Additions
- @boobcat added some WIP improved vehicle UI. It is not done yet but you can enable it in the
dscombat-client.tomlfile. Scroll down and setenableModernHUD = true. Press F6 by default to move the modern UI elements around. - Added Track Radar Target Camera mode. Press Right Shift by default to toggle it. It is very useful when flying with a controller.
- The IRL speed scale is now configurable in the server config file
- Added External Fuel Tanks
- Will now display the plane's thrust to weight ratio in the Heath vehicle menu.
Changes
- Helicopter physics have now been significantly improved thanks to @boobcat
- Increased max fall speed
- Changed the
/missilecommand - Significantly increase ground take off speeds for planes to make it easier to take off
- Seats will now also explode when a vehicle crashes because I hate you
- Missile speeds are now dependent on the IRL scale
- Air radar ranges are now dependent on the IRL scale
- RWR pings get smaller when they are farther away
- Anti Radar missile (agm88g) scan range is now based on universalSpeedScale. At 1/8th scale it has a seeker range of about 5K
Fixes
- Plane nose no longer gets stuck pointed up when reaching max altitude
- Fixed pilots hearing their own sonic booms
- Planes will try to verify if the chunk ahead of them is loaded to reduce the consequences of lag
- Fixed dog fight minigame spamming forfeit message
- Fixed secondary joystick not being plugged in causing throttle issues
- Fixed keybind overlay not updating when controller buttons are used
General Notes
One of the overall goals of the following changes is to try to make speeds, and other distant measurements 1/8th scale of their real life counter part. For example, the real life top speed of the F-16 is 605m/s, in DSC the top speed is 75.6m/s. The speeds of the fighter jets are roughly what they should be. However things like radar and missile ranges are not. Those will be fine tuned in future updates.
Another goal is to add energy management to dog fights. Real life dog fights are a dance of balancing speed and turn rate. Higher turn rates come at a cost of increasing drag, which rapidly reduces speed. Lower speeds reduce manoeuvrability. So finding a middle ground to have a sustained turn rate is important. But pilots will often "cash in"/sacrifice some of their speed for a short boost in turn rate when they can make the finishing shot. This has now roughly been implemented.
Because "pulling too hard" on the stick can cause turn rates to be too high -> increased aoa -> increased drag -> reduced speed, being more precise with your inputs is very import. This cannot be accomplished with digital keyboard inputs. Which is why I added controller support! See Vehicle Menu (U) -> Other Settings -> Edit Button/Joystick Binds.
It should be noted that the Alexis Plane was the primary test vehicle. I have not calibrated the other jets to the same degree, so they may not feel as good. Getting the Alexis to its current state was a lot of effort, and I want to make it feel as good as possible before I start intensely calibrating everything else. So again, this release is not supposed to be perfect, but it is now finally in a presentable state. Your feedback is much appreciated.
Additions
- Added Afterburner toggle for fighter jets.
- When afterburner is OFF, jets can reach their "cruise speed"
- When afterburner is ON, jets can reach their much faster new top speed and consume x4 fuel.
- Added Turn Assist (AOA Limiter) toggle for modern aircraft. If your AOA gets too high, it will limit your turn rate. This significantly reduces the risk of stalling.
- Aircraft now simulate the forces from each lift surface.
- Many properties like turn rate are now dynamic/emergent. For example, control surfaces like elevators can generate more torque when the plane is going faster.
- If a wing gets destroyed, that lift surface gets lost, causing imbalanced torques.
- Fighter jets can now use Air Breaks.
- Attaching missile racks to wings will decrease a jet's manoeuvrability.
- Each dimension has a different air density graph that can be modified via datapacks. For example, the nether has a higher air density than the overworld.
- Added Controller support. To setup, open the Vehicle Menu (U) -> Other Settings -> Edit Button/Joystick Binds
- Added a Wind Tunnel entity to help with testing forces on an aircraft. Use
/summon dscombat:wind_tunneland/windtunnel ...commands. - Render Distant player will now render distant Missiles and AI controlled vehicles.
- Added a basic sonic boom effect system. It is still buggy and needs more work, but it's too cool to leave out.
Changes
- Thrust/Weight ratios have been properly increased (>1) to allow for vertical loop maneuvers.
- All Fighter Jets and missiles are now simulated using their real life Mass.
- Missile rack weight is now the sum of all the individual missiles it carries weights.
- Planes will now explode when they collide with water at high speed.
- Air to Air (FOX-1/2/3) Missile max ranges and top speeds have been significantly increased to match the 1/8th real life goal.
- A lot of work is left to be done to make their performance more realistic.
- Air Radar ranges have also been significantly increased across the board.
- Improved stealth mechanics and distinguishing a radar contact from a trackable lock are on the way. In real life, just because a radar can "see" something at a long range, doesn't mean the track is accurate enough to be able to shoot a missile at it.
- The RWR screen's display radius has been increased to 4000. Start performing defensive maneuvers if a red missile warning is inside of this range!
- Entities can only been seen from air radars if they are at least 6 blocks above the ground.
- All DSC gamerules now begin with
dscombat:to make them easier to find while tabbing through options in commands. - Removed an internal slot from the Alexis plane. Reduces potential fuel capacity. Need to add external tanks.
- Added universal limit to helicopter climb speed (20m/s).
- Turret AIs will now wait for the previously fired missile to die before shooting another one.
Fixes
- Fixed Aircraft speeds not properly saving/getting loaded on client. If a player is still in a plane when the server restarts or when the player re-logs, the plane should keep its original velocity.
- The
dscombat:weaponsBreakBlockswill disable block breaking explosions from missiles if set to false. - Fixed radar missile turret AI randomly stop shooting.
- Fixed/improved the Relative Camera mode. 3rd person camera will stay in the same relative position even when the plane rolls.
- Fixed planes not taking any damage while sliding on the ground.
- Fixed ammo reload screen not working for turrets.
- Fixed only the IR high tone playing for fox 2s. Now when there is no IR target visible the low tone will play.
- added support for the soon to be released render distant players mod
- fixed sounds breaking if game is run for a while
- fixed clients overriding speed factor
- nerfed tank health
- buffed wheel recipe
- added village defense kits/shops for custom minigames
- weapon entities now use the 1wholibs custom anims obj model system
- added dumb_torpedo
- can configure ping overlay size in vehicle gui
- changed ping overlay colors
- added creative turret platform
- Fixed mr budget tank recipe
- Fixed vehicles trampling claimed chunks immediately after dismount
- Can now add custom passenger voice packs with resource packs
- Added dogfight and village defense game modes through the optional Custom Mini Games mod
- fixed newly crafted parts not working..oops..
- fixed custom vehicle name getting set to nothing
- fixed owner_id not saving when the vehicle is left out during saves
- ammo items now use custom item renderer
- fixed vehicles, turrets, and ammo not appearing in creative/jei search



