1.10
1.9.4
1.9
1.8.9
1.8
1.7.10
WELCOME TO THE NEW MINECRAFT TRANSPORT SIMULATOR!
This mod is a continuation of the old Minecraft Flight Simulator. Many things have changed, but the most important thing is that you can now add anything to the mod using the new content pack system! There's an official content pack as the first download link, so make sure to grab that along with the actual mod! If you want more info about the mod, please see the Curse page here. You can even join the Discord channel here. Irregardless of what you do, there are two important things you should know.
The first is how to install content packs. This is done by simply putting a content pack into the mods folder. MTS will look in the mods folder on startup and will automatically parse the pack and put it into the mts folder to load. No muss, no fuss, no moving a bunch of little files. If you did everything correct you should see some new things in the creative inventory!
The second thing is that nearly everything you could hope to know about how the mod operates has been moved to an in-game manual. Please RTFM. It's even an Achievement to make one (in versions of Minecraft that have those, that is)!
Now, with that out of the way, here's what you've been waiting for. New downloads and new pictures!
Old MFS Page
Realistic flight in Minecraft has never really been implemented. Even the elytra doesn't take into account true aerodynamics. Minecraft Flight Simulator aims to change all this, by introducing planes that handle like actual planes! To do this physics and aerodynamics are used, taking into account thrust, drag, lift, prop pitch, and much more. Controls are also tailored to provide a simpler means of controlling planes than the current mouse-yoke standard, which allows you to look around as you fly. You can even customize your planes by giving them different propellers and engines, which affect their flight characteristics.
Discord Chatroom:
https://discord.gg/KaaSUjm
Downloads
Videos
Screenshots
Features
Controls
Rather than explain all the controls here. I'll simply say that you press the P key to activate things in MFS. When you step up to a plane, a little indicator will flash on your HUD. Pressing P will open the plane's GUI, allowing you to add parts and fuel. When seated in a plane, the P key will open the control menu. Look there for a complete and current control scheme.
Along with the keyboard Minecraft Flight Simulator is proud to the be first plane mod that integrates joystick support! Configuring a joystick is done by accessing the in-game config menu (default P key while seated). Any control mapped to a joystick input is used in place of the keyboard control. There are also some controls, such as LookLeft, that are put on the joystick for ease of flight so expect some extra functionality to be present.
Note that if you're having troubles getting joysticks to appear on Linux (or possible a Mac) you might need to run "sudo chmod o+r /dev/input/event*" from a terminal and then restart Minecraft to allow Minecraft access to the input file.
If you find that the joystick isn't behaving quite the way you want you can try editing the DeadZone and JoystickForceFactor options in the config file. The former determines the minimum movement of an axis required for action, and may need to be adjusted higher if you have a worn-out joystick with a lot of slack. The latter determines how much far the control surface will move with respect to the axis position. Higher numbers cause the surface to not move much at first, while lower numbers will cause the surface to be more sensitive.
Crafting and creating
Crafting planes and components is easy! Most things you can just craft in a crafting bench. The exception are propellers which are crafted using the propeller crafting bench. Simply select the propeller type, number of blades, pitch, and diameter in the GUI. Insert the required materials along with some redstone and hit the green button. The bench will then create your new propeller.
If you want to create a custom engine, you'll need to know about engine codes codes. When you use the give command you'll need to input the code as the item's damage value. The first two digits times 100 is the engine's maximum RPM, while the last two digits divided by ten is the fuel consumption per tick. This means that the basic small engine (0.5@2800RPM) has a code of 2805, while the advanced small engine (0.7@3000RPM) has a code of 3007. Remember that the fuel consumption is based on the engine spinning at the maximum RPM; the 0.7@3000RPM engine uses only 0.58 units of fuel per tick at 2500RPM.
Fueling planes:
Planes don't run on air, so you'll need to fuel your plane before taking off. MFS engines use liquid fuel, so stock up on lava buckets. Once you have some, open the GUI and place the bucket in the slot with the gas tank icon. The plane will then consume the fuel and deposit the bucket into the bottom slot. If the bucket doesn't move it means that either the plane is full or the fuel in the bucket won't fit.
MFS supports any liquid in a container as a fuel, but you must first set up the config to do so. Here's a list of steps to allow your planes to run on whatever fuel you chose:
Note that fractions are supported, so a liquid with a fuel value of 0.5 will fill the plane's tank half as much as a liquid with a value of 1.0, and one-quarter as much as a liquid with a value of 2.0.
Pre-flight checklist
Before you go flying, there's a few things you should know:
IFR
One of the problems with flying in Minecraft is the inability to see the ground due to short render distances. MFS helps correct this with a variety of flight instruments. Instruments can be added in the plane GUI, and will appear in the HUD and on the plane depending on their placement in the GUI. The HUD itself has four modes, which can be changed by pressing the mod key in combination with the cam lock key.
Multiple flight instruments and gauges are available for planes, each with their own uses.
Attitude Indicator
Perhaps one of the most versatile instruments, the attitude indicator shows the the state of the plane with respect to the ground. The indicator rotates to indicate the current roll, while the inner circle moves up and down to indicate the pitch of the aircraft. Do note that the direction the plane is pointing is not the same as the direction the plane is going. A plane that is pointing up may actually be in a stall and will drop like a rock.
Altimeter
This gauge simply shows how high the plane is. The short pointer counts 100 blocks, while the long pointer counts 10 blocks. The altimeter will read 0 at Y=0 by default, but you can change this behavior to make it read 0 at sea level (Y=64) instead.
Heading Indicator
A simple gauge that tells you where you are heading. Although similar to the real-world counterpart, this gauge is tweaked to deal with Minecraft's odd south-is-positive coordinate system. Yes, you could always use the debug screen, but what's the fun in that?
Airspeed Indicator
This gauge shows how fast the plane is moving in blocks per second. In general, a plane should be flyable in the green zone, though this is subject to the flap settings and weight. The yellow zone is safe, but sudden movements and deployment of flaps is not advised. The red zone should be avoided, as exceeding this speed can result in things breaking. After passing 50 blocks per second, Minecraft is unable to process the plane's forces correctly, leading to undefined behavior. Do note that the flyable speed changes if the speed factor is changed in the config.
Turn Coordinator
This gauge shows the rate at which the plane is turning, plus the rate at which the turn is increasing. This means that it will move when the plane starts rolling, but will even out when the aileron is no longer applied. This allows the pilot to adjust the roll of the plane to make a smooth turn. The bottom part of the gauge indicates the slip in the turn, or how straight the plane is compared to the direction it is traveling. A well-coordinated turn will result in the maximum lift potential and best control.
Turn and Slip Indicator
This indicator is the precursor to the turn coordinator. The difference is that this indicator does not take into account the roll of the aircraft. Preferred by older and more experienced pilots, it can be used to perform the Stark 1-2-3 maneuver if the artificial horizon is lost due to clouds or the failure of the attitude indicator.
Vertical Speed Indicator
This indicator shows how many blocks per second the plane is moving in the Y-direction. A gradual climb is about 0.75, but with flaps and a light payload this can be greater than 1.
Lift Reserve Indicator
A newcomer to the world of aeronautics, the lift reserve indicator shows how much of the aircraft's lift potential is being used. The yellow-green border indicates that the plane is currently flying with an angle of attack of zero, i.e. not generating any lift. As the plane is pitched up, the needle moves towards the red zone. At the yellow-red border the plane is at the critical angle of attack and generating maximum lift. Passing into the red zone will cause the plane to stall, which results in a rapid loss of lift potential. Useful where short runways require quick ascent.
Tachometer
This gauge shows the current RPM of all engines. It also shows the maximum safe speed as indicated by the redline marker. Use this to ensure you aren't over-revving your engines.
Fuel Gauge
Shows fuel level. 'Nuff said.
Fuel Flow Gauge
This gauge shows the fuel consumption rate of the aircraft. More of a nice-to-know thing than an essential component. Fuel consumption is in buckets per minute, with a bucket representing the default lava fuel value of 1000.
Engine Temperature Gauge
This gauge shows the temperature of each engine. The needle should always be kept in the green for maximum engine life. An engine with a low temperature in the yellow zone needs to be warmed up prior to flight to prevent engine damage, while an engine with a temperature past the red mark will be damaged by overheating.
Other notes:
Wow, this is a quite nice plane mod right here, i am very fond of the physics, though, the question is... Why can't i do flips or arieals?
I do textures... Hit me if you want some... They are all free and vanilla quality like...
You can, it's just the plane doesn't usually have enough power to maintain flight if you try to pull a vertical flip. I have done a flip by climbing to a high altitude, pushing the plane into a steep dive to pick up speed, and then pulling up on the stick sharply.
If you want your plane to have a little more pep you can always install a non-stock engine. See the bottom of the crafting section of the OP for details, or just use "/give <playername> mfs:SmallEngine 1 4020"'. Flying with a overpowered engine isn't for the faint of heart, though, so don't say I didn't warn you
Oh, and there's two more two more planes than before
Now I see why ROWAM has been quiter
Rails of War
also
ROWAM

Minecraft Model Railroad
MC Flight Simulator
Funny, I just finished posting a shameless plug over on the thread. Apparently you beat me to it!
Also, there's technically only one plane; the other two are just different textures. There's six variations of plane textures, plus 96 different seats and three different propeller types. Counted that way there's 1728 unique combinations, not counting propellers with different number of blades or different engines.
Safe to say, you won't be able to collect them all.
Well I was just looking through my notifications, and since I'm following you I got the notification that you created this topic.
Also how long must the runway be?
I just discovered what happens in a failed take off... BOOM!
Rails of War
also
ROWAM

Minecraft Model Railroad
MC Flight Simulator
i'm so proud of myself, I landed a plane that had just run out of fuel!
But take off wasn't as successful...
Rails of War
also
ROWAM

Minecraft Model Railroad
MC Flight Simulator
That's one of my beefs with other mods: running out of fuel causes planes to drop like stones. It's fun to be able to be like the hero of a movie, isn't it?
As to takeoff, runway length depends on what you have at the end of it. If you're in a plains biome that's great, but you'll have to keep in mind that airplanes and trees don't like each other. In general, I think about 50 blocks should work, but I haven't done tests so don't hold me to my word. One thing that has a dramatic effect on the length of runway needed is your flap setting. 10 degrees is what I use, but you could try extending the flaps an extra notch once you get close to the end of the runway. That way you'll get some quick extra lift. This'll be temporary, bit it should get you up above all the trees and buildings.
Another option would be to build your airport on top of a mountain and use the decent to pick up speed. It takes less runway to land a plane than to take off, provided you approach the runway low enough.
Gliding was quite fun, and I found out the hard way that trees are bad...
The second time I ran out of fuel I landed atop a mountain and after fueling it I glided down the side then swooped back up, the physics are so cool!
Rails of War
also
ROWAM

Minecraft Model Railroad
MC Flight Simulator
Will I still get the beta releases? I am a beta tester, so I should keep on getting them, right?
That crash is being caused by two mods using the same ID for different entities. MFS uses the forge dynamic ID system, so that means some other mod is insisting on using ID 147 and conflicting. I'd try removing all mods until you find the culprit; most likely a small one coded by someone who isn't following correct registry procedures. If you want more info this thread had some pretty reputable people talking about it: http://www.minecraftforum.net/forums/support/modded-client-support/2337516-illegalargumentexception-id-is-already-registered
Beta is technically over, as the mod has been released. As to pre-update releases, I don't code the same way as Mojang in that as soon as I code new features I put the download up on Curse. It helps nip bugs early in development before they have a chance to become as bad as a infinite diamond piston.
More planes will be added. I just have to code up the models and textures, which isn't as quick as one might assume. The code is set up to be easily expandable, though, so once the model's done it's a snap to add it in.
1.7.10 only prevents block and item ID conflicts, biome, enchantment, potion and entity ids can still conflict.
@don_bruce
Aren't global entity ids depreciated in 1.7.10 in favour of mod specific entity ids?
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
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@Leviathan143
Are they? They must be since Minecraft starts just fine without them. That's what I get for leaving the modding scene until the second half of 1.7.10.
@Snipe13051
New version without global IDs is up on Curse. Let me know how this turns out.
@mariodkzz
I don't plan on adding compatibility for RF, MJ, EU, or any energy compound. Real planes aren't fueled by electricity, so mine won't be either. It's also a pain to have to work with dependencies, and implementing other bits of code into the already bloated master class.
That being said, I can see adding compatibility for other types of fuel. All items that fuel a furnace have fuel time, so it should be a snap to add in compatibility for other types of fuel. The only hitch is how to detect if the fuel item is liquid and is in a bucket, as internal-combustion engines can't run on coal. I can also add a configuration file for those who think the fuel tanks are too small or the fuel usage too large.
Out of fuel?! God help me...
@AMPPL150
That might take a bit of work. Currently the bounding box for the center of the plane is larger than the bounding box for the seat, which causes projectiles to hit the plane instead of fly away. I tried making the box smaller, but that causes Minecraft not to render the plane sometimes when it thinks the seat is covering it. I think an easier solution would be to add in guns or mounted crossbows, but that would only be on certain planes.
@ItzRyanMC
Nice! Always happy for free publicity. There's a couple of things I'd like to point out, though.
1. Planes take 5 buckets of fuel, not 6.
2. The sound you heard while passing the tree was your right wheel breaking of from clipping the tree.
Other than that, a nice little demo!
@AMPPL50
That feature already exists. Press the right control key to lock the camera rotation to your motion. I'll make that option on by default in the next release.
An excellent idea! Not only would I not have to code any new items (or make more textures), I don't have to introduce any non-Minecraft weapons. Arrows physics are already implemented, which is another thing that doesn't need to be coded. My only worry would be that it would seem weird gunning down someone in a plane with a rapid-fire arrow gun. That being said, I'm not mounting guns for the MC-172 or the next plane. so there's plenty of time to work out the specifics.
Also, I failed to realize in my last post that I was answering two of your posts. My mistake.
On detection of valid liquid fuels, I think checking that the item has a burn time and that its container item is an empty bucket should work.
Also, gravity guns are fun to use on the planes.
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is not the signature you are looking for.
Banners and such things
I'm moving this conversation over from one of my other threads, due to it being relevant to mod development.
@i_like_industrial_stuff
B: That would actually be pretty sweet. Unfortunately the movement for planes is coded in the entity itself, so other mods won't be able to use it unless they access MFS classes. Safe to say, I can't force MCHeli to do that. The fact that MCHeli planes can't lock onto Flan's planes is related to this; MCHeli planes can only lock onto entities based on MCHeli code classes.
Y'know, I just finished poking around in the Forge FluidRegistry and had come to that conclusion. In the new update planes should be able to take any liquid, bucketed, fuel. There's also a few tweaks for configuration and fuel usage, as I think the planes are too fuel-hungry.
I'm curious to see the effects of a gravity gun myself. Might have to get one...
@snipe13051
I can see using a special block to add passengers; I've already implemented the ability to load testificates into entities in one of my other mods, so implementing it here shouldn't be hard.
As to passenger service, that's a long way out. First I want to get the plane population up. After that I'd like to add other types of flying vehicles. Once there's sufficient things to play around with, I can focus on detailed features.
@mariodkzz
Automated fuel loading is something I can see implementing, though I'd probably use a chest-custom block system rather than an external fluid system. It makes for less dependencies and more compatibility.
Automation is quite difficult, as I'd have to find a way to automatically generate commands. Again, one of those 'come back later' things. I'll put it on the list, though, as I think it would be cool to have the only mod with self-piloting planes.
As to modpacks, read the end of the OP.