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Immersive Aircraft: Realistic Landing

A complete landing overhaul for Immersive Aircraft with adaptive approach, flare, touchdown, rollout and taxi physics.
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[Fabric - 1.20.1] Realistic Landing - 3.0.0.jar

File name[Fabric - 1.20.1] Realistic Landing - 3.0.0.jar
Uploader
Crabb4nCrabb4n
Uploaded
Aug 3, 2026
Downloads
79
Size
214.7 KB
Mod Loaders
Fabric
File ID
8569989
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:realistic-landing-immersive-aircraft-1566496:8569989"

Learn more about Curse Maven

What's new

ONE AUTHENTIC LANDING MODEL
- Removed the old Balanced, Realistic, and Cinematic presets. Realistic Landing now has one consistent simulation model.
- Existing configurations migrate automatically to config version 4. Legacy assistance and preset settings are removed while valid placement, damage, braking, throttle, and height choices are preserved.

APPROACH ENERGY AND FLARE
- Added an aircraft-specific VREF calculated from lift, mass, propulsion, passengers, and cargo.
- Added actual speed consequences: genuinely low energy progressively reduces control authority and increases sink, while excess energy causes float during the flare.
- Added angle-of-attack estimation and a progressive stall at the genuinely critical end of the Immersive Aircraft speed range.
- Added dynamic flare timing based on height, sink rate, speed, payload, and predicted time to contact.
- Early flare, late flare, excessive sink, side drift, uneven ground, low speed, overspeed, and stall conditions now receive dedicated HUD warnings.
- Alpha testing moved TOO SLOW below 68 percent VREF and substantially softened the stall response for Immersive Aircraft.

TOUCHDOWN AND SCORING
- Removed artificial rebound physics completely. The aircraft settles after contact instead of being launched into a bounce cycle.
- Added a detailed 0-100 landing score using sink rate, VREF speed, side drift, and touchdown pitch.
- Added Smooth, Good, Firm, Hard, and Severe result grades.
- Additional contacts retain the worst measured impact without a bounce counter or bounce penalty.
- Optional hard-landing damage remains disabled by default.

ROLLOUT AND SURFACES
- Removed automatic runway straightening from the simulation model.
- Added limited tire grip, speed-dependent steering authority, progressive braking, wheel-skid risk, and ground-loop behavior.
- Paved, rough, and slippery surfaces use different rolling resistance, braking grip, and lateral grip.
- Added extensible paved, rough, and slippery block tags for modded runway surfaces.
- Five aircraft-footprint ground probes now detect slopes, terrain changes, and runway edges instead of relying on one center ray.

HUD AND GO-AROUND
- Rebuilt the landing HUD with speed/VREF, sink rate, AGL, AOA, predicted time to contact, energy guidance, warnings, and a detailed landing report.
- GO AROUND is reserved for an extreme, imminent impact or a deliberate command at 96 percent throttle.
- Climbing away from a flare returns quietly to normal flight instead of producing a harsh automatic go-around warning.

REALISTIC TAKEOFF COMPATIBILITY
- Landing physics operate only during a confirmed approach/flare or after genuine landing contact.
- Taxi acceleration, runway roll, rotation, liftoff, and initial climb remain exclusively controlled by Realistic Takeoff.
- A deliberate go-around releases every Landing force immediately.

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