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PeterWolf's Planes

dds a fully‑steerable biplane to Minecraft, bringing a lightweight, vintage‑style aviation experience to the game.
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peterwolfs-planes-1.1.14.jar

File namepeterwolfs-planes-1.1.14.jar
Uploader
peterwolf_plpeterwolf_pl
Uploaded
Aug 12, 2026
Downloads
210
Size
1.3 MB
Mod Loaders
Fabric
File ID
8628629
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:peterwolfs-planes-1629722:8628629"

Learn more about Curse Maven

What's new

1.1.14

  • Rebuild the water plane as a single high-wing floatplane with short fuselage-mounted wing supports.
  • Complete the opaque water-plane entity atlas so the fuselage, floats, and enlarged UV faces no longer render with transparent gaps.
  • Keep the parked water plane level on its two full-length floats instead of applying the conventional tail-low two-wheel ground pose.
  • Stop treating water contact as locked ground handling, restoring mouse-driven elevator and aileron authority while the floatplane accelerates and lifts off the water.
  • Add deterministic ClientGameTest coverage for the parked high-wing silhouette and real mouse-driven pitch/roll response.
  • Treat the water surface as float support while retaining live mouse controls, preventing stall pitch from tipping the aircraft onto its nose after landing and braking.
  • Cut a full-chord cockpit opening into the high wing so its center section no longer blocks the first-person pilot view.
  • Scale floatplane aileron authority with water speed so mouse input cannot roll a stationary aircraft, while control returns progressively during the takeoff run.
  • Raise only the solid-ground render baseline by the exact float-bottom offset so the pontoons rest on terrain without changing their water immersion.
  • Allow the Water Plane item to be deployed directly onto a targeted water surface while leaving land placement and other aircraft unchanged.

1.1.13

  • Shorten the rear suspension lines, especially the outer pair, so they terminate at the wing underside instead of passing nearly through the full aerofoil thickness.
  • Move dynamic brake-branch endpoints just below and slightly inside the trailing edge to keep them connected without penetrating the canopy.

1.1.12

  • Increase the normal steering visual range so the active hand makes a clearly readable lateral sweep from the rear camera.
  • Strengthen the active wing-tip and trailing-edge down/back deformation while concentrating most of the bend in the outer tip section.

1.1.11

  • Change paraglider steering-hand travel from a forward/back arm swing to a mirrored lateral sweep, making brake input clearly visible from the rear camera while preserving smooth input interpolation and line-to-hand tracking.

1.1.10

  • Correct anatomical paraglider side mapping so each brake line connects its wing side to the matching hand and A/D deforms the matching wing tip.
  • Smooth the actual steering-input-driven hand pull and release, tighten the active brake line, and add a subtle connected relaxation curve to the opposite line.
  • Make outer wing tips inherit the reduced mid-wing bend so deformation grows toward the tip without splitting the wing or rotating an entire half as one rigid panel.
  • Add deterministic Fabric ClientGameTest coverage with neutral, left-turn, released, and right-turn screenshots.

1.1.9

  • Fix paraglider brake lines pointing in opposite front/back directions by using a stable mirrored line orientation.
  • Attach all brake-line branches to the transformed lower trailing edge of the actual outer wing sections, including steering deformation.

1.1.8

  • Paraglider: all lines thinner — suspension ~0.28 and brake lines ~0.36 (main riser slightly thicker than branches).
  • Paraglider: brake lines from each hand to the trailing edge near the wing tips (main riser + 3 thin branches per side, dark graphite/red, slightly more visible than suspension lines).
  • Paraglider: pilot hand animation follows real A/D (and double-tap spiral) steering — active hand lowers smoothly; releases return to the neutral brake-handle pose.
  • Paraglider: turning side brake line tightens and tracks the animated hand; the opposite line stays neutral or slightly relaxed with a subtle sag (no rope physics).
  • Paraglider: wing-tip deformation on the steering side — tip and outer trailing edge bend down/back proportionally (~12° max tip, ~7% chord TE move); leading edge and span stay intact; visual only (no physics change).
  • First-person brake lines use a thinner translucent tint so they do not obstruct the view.

1.1.7

  • Specialized aircraft API and cargo mass hooks.

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