Frontline: radio airstrikes (F-16, B-2, A-10 gun runs, D-Day bomber raids), air battles, C-17 supply drops, MH-X Silent Hawk gunship, FPV and RC car bombs, thermal night vision with IR strobes. PC + Quest, Fusion synced.
Black Hawk (Call In Black Hawk) flies properly now, like the gunship:
It comes in from a side that has map under it, at an angle, and swings round to the LZ in a banked turn instead of beelining.
It noses down to speed up, comes in on a descending approach, flares nose-up, drops in and rocks on its skids when it lands.
On take-off it noses over and climbs away in a banking turn. It turns back over the level instead of flying off the edge of the map, and disappears once it's far away.
Gunship wingmen now tilt and bank for their own motion (they lag behind in turns and catch up) and bob a little each, instead of copying the lead's exact angle.
2.1.0
D-Day Bomber Raid: a new airstrike type (BomberRaid) and a menu button (Airstrikes > D-Day Bomber Raid Over Me). Up to twelve twin-engine B-26 Marauders, painted olive drab with black-and-white invasion stripes, fly over in staggered boxes of three with their props turning. On the radio they carpet-bomb the target. With "Over Me" they start dropping once they're overhead. The 500 lb bombs fall with a whistle and leave craters. The engine drone is made in code: a dozen radial engines beating against each other. Fusion synced, and the host deals the damage. Quest gets nine planes.
A-10 is an airstrike now: pick A10GunRun as the strike type and call it on the radio like the others (the menu button still works).
A-10 hits sound right: one rolling crackle of 30 mm impacts with an echo, built from the mod's artillery recordings. Before, it was a synth crackle repeated every few rounds, plus the game's own explosion bang (now muted) going off dozens of times.
Gunship stays on the map: it no longer flies out over the void past the edge of the level. It comes in from a side that has map under it, only picks drop-off spots on the map, turns back in if it's heading off the edge, and when it leaves it flies off over the level and disappears once it's far from you. Fly To Where I'm Looking refuses spots off the edge.
Supply drop C-17 has its own sound: four turbofans with the fan whine on top, made in code. It replaces the old borrowed recording that sounded like the plane was breaking up.
2.0.0
A-10 Warthog gun run (Airstrikes > A-10 Gun Run Where I'm Looking). Look at a target and call it in. The A-10 comes in over your shoulder, dives, fires a two-second GAU-8 burst that walks 30 mm hits across the target (sparks, dust, small blasts), then pulls up and banks away. Uses a real A-10 recording: two takes of the GAU-8 BRRRT, plus the jet's fly-by, timed so the loudest part reaches you as it passes overhead. The BRRRT arrives after the hits, the way it sounds from the ground. Fusion synced: everyone sees it, and the host deals the damage.
Gunship flies properly now. It noses down to speed up, banks into turns and flies arcs instead of pivoting on the spot. It comes in on a descending approach, flares nose-up to slow down, drops in quickly, and settles on its skids with a little rock. After take-off it noses over and climbs out forward instead of going straight up first. In the hover it bobs slightly. It banks a little less when someone's aboard.
Fulton extraction removed.
The old tactical nuke code removed (it wasn't in the menu).
1.99.2
Quest: fixed Frontline not showing up in BoneMenu. Some Quest builds of the game leave out pieces the PC build has (the thermal night vision uses one), and one missing piece could stop the whole mod from starting. Now every part of the mod only loads when it's first used, and a part that can't run in your game build switches itself off on its own (with a line in the log). The BoneMenu page is built first thing, right after the settings.
1.99.1
A popup when you load into your first level: "Frontline vX: Ready. Open BoneMenu > Frontline."
If Frontline is installed twice (say the old Radio Airstrike package and the new Frontline one, or two DLLs in Mods), the popup tells you which files to remove, and the second copy switches itself off so strikes don't happen twice.
If the BoneMenu page can't be built (usually an old BoneLib), Frontline tries again when the level loads, puts up a basic "Frontline (basic)" page, and the popup says why and which BoneLib you have (it needs 3.2.2 or newer).
1.99.0
Gunship actually takes you places now instead of just circling. After take-off it flies over everything to a drop-off a few hundred metres away, lands, and lets you out. Anyone still aboard after the stop gets flown on to the next spot. It only circles if it can't find anywhere to land.
New gunship menu buttons: Fly To Where I'm Looking (look at the ground anywhere and it goes there and lands, and passengers can use it too: it asks the pilot's game) and Circle Here.
Side seats on both doors now: two on the left and two on the right (either side of the door gun), facing out with your legs hanging outside. Wingmen have them too.
Fusion: the gunship sends its position more often and other players' copies follow it much more tightly, so passengers stay put in their seats. Everyone gets the take-off and drop-off messages.
Fulton: grabbing the cord works on every controller now (grip button, squeeze or curling your fingers, as on Index and Pimax controllers), and you can grab it anywhere along the cord, not just the hook. Bring it to your chest to clip in.
1.98.1
Fulton kit restyled after the CoD one. A big light grey base plate with a raised rim and a ring of bolts, a black powder-coated canister with steel bands, and a red webbing strap up the side, over the lid and standing up on top. The balloon goes up from there.
The line is now a black braided cord, and the coil on the lid is black too.
1.98.0
Fulton rope rebuilt so it doesn't bug out. It's simulated by the mod now instead of a chain of physics joints, so it can't jitter, stretch or fly apart. It still hangs, swings, drapes over the canister and lies on the ground, and it bumps into walls and the floor. It's drawn as a smooth twisted rope with the rope texture.
Uses your rope model: the coiled line now sits on top of the canister and the free end comes off it.
New steel snap hook on the end (pear shape, spring gate, eye), in place of the boxy carabiner.
The kit uses your ambientCG metals: painted olive steel (Metal063) for the canister, worn galvanised steel (Metal024) for the plate, bands and hook.
1.97.0
Fulton extraction: the red strap is now a real physics rope. It hangs off the canister, drapes over it, lies on the ground and swings. Grab its end with grip, carry the carabiner to your chest and it clips on. Let go early and it falls and swings back.
Gunship: two new seats on the left door sill, facing out with your legs hanging outside, so you can ride on the side. The middle of the door is kept clear for climbing in.
Gunship formation: up to 4 wingmen (Gunship > Wingmen, default 2) fly a V behind it, follow it in, land beside it and lift off and circle with it. Each one has its own seats (troop seats and the door seats), so a whole lobby can ride. In Fusion everyone sees the same formation.
1.96.0
New: Fulton extraction (Support > Fulton Extraction). A balloon kit appears at your feet. Grab the carabiner on its red strap (grip) and clip it to your chest. A balloon goes up on a line, a C-17 comes in low, snags the line and yanks you off the ground, and you fly away dangling behind it as the line winches in. After the ride it fades out and puts you back down next to the kit.
Fusion: everyone sees the kit, the balloon, the plane coming in and the player being carried off.
1.95.0
New muzzle flash on the gunship's grenade launcher, replacing the solid orange ball. It's a spiky white-hot burst facing you, a flame cone along the barrel when seen from the side, and a quick orange flash of light on the cabin. Every shot looks a little different and it fades out over a few frames instead of blinking.
New gun smoke: soft grey puffs that shoot out of the muzzle, slow down, spread and drift away, instead of grey balls. Other players' shots get it too.
1.94.0
Gunship no longer flies through walls and buildings. It looks ahead as it flies and slows, slides along and climbs over anything solid in its way, and keeps clear of the ground and rooftops under it.
Coming in and coming back to land, it flies over the tallest thing along the way, then comes straight down onto the landing spot.
While orbiting, it stays above the tallest building under its circle.
1.93.0
Now published on Thunderstore as Frontline (it used to be the Radio_Airstrike package).
Fusion: RC cars are shared. Everyone sees other players' RC cars drive around (wheels spinning and steering, motor sound), and sees and hears them blow up.
Air battle: the jets are now the new F-16 model. Enemy jets are a darker aggressor grey so you can tell the sides apart.
1.92.0
Fusion: supply drops are now the same for everyone in the lobby. Everyone sees the C-17 fly over, the red smoke, the crate falling under its parachute and landing (the host still spawns the supplies, so they're real for everyone).
Fusion: gunship is fully shared. Everyone sees the landing smoke. Whoever is on the door gun, everyone else sees the gun swing where they aim it, sees the rounds fly and explode and hears it fire (the damage still only happens once).
1.91.1
Fixed the game crashing when you call in a supply drop or the gunship. The new marker smoke rewrote its smoke puffs every frame, which BONELAB's particle system can't handle. The smoke now gets its rise and wind lean from how it's emitted, so it looks about the same.
1.91.0
Thermal night vision: two new looks, GreenThermal and WhiteThermal. They are fused night vision (like an ENVG): a smaller thermal circle in the middle of the tube where players and NPCs glow white-hot with a soft halo, even through smoke, while walls still hide them. Outside the circle it's normal night vision. Thermal Circle Size in the menu.
Hot guns: with a thermal look, gun barrels heat up the more you fire (any gun, yours or anyone's) and glow in the thermal circle, brightest at the muzzle, then cool down over about half a minute. Only visible with the thermal looks.
IR strobes: flip your night vision down and you wear a blinking IR strobe on the back of your helmet. Other players (with this version) see it blinking through their night vision only, a bright dot even across a field, and the flash lights up the area right around them. Everyone gets their own pattern: single, double, triple or fast. Your own strobe faintly flashes on walls right next to you. My IR Strobe turns yours off.
White phosphor is now the cold blue-white of real white-phosphor tubes instead of nearly plain grey.
1.90.0
New marker smoke (supply drops and the gunship's landing zone): a smoke can on the ground pouring out a thick red plume that rises, spreads out and leans with the wind, instead of a few red balls.
New supply drop parachute: a proper scalloped canopy with olive and khaki panels (you see the inside when you look up at it), suspension lines and straps to the crate. It blossoms open, breathes on the way down, and when the crate lands it tips over downwind and collapses into a heap of cloth instead of turning into a flat disc.
The supply crate is solid now: you can bump into it, stand on it and shove it around once it's down, and it lands on whatever is really under it (roofs, slopes).
1.89.2
FPV drone with 360 View off: the picture is now a flat screen that fills your whole headset view, like playing a flat-screen game. No black edges, even on wide-view headsets (Pimax etc.); it sizes itself to your headset, and the drone camera sees exactly what the screen shows so nothing looks stretched.
1.89.1
Quest: the FPV drone video is much sharper. It was rendered at 640-800 pixels wide (and could be shrunk further by the game's dynamic resolution), so it looked blocky; now it's 960 (analog look) or 1280 wide, never shrunk by dynamic resolution, and scaled up to make up for the game's render scale.
1.89.0
New models: F-16 (the jet in the airstrikes, with its bombs and missiles under the wings), B-2 Spirit (its four bomb bay doors swing open on the run), C-17 Globemaster III, supply crate (camo-tarped crate on a pallet) and binocular night vision goggles (what you see flip down over your eyes).
Supply drops now come from a C-17: it flies in low over the red smoke, lowers its rear ramp, and the crate slides out the back, falls, pops its parachute and drifts down onto the smoke.
Models are stored in a more compact format, so the DLL got smaller (about 27 MB) even with all the new aircraft.
1.88.0
Getting in: invisible steps up to both cabin doors while it's landed (the floor is almost a metre up), the bars across the doors that blocked you are gone, and the door gun doesn't bump you while it's on the ground.
Real seats: the troop seats now use BONELAB's own seat system, the same one as the go-kart (its settings are copied from a go-kart that is spawned hidden under the map and removed right away). Walk into a seat to sit down; get up the same way as out of the go-kart. While you're seated the seat carries you.
Door gun sound: the real Mk 19 (from your recording), at its real rate of fire (about 330 rounds a minute).
Inside the helicopter, explosions no longer sound muffled like you're in a building, the rotors are quieter while you're aboard, and the grenade blasts are louder.
Once it's in the air it flies circles around the area you called it to, right door and gun facing in. Orbit Radius, Height and Speed are in the menu again.
Boarding time: after you get in it waits 6 s before lifting off, or 15 s in a Fusion lobby so everyone can climb in (with a countdown).
1.87.2
Sitting in the gunship works: nothing pulls you to a standing spot anymore, so you can sit on the seats, crouch, stand or lean while it flies and you just move with the helicopter. You only get put back inside if you somehow end up outside the cabin.
The seats are now solid down to the floor and match the model (cushion height, backrests), so your legs can't get wedged under a thin seat.
Riding uses the same gentle movement lock as the FPV drone instead of an extreme one.
1.87.1
Gunship riding rewritten: no more teleporting you every physics step (that crumpled your body on the floor and could throw you out the door). Now your body simply moves with the helicopter, like standing in a real cabin, with a gentle pull back to your spot if you drift, and a one-time snap back if you somehow end up way off.
Invisible bars across both cabin doors while it's flying, so nobody tumbles out. They turn off when it lands so you can walk in and out.
1.87.0
New helicopter model: the gunship and Call In Black Hawk now use the MH-X Silent Hawk (stealth Black Hawk) with a real cabin: open sliding doors, a row of four troop seats, two seats behind the pilots and a full cockpit. Walls, floor, seats and doors are rebuilt to match, and the ride-along spots sit in front of the seats.
New door gun model: the Mk 19 is replaced by the C16 grenade launcher (with its sight and ammo can) in the right door. It works exactly the same: grab the spade handles, swing to aim, trigger fires 40 mm grenades.
Built-in sounds are stored in a smaller format, so the DLL went from ~31 MB to ~26 MB even with the bigger models.
1.86.0
Gunship: you no longer get flung out. Once it lifts off you're locked to your spot (behind the Mk 19, or a troop seat) using the game's own teleport every physics step, with walking and jumping turned off. When it lands you can walk in and out again.
Gunship now hovers off to the side of the landing spot (door and Mk 19 facing it) instead of circling. Orbit Speed is gone; Hover Distance and Hover Height replace the orbit settings.
Removed the ENVG thermal look and hot guns. Night vision is Green or White again.
1.85.6
Hot guns (ENVG) redone: the gun's own barrel, slide and receiver around the chamber now glow (dull red, then orange, hottest at the chamber), shaped exactly like the gun. No more glowing circle / light halo or floating lines, and it doesn't show through walls or your hands. Stock, grip, sights and mags stay cold.
1.85.5
Hot guns: shots are also caught when a gun ejects its shell, so guns that don't report the shot itself still heat up.
Strike audio: the log now says how many built-in sounds were found, which strike sounds play (and at what volume), and warns if one fails to start or the mod's Volume is at 0.
1.85.4
Hot guns (ENVG) work on every real gun: yours, other players' and NPCs' guns, up to 40 m away, hidden behind walls. The glow is sized to each gun. The Spawn Gun is left out.
1.85.3
Fixed the gunship spawning piles of pipes: the hidden Mk 19 grips are spawned once, attached properly and kept invisible. If they can't attach, the Mk 19 falls back to the simple grip (hand on a handle + grip) instead of spawning more.
Hot guns (ENVG): the barrel and chamber glow now draws through the gun's own metal (like real thermal), so it shows on every gun. Only for guns within a few metres of you.
More log lines for both, so problems are easy to spot in MelonLoader/Latest.log.
1.85.2
Hot guns (ENVG): the barrel and the chamber of any gun now actually glow. Dull red when warm, bright orange when hot, the chamber hottest; a suppressor glows too. Guns start glowing sooner (about a mag on a rifle, a few shells on a shotgun) and cool off in roughly half a minute.
1.85.1
Hot guns only show in the ENVG (Thermal) look now, and the separate Hot Guns Glow option is gone.
ENVG: softer heat glow, so warm hands and bodies read orange instead of blown-out yellow.
1.85.0
Night vision Look option: Green, White, or new ENVG (Thermal): a cool blue-grey picture where people glow orange, like fused thermal goggles.
Hot guns: every gun heats up as you shoot; shotguns and suppressed guns heat up much faster. Through the night vision a hot gun glows orange at the barrel and slowly cools off. (Gear > Night Vision > Hot Guns Glow.)
Night vision now also switches off when you join or leave a Fusion lobby (it already did on level loads).
1.84.1
Gunship: no more seat. You just walk into the cabin and it carries you along standing up (the seat was twisting your body).
Mk 19 is grabbed for real now: it sits on a physics mount and its spade handles are real BONELAB grips. Grab it like a gun, swing it to aim, trigger fires. It kicks back when it fires.
Seats in the back: a row of four troop seats along the back wall plus two at the front, for other players to ride.
Multiplayer: the gunship is sent to everyone with the mod, so other players see it, can climb in and ride (and use the Mk 19 on their side).
New buttons: Take Off, Get In (teleports you behind the gun).
1.84.0
New: Black Hawk Gunship with a usable Mk 19 (Support > Black Hawk Gunship). It lands near you; walk up to the right door and you're strapped into the gunner seat (BONELAB's own seat system, so you ride along with it). It takes off and circles the area with your door facing in.
The Mk 19: grab the spade grips with grip, move them to aim (push down = aim up), trigger fires 40 mm grenades that arc and explode where they land. About 6 rounds a second, 48-round can, reload when empty. Muzzle flash, recoil and the thump.
Land & Get Off / Send It Home / Board Gunner Seat (works mid-flight too), plus orbit radius, height and speed settings.
Black Hawk model: both cabin doors open now, with a real cabin inside (floor, walls, troop seats, gunner bench, pintle mount). The landing Black Hawk carries the Mk 19 too.
Fusion: players' explosions sent to the host are no longer limited to one every 1.5 s (so Mk 19 rounds from players count).
1.83.1
FPV drone: when it hits something (warhead goes off, crashes or slams into the ground) the goggle picture just freezes on the last frame for a moment, then you're back in your body. No more static / DISCONNECTED screen for hits (it still shows when the signal drops or you disconnect).
1.83.0
New: Supply Drops (BoneMenu > Frontline > Support > Supply Drop). A crate parachutes down in front of you with red smoke on the spot. When it lands, BONELAB's own ammo boxes (light / medium / heavy) and health pickups come out around it.
Limited supplies: the host picks how many of each are in a drop and the cooldown per person. In a lobby those limits count for everyone, the host too.
Works for everyone in a Fusion lobby: the host spawns the pickups for the whole lobby, so players without the mod can grab them. Players with the mod can request drops (host can turn that off).
Tidier BoneMenu: Airstrikes, Support (Supply Drop, Black Hawk), Drones & Vehicles (FPV Drone, RC Car), Enemies, Gear (Night Vision), Multiplayer, Settings (Effects & Sound, Debug Logging). The duplicate Black Hawk button is gone.
1.82.3
Fix for Quest: the mod is marked as a .NET 6 mod again (like 1.79 and earlier). Builds since 1.80 were marked .NET 8, which some Quest setups may refuse to load, so Frontline did not show up in BoneMenu.
1.82.1
RC car camera moved out to the front of the nose, so the view isn't blocked by the rocket and wires anymore.
1.82.0
New RC car model: a proper buggy with a shaped body shell, knobby tires with spinning rims, green shocks, a rear wing and a camera pod. A mini rocket warhead is strapped on top (you can see its nose at the top of the car camera), plus pipe bombs down the sides and a detonator with a blinking light. PC and Quest versions.
New Black Hawk model: shaped and textured fuselage with panel lines, U.S. ARMY markings, cockpit glass, sliding doors with windows, M134 door guns, engines with intakes and exhausts, landing gear, wire cutters, and 4-blade main and tail rotors that spin. PC and Quest versions.
1.81.0
RC car: you now drive it through a camera on the car's front, Bodycam style, using the FPV goggles. Speed in KM/H and ARMED on screen, a slight shake at speed, and static for a second when it blows up.
New RC car model: a low buggy with a shock tower and green shocks, knobby wheels that spin and steer, a rear wing, and two C4 bricks, pipe bombs and a blinking detonator strapped on.
Steadier driving (physics now run on the physics step), and you can drift by braking hard at speed.
1.80.0
New: RC Car (BoneMenu > Frontline > RC Car). Spawn a drivable RC car and drive it with your controllers: right trigger gas, left trigger brake / reverse, left stick steer, A flips it back over, B stops. It blows up when it hits a wall, prop, NPC or player fast enough. You can turn that off and set the top speed and the hit speed.
1.65.1
FPV drone hits (warhead goes off, or it slams into something): the goggle picture and OSD freeze on the last frame for a second, then the static and DISCONNECTED, like real FPV footage.
1.65.0
Radio Airstrike is now called Frontline. Same mod, same Thunderstore page, and your settings carry over.
Tidier BoneMenu: Airstrikes, FPV Drone (Flying / Goggles & Sound / Controllers), Enemies (Air Battle / Enemy Drones), Multiplayer (Host Settings), Effects & Sound. Controller hints in the menu updated to the new simple gamepad controls.
1.64.1
FPV drones in lobbies need the host's OK: nobody but the host can fly one until the host turns on "Let Players Fly Drones (Host)" (off by default). If the host turns it off, drones in the air disconnect, and drones from players who aren't allowed don't show up or explode for anyone.
Steam Controller / Steam Deck: they fly the drone like an Xbox pad when Steam Input is on for BONELAB (Steam > BONELAB > Properties > Controller). The mod tells you if it spots one with Steam Input off.
Mixing versions: an older host doesn't send the drone permission, so players can't fly drones in an older host's lobby. Everyone should update.
1.64.0
Simple controller flying (Xbox, PlayStation and other gamepads on PC, no extra software): left stick flies (forward / back / sideways), right stick turns and climbs / sinks, RT = speed, RB or X = blow the warhead, A = arm (or just push the right stick up), B = disconnect. It always self-levels on a gamepad, even with Acro Mode on (acro stays for VR controllers and FPV radios).
While you fly with a gamepad, only the gamepad counts: flat-screen mods (FlatPlayer) that also turn it into fake VR sticks no longer fight it.
1.63.2
Xbox controller on PC, no extra software needed: if Windows' Xbox controller API (XInput) doesn't hand the pad over, it's now read through the normal Windows joystick driver instead (with the right Xbox stick and trigger layout). Before, that copy was skipped, so only the fake VR thumbstick from flat-screen mods got through: up / down and turning only.
Flat-screen play (FlatPlayer): the FPV view now follows the drone camera instead of your fake head, so the gamepad's right stick flies the drone without also swinging the view.
The log now lists what Windows reports for each controller ("FPV drone controllers: ..."), to sort out any controller that still won't fly.
1.63.1
Fixed Xbox controllers only climbing / sinking: Windows also lists an Xbox pad as a plain joystick (usually named "Microsoft PC-joystick driver"), and that copy, whose right stick sits on different axes, could take over. The Xbox copy now always wins, the duplicate is skipped, and Xbox-style pads read through the plain joystick driver get the right sticks and triggers.
1.63.0
New FPV drone model: a real 7" kamikaze quad with the warhead strapped underneath, textured, with all four propellers spinning. Used for your drone, other players' drones and the enemy drones. PC gets the detailed version; Quest gets a lighter one (fewer triangles, smaller texture).
New FPV Drone option "See Warhead In Camera" (off by default): show your own drone in your FPV picture, like real kamikaze footage. Off keeps the picture clear.
1.62.0
FPV drone OSD now looks like a real analog Betaflight OSD: blocky outlined pixel font with wide spacing, VTX and temperature top left, clock / flight timer / home arrow top right, link quality, battery and current bottom left, warnings and craft name bottom centre, flight mode and throttle bottom right, the classic crosshair with horizon dashes in the middle.
1.61.2
Fixed the huge dark "TV" in the FPV view: the drone's camera was filming your own goggle screen (which floats in front of you and draws on top of everything), so the drone's video showed up inside itself. The drone camera can't see the goggle screen any more.
1.61.1
Fixed Quest crashing right after loading: on Quest the mod no longer loads all its sounds and bomb models at startup (too much memory at once). It loads each one the first time it's needed, like before. PC still preloads.
1.61.0
One mod for PC and Quest. Same download for everyone; on Quest it switches to the lighter settings by itself. PC and Quest players still play together in the same Fusion lobby.
Much faster loading and less lag: the mod's math (movement, aiming, the FPV camera, drones, jets, and painting its textures and sounds) no longer goes through slow game calls. That was thousands of slow calls every frame and millions while a level loaded.
Levels load faster: sounds load in the background when the game starts, and the remaining prep work runs bit by bit after you spawn instead of during the loading screen.
Fixed for MelonLoader 0.7.1: the mod didn't start and wasn't in BoneMenu.
1.60.1
Fixed: on MelonLoader 0.7.1 the mod failed to start ("Could not load type OSPlatform") and Radio Airstrike didn't show up in BoneMenu.
Still plays together with the Quest version in the same Fusion lobby.
1.60.0
Works together with the Quest version (Radio_Airstrike_Quest) in Fusion lobbies.
If run on a Quest, it uses the lighter Quest settings automatically.
1.59.1
FPV drone OSD is smaller (about 25% smaller and closer to the middle). "OSD Size" still adjusts it.
1.59.0
There's now a separate Quest version (Radio_Airstrike_Quest). This one is the PC version.
If this PC version is ever run on a Quest anyway, it switches itself to the lighter Quest settings.
1.58.4
FPV drone runs much lighter on Quest: the normal view is fully switched off while you fly (not just hidden), the drone camera draws as far as the game normally does instead of 4 km, no extra spectator camera, the OSD redraws less often, and fewer effect textures are made when you take off.
PC is unchanged.
1.58.3
Quest: logs each part of the mod as it runs for the first time after a level loads, to pin down any remaining Quest crash.
1.58.2
Quest crash fix: on Quest the mod no longer patches any game code (some Quest MelonLoader installs can't patch safely and crash at the main menu). Explosion sounds play instantly there.
Gunshots are now heard through BoneLib's own hook on every platform, so shooting drones still works.
1.58.1
Quest: nothing heavy happens while a level loads any more (sounds and textures are made the first time they're needed), and the PC check no longer touches the game while it starts.
Every startup and level-load step is written to the log, so if anything still gets stuck the log shows exactly where.
1.58.0
FPV drone is 360 now by default: no screen, no black box, you see out of the drone all around you and look around with your head.
Made it comfortable: you ride a steady level mount that turns with the drone (its tilting and shaking don't tip your world), and leaning your head moves your view too.
The big screen is still there: turn off "360 View (Look Around)".
1.57.0
FPV drone picture now fills your whole headset view (150 degrees across, sharper too) and stays in front of you, no 360 head look.
The camera matches the screen exactly, so things look the right size, with no fisheye or washed-out filter.
The OSD spreads out to the edges of your view; "OSD Size" moves it further out or in.
1.56.1
Fixed: controllers other than Xbox were never picked up (PlayStation, Switch Pro, generic pads, FPV radios).
Every couple of seconds it checks all connected controllers, pops up "Controller connected / disconnected", and flies with whichever one you're using.
New "Check Controllers" button on the FPV Drone page lists what it can see.
1.56.0
FPV drone works with any controller on PC: Xbox, PlayStation, Switch Pro and generic USB gamepads, plus USB FPV radios. "Controller Type" (Auto / Gamepad / FPV Radio) if it guesses wrong.
PlayStation layout: cross arms, R2/R1 detonate, L2/L1 turbo, circle disconnects, triangle/options launches.
The full OSD pops up the moment the drone connects (CONNECTED shows over it for a moment). No more Bodycam-style screen.
Controller support is PC only; Quest players fly with their Quest controllers.
1.55.2
Quest fix attempt: the Xbox controller / USB radio support is PC only now and never runs on Quest.
Each part of the mod now runs separately every frame, so if one part fails on some setup the rest keeps working.
1.55.1
Your FPV drone's signal never drops out by default (unlimited range). The "Drone Range" slider can bring a limit back.
Enemy drones are back to their old simple flying (they can clip through walls again, it's fine).
1.55.0
Your FPV drone goes much further, with a "Drone Range" slider up to unlimited.
Walls and buildings between you and the drone only weaken the signal a little now, and the height limit is 1500 m.
1.54.0
Fly the FPV drone with an Xbox-style controller: Start or Y launches it, left stick climb/turn, right stick fly, A arm, RT detonate, LT turbo, B disconnect.
Or with a real FPV radio plugged in by USB as a joystick (EdgeTX/OpenTX): sticks fly it, 1st switch arms, 2nd detonates, 3rd disconnects, 4th launches. Option to flip the pitch stick.
The full OSD always shows (the Bodycam-style clean screen option is gone).
1.52.1
When the drone's link drops the screen just says DISCONNECTED.
1.52.0
FPV drone starts on the ground, disarmed. Press A to arm (props spin up), then throttle up to take off. A again on the ground disarms.
New OSD items: compass with heading, artificial horizon with side bars, climb rate, GPS satellites and coordinates, VTX channel and power, ESC temperature, REC indicator.
Camera vibration from the motors, and a hard shake when you drop through your own prop wash.
1.51.0
FPV goggles screen moved further out (drawn on top of everything), so both eyes see one crosshair instead of two.
Removed the glitch breakup and the coloured speckle/rainbow lines. Losing the drone is a quick static burst, then DISCONNECTED.
Full OSD like a real FPV quad: battery % and bar, pack and cell voltage, current, mAh used, throttle, signal dBm and link quality, the real time, flight time, speed, height, distance home with an arrow pointing back to you.
1.50.1
FPV drone is back to a goggles screen (easier on the eyes), now much bigger: about 107 degrees across.
The 360 head look is still there as an option: "360 Head Look (Trippy)".
1.50.0
FPV drone: full view. Your whole headset sees from the drone, and turning your head looks around from it. The spectator window shows the drone view too.
The old goggles screen is still there: turn off "Full View + Head Look".
1.49.1
FPV crosshair is now a small white ring with dots, like Bodycam.
1.49.0
FPV goggles redone to look like real FPV: Betaflight-style OSD (battery bar, cell voltage, signal in dBm, current, height, timer, pink crosshair) in a clean outlined font.
Analog video: softer picture, coloured speckle and rainbow interference lines that get worse as the signal fades.
Bigger goggle screen with soft edges instead of a hard monitor frame.
1.48.1
Fixed a crash when pressing Fly Drone.
1.48.0
FPV drone video now looks like a real analog FPV camera: fisheye lens, darker corners, washed-out picture.
Losing the drone breaks the picture up into digital streaks, like Bodycam.
New: Acro Mode (Real FPV) for flips, dives and upside-down flying. Angle mode is still the default.
New: Clean Screen (Bodycam Style): just a small reticle, the green link light and warnings.
"LOW BATTERY" warning renamed to "LOW VOLTAGE".
1.47.0
Fly your own FPV drone: BoneMenu > Radio Airstrike > FPV Drone > Fly Drone.
Goggles view with a CONNECTING > CONNECTED boot-up, a blinking green link light and a full OSD (battery, signal, speed, height, timer).
Right trigger detonates the warhead, and it also goes off when it slams into something. B/Y disconnects.
Shot down, out of range or out of battery: static and DISCONNECTED. If you die while flying, the drone drops and you respawn normally.
In Fusion lobbies, other players with the mod see your drone and can shoot it down.
Enemy drone settings moved to FPV Drone > Enemy Drones.
1.46.0
FPV drones can be synced in Fusion lobbies (host option): they hunt any player, everyone sees them and can shoot them down.
1.45.0
Surface detail on all models (aircraft panels and rivets, worn paint, carbon fibre).
Pilots no longer eject from shot-down jets.
FPV drones: separate warhead and body hits; shot-down jets can belly-land and skid before exploding.
Radio button fix for controllers where the game's main button is the grip (Controls > Radio Button).
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.