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Project: Air System
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Project: Air System

Java mod listed for Minecraft 1.21. Downloads from the MC Java Mods app on Android.

by pycodder · on Modrinth

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Project: Air System — screenshot 1Project: Air System — screenshot 2

Project AirSystem

Available for NeoForge Available on CurseForge

A NeoForge 1.21.1 mod about the air picture: unmanned aircraft, an air raid alarm system and ground-based air defence. Works with TACZ as a soft dependency — the mod runs with or without it.

NeoForge is the only dependency. The models use the vanilla ModelPart system and are animated in the renderer.

Drones are not entities. In the air a drone is an object inside DroneFlightManager; on the ground it is a block with a block entity. The reasoning is under "How it works".


What is in it

Drones (20 aircraft)

Class Aircraft
Shahed loitering munitions Shahed-131, Shahed-136, Shahed-238 (jet)
Reconnaissance Orlan-10, Orlan-30, Eleron-3, ZALA 421-16E, ZALA 421-08, Granat-4
Strike and loitering Lancet-1, Lancet-3, KUB-BLA, Inokhodets (Orion), S-70 Okhotnik
Ukrainian systems Leleka-100, SHARK, PD-2, Liutyi (An-196), UJ-22 Airborne, RAM II UAV

Every aircraft has its own model built to the proportions of the real thing: a Shahed is a delta with fins on the tips and a pusher propeller, a Lancet has two X wings, an Orlan is a conventional layout with the tail on a boom, the PD-2 is an aeroplane with four lift rotors, the S-70 a flying wing with a turbojet. Performance — speed, ceiling, toughness, warhead — lives in DroneKind and differs from type to type.

The models carry the detail that is actually visible in flight and on the pad: a gimballed sensor with a lens window and a thermal channel, a pitot boom ahead of the nose, ailerons and elevons as separate strips along the trailing edge, a dorsal spine and access panels, navigation lights on the tips (red to port, green to starboard), intakes and exhaust stubs on piston types, warning stripes by the warhead. Types that land have real gear: tricycle legs and wheels on the aeroplane layouts, landing feet under the booms of the PD-2, a skid on the twin-boom aircraft and flying wings.

Anti-aircraft guns

The first three work two ways: a gunner sits at the sight (left click fires), or Shift + right click switches to automatic. MANTIS always runs itself.

IFF. In automatic mode a mount knows where every drone took off from. Anything launched within 70 blocks of the mount counts as friendly and is never engaged, deliberately or by a stray burst. Everything launched further out is tracked. The radius is configurable (turret.friendlyRadius).

Automatic fire misses. Every burst rolls a hit chance that falls off with range and with target speed. On a failed roll the burst is deliberately walked wide, and you can watch the tracers go past. The base chance is turret.autoHitChance (0.55 by default), multiplied by the accuracy of the individual mount.

Air raid alarm

Players within earshot get an "AIR RAID ALERT" banner on screen.


How it works

A Minecraft entity is convenient while it stays near a player. A drone flies kilometres away while the operator stays put, and at that point the entity gets in the way: it stops being tracked beyond the tracking radius, it ticks with the rest of the world, and it needs the client to "see" it. So the aircraft are built differently:

State What it is What draws it
On the ground airsystem:drone block with a block entity DroneBlockRenderer
Airborne DroneFlight object in DroneFlightManager DroneFlightRenderer, in the world pass
Released bomb Munition object in the same place the same renderer

What that buys:

Flying a drone

  1. World map (right click) opens a view of the terrain from above. Left click marks a point and copies its coordinates to the clipboard; right click drags the map, the wheel zooms.
  2. Place the aircraft on the ground (right click the item onto a solid surface). It becomes a pad block.
  3. Remote control — right click the parked aircraft to link it.
  4. Right click the remote in the air to open the launch screen. "Paste" pulls the coordinates out of the clipboard, "LAUNCH" sends the aircraft to the target.
  5. The feed from the aircraft opens. The buttons along the top are "Manual control" (after which the aircraft follows the keys — W/S pitch, A/D heading, Space throttle, Shift throttle off), "Strike" (an immediate dive for a loitering munition, bomb release for a strike carrier) and "View" (switching between heading-locked and free gimbal).
  6. Reconnaissance aircraft and strike carriers also get a "Land" button: the aircraft turns for its own pad, descends to circuit height, comes down the glide path and lands — the pad block reappears and the remote re-links to it by itself. Loitering munitions do not land.

Recovery also starts on its own when there is exactly enough fuel to get home: the aircraft heads for the pad instead of falling. The phase is visible in the telemetry ("Returning", "On approach").

An aircraft on a pad can be picked back up: Shift + right click, or simply break the block. When a flight ends, the operator returns to their own position in their previous game mode.

Commands

/airsystem flights                # what is airborne right now
/airsystem abort                  # recall everything
/airsystem launch <type> <x y z>  # launch at a target, for testing

Impact

Shooting a drone down


TACZ compatibility

The mod is not compiled against TACZ and does not require it:


Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

File checked by MCModsHub

These come from our own check of the pack file, not from the source page.

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