeping the existing high zoom range.
  • Added fixed-grid terrain tiles and stable LODs.
  • Added a bounded client LRU tile cache per Ground Station.
  • Added a world-global persistent server terrain cache for completed tiles.
  • Persistent cache avoids rescanning identical terrain for every station.
  • Added low-priority station prewarming without competing aggressively with interactive map requests.
  • Added rolling terrain scanning where ready chunks can be captured independently instead of waiting for an entire batch.
  • Added progressive partial tile snapshots so terrain appears while scanning is still in progress.
  • Added visible map states such as READY, PARTIAL and LOADING.
  • Added one-time persistent cache invalidation when map color packing changed.
  • Corrected Minecraft map-color ABGR -> RGB conversion.
  • Added true block-level terrain sampling over the normal close Tactical Map range.
  • Added restrained terrain contrast/saturation, local relief shading and real material/height boundaries.
  • Added coarse-to-fine rendering so cached fine tiles can sharpen a coarse view without forcing an immediate new request.
  • Added cursor X/Y/Z readout using already-cached terrain data.
  • Added finer-LOD sample reuse to seed compatible coarser LODs.
  • Added progressive map-request scheduling with bounded chunk-ticket, capture, queue-probe and packet budgets.
  • Reduced map-generation backlog and server tick spikes while exploring new terrain.
  • Added dynamic terrain refresh after blocks change in already-scanned areas.
  • Changed columns are coalesced/debounced and only relevant LOD sample grids are refreshed.
  • Completed map tiles can receive authoritative refresh patches without being replaced by incomplete progressive data.
  • Added a higher-fidelity 0.20x regional overview with multi-probe color averaging and preserved narrow terrain features.
  • Regional overview can preserve observed road/built/water/canopy characteristics and bounded local relief.
  • Added smooth LOD handoff when zooming into finer terrain so the previous complete coarser map remains visible until the finer viewport is ready.
  • Improved route rendering performance by batching map geometry instead of issuing large numbers of tiny fill calls.
  • Added bounded off-screen clipping for route geometry/circles.

Tactical mission presentation

  • Added persistent FP-1 mission route rendering on the Tactical Map.
  • Added waypoint numbering.
  • Added current/future/passed route visual states.
  • Added route direction chevrons.
  • Added a dedicated STRIKE diamond/cross marker and live strike leg.
  • Added support for up to 128 FP-1 mission elements.
  • Added map-route state that can keep the saved plan available even after the active mission has consumed its points.

Ground Station fleet

  • Increased the Ground Station fleet capacity to 120 drones.
  • Added an 11-row scrolling fleet list.
  • Reworked fleet synchronization to avoid per-drone DataSlot fanout.
  • Added a server-side fleet discovery index based on the existing loaded-drone snapshot instead of repeated broad world scans.
  • Added client cache hygiene and bounded LRU state for map/route data across multiple stations/drones.
  • Added optimized live fleet-map markers with cached projection/labels and reduced per-frame allocation/fill overhead.

Remote View / Chuyka improvements

  • Improved Remote View terrain/entity scalability and reduced broad entity iteration.
  • Reworked entity refresh paths to operate on bounded tracked/delivered sets instead of repeatedly scanning the whole dimension.
  • Added authoritative player visibility heartbeat for Remote View.
  • Player heartbeat is bounded and round-robin processed.
  • Added UUID + entity-id reconciliation for synthetic Remote View players.
  • Added multi-pass removal grace so transient visibility misses do not immediately remove a player.
  • Added server lookup fallback for live players when the normal entity-id lookup path is temporarily insufficient.
  • Added routed player-removal filtering consistent with the heartbeat/grace contract.
  • Added explicit Remote View entity identity leases for custom snapshot-spawned entities.
  • Improved destruction cleanup so removed drones do not remain as stale Remote View ghosts.
  • Improved real-entity/proxy identity handover so a newly available authoritative entity suppresses the detached visual proxy.
  • Improved controlled-drone camera/model synchronization in Remote View.
  • Primary controlled drone presentation now follows the same authoritative camera carrier instead of visibly lagging behind it.
  • Added compatibility for authoritative yaw/pitch/roll camera replay when Just Enough Guns (JEG) is installed.
  • Final player transform ownership is single-source: the custom heartbeat handles existence/self-heal while vanilla movement/teleport packets own an already-existing RemotePlayer transform.
  • Synthetic player creation initializes the vanilla packet-position codec so subsequent relative movement starts from a valid baseline.
  • This substantially improves stationary remote-player stability without increasing Remote View radius or vanilla tracking distance.

Long-range drone visibility and motion

  • Added detached long-range visual proxies for MH Warfare drones outside normal vanilla entity-rendering distance.
  • Long-range visibility reuses the existing loaded-drone snapshot and does not force player view distance or synchronously load/generate chunks.
  • Candidate selection is nearest-first and capped at 24 proxies per player.
  • Transform updates remain bounded at 5 Hz with slower full visual-state refresh.
  • Final long-range visibility ranges:
    • Wild Hornets / Mavic: 1280 blocks;
    • P1-SUN: 2048 blocks;
    • Sych-1 / Molniya-1 / Baba Yaga: 2560 blocks;
    • FP-1 / Geran-2: 3072 blocks.
  • Added client-side frustum culling for long-range proxies.
  • Added real entity-id + UUID handoff so a close-range vanilla entity replaces its proxy cleanly.
  • Replaced simple spring-style distant movement with a time-based snapshot buffer.
  • Added interpolation between authoritative long-range snapshots and very limited extrapolation only during short packet gaps.
  • Added angle unwrapping across ±180 degrees to avoid long-way yaw/pitch spins.
  • Added partial-tick visual interpolation so distant motion is smoother at high client FPS without increasing server packet frequency.

Signal, RF and electronic warfare presentation

Analogue video

  • Rebuilt analogue FPV interference into a dedicated post-processing pipeline.
  • Added moving scan shimmer, dense RF snow, tracking/sync instability, chroma drift and horizontal picture breakup.
  • Poor analogue links progressively lose colour instead of immediately becoming a clean black screen.
  • Severe analogue degradation can become approximately monochrome while the carrier still exists.
  • Added more natural random timing for analogue glitch events so interference does not repeat as a fixed deterministic pattern.
  • Added dedicated LIGHT / WEAK / POOR / CRITICAL / LOST visual profiles.
  • Added reference-matched fine salt/snow noise and bounded horizontal displacement/ghosting.
  • Removed arbitrary clean full-frame black pulses while an analogue carrier is still present.

Digital video

  • Added a separate digital corruption shader pipeline.
  • Digital degradation includes macroblocking, displaced codec blocks, slice tearing, quantization, burst smearing, codec-unit dropout and hard-black LOST state.
  • Digital and analogue video no longer share the same visual language.
  • Final video transport presentation includes:
    • Sych-1: DIGITAL_RF;
    • Mavic: DIGITAL_RF;
    • Wild Hornets: ANALOG_RF;
    • Molniya-1: ANALOG_RF;
    • P1-SUN: ANALOG_RF;
    • Baba Yaga: ANALOG_RF.

RF propagation

  • Improved material-aware RF penetration through terrain/buildings.
  • Obstruction attenuation now depends on bounded weighted penetration depth rather than one flat building penalty.
  • Leaves, wood, fluids and dense collision blocks contribute different attenuation weights.
  • Missing/unloaded chunks are not synchronously generated for signal calculations.
  • Environmental signal loss can become much more severe in deep obstruction/cave conditions.
  • Added shared propagation-resilience tuning in attenuation space for analogue and digital RF.
  • Improved effective RF distance envelope while keeping jammer strength/resistance logic separate.

Analogue shader performance

  • Optimized the accepted analogue shader without weakening POOR/CRITICAL effects.
  • Reduced effect-pass scene sampling from 4 scene samples to 3.
  • Replaced many separate scalar hash evaluations with 2 packed hash evaluations.
  • Removed the per-fragment sine oscillator from the hot path.
  • Kept full-rate post-processing and the accepted visual presets.

Drone audio overhaul

  • Reworked regular drone audio into a bounded source-budget planner.
  • Up to 12 powered nearby motor cues can remain independently audible while one nearby detail owner receives richer layered sound.
  • Booster and battery-fire cues receive appropriate priority.
  • Added fresh sound-instance re-arm when Minecraft/another sound engine drops a persistent loop.
  • Added separate bounded FP-1/Geran long-range audio ownership.
  • Added smooth local-to-distant crossover for heavy aircraft instead of a noticeable silent/weak gap.
  • Added material-aware and distance/motion-adaptive occlusion sampling.
  • Added separate low/high-frequency transmission behavior through occlusion.
  • Added motion-aware Doppler based on signed radial velocity.
  • Added closest-approach prediction for pass-by behavior.
  • Added smoother distance, gain and near/far layer response.
  • Reduced unnecessary OpenAL source pressure for modpacks.
  • Optional layers such as AIRFLOW, DAMAGE_RATTLE, BATTERY_FIRE and FAR_FIELD no longer reserve a source while their actual audible contribution is zero.
  • Added hysteresis around optional-layer activation thresholds to avoid rapid source churn.
  • Reduced regular persistent source pressure while preserving the nearest detailed drone and long-range heavy-aircraft channels.
  • Added explicit cleanup of MH Warfare-owned sound handles on client login/logout lifecycle transitions.

Voice/radio audio lifecycle

  • JavaSound playback no longer needs to remain open for an entire world session when idle.
  • Playback/capture now use demand-driven activation with short close-grace periods.
  • Microphone capture is limited to actual voice/PTT/monitor/settings demand rather than remaining permanently open.
  • Reworked PTT/squelch transition cues to remove piercing deterministic tone/carrier components and use short filtered mechanical/noise transients instead.

Damage, destruction and environmental behavior

  • Expanded Drone Damage V2 / Physical Damage V3 coverage across heavy aircraft.
  • Added flight-critical degradation paths instead of treating all subsystem damage as cosmetic HP loss.
  • Rebalanced Baba Yaga structural/lift damage so destroyed lift stations have meaningful flight consequences.
  • Baba Yaga can remain flyable after limited lift loss but enters forced degradation/failure as critical lift/structure is lost.
  • Added universal explosion camera shake profiles for multiple drone/payload explosion classes.
  • Added a universal drone water-contact policy for supported aircraft.
  • Explosive combat loads receive one persistent server-authoritative water-fuze outcome rather than rerolling every water tick.
  • Non-explosive airframes keep platform-appropriate disable/sink/float behavior.
  • Added universal destruction/Remote View cleanup so discarded/detonated drones do not leave stale visual entities.
  • Added moving heavy-wreck chunk continuity until a crash is actually settled.
  • Added thermal engine hotspot presentation for FP-1 and Geran-2.

Multiplayer, TPS and scalability

  • Added multiplayer/TPS profiling and entity-scaling hardening across Remote View and drone systems.
  • Replaced several broad per-session entity scans with bounded tracked-id or loaded-drone snapshot paths.
  • Reused tick-local authoritative entity snapshots where multiple systems need the same state.
  • Reduced Ground Station map scan/ticket spikes through bounded admission, capture and packet budgets.
  • Reduced Ground Station map CPU work with batched terrain rendering and route geometry.
  • Added bounded client/server caches with explicit eviction and disconnect cleanup.
  • Added long-range visibility without increasing vanilla clientTrackingRange, player view distance or Remote View radius.
  • Added high-speed aircraft chunk-generation deferral/budget controls to reduce long-range TPS pressure.
  • Improved modpack-safe audio source use rather than globally stopping the Minecraft sound engine.

Compatibility and robustness

  • Added safer two-block Ground Station placement as one server-authoritative transaction.
  • Placement validates both cells before changing the world and restores prior states if another hook invalidates the operation.
  • Improved compatibility with modpacks containing placement/render hooks such as Axiom/Moonlight-style stacks.
  • Added optional JEG camera-angle compatibility without introducing a hard dependency on JEG classes.
  • Improved GUI Scale 3/4 support for FPV controls and OSD layouts.
  • Improved launcher occupancy recovery across save/load/entity-restoration edge cases.
  • Improved Remote View player/entity lifecycle handling without increasing server tracking ranges.

Release packaging

  • Public version is now 0.5.0-beta.3 with development suffixes removed.
  • Removed stale development labels from item tooltips and player-facing metadata.
  • Updated mod description and release-facing metadata to describe the actual Beta 3 feature set.
  • Verbose Remote View profiling remains available at DEBUG level instead of filling normal release logs.
  • The clean release-source archive excludes historical development reports, test harnesses, internal checkpoints and AI handoff material.

Summary of the biggest Beta 3 additions

  • FP-1 heavy fixed-wing strike UAV.
  • Heavy Strike Launcher + launch booster system.
  • FP-1 Ground Station mission planning, routes, strike point, terrain avoidance and remote launch.
  • Geran-2 heavy strike UAV with launcher, mission system, terminal strike behavior, damage and debris.
  • Fixed-wing glide/stall physics and high-speed swept collision.
  • Major Tactical Map rewrite: station-owned map, tile cache, persistent cache, progressive loading, dynamic refresh, block detail and 0.20x regional overview.
  • Ground Station fleet expanded to 120 drones with improved discovery/marker performance.
  • Remote View player/entity lifecycle and transform-ownership hardening.
  • Long-range drone visibility up to 3072 blocks with smooth buffered interpolation.
  • Reference-matched analogue video interference and separate digital corruption shader pipeline.
  • RF penetration/resilience overhaul.
  • Large drone-audio reliability, propagation, Doppler, pass-by and source-pressure overhaul.
  • Wild Hornets quaternion ACRO and improved FPV throttle/control authority.
  • New/updated Wild Hornets, Mavic and Molniya-1 OSD/HUD presentation.
  • P1-SUN interceptor flight/collision/heavy-kill improvements.
  • Universal destruction, water-contact, heavy-wreck continuity and thermal-engine presentation improvements.
  • Broad multiplayer/TPS, modpack compatibility and release-hygiene work.

This mod has no additional files