Accurate Projectile Trajectory Preview
Accurate Projectile Trajectory Preview is a NeoForge client-side Minecraft mod that displays a real-time projectile trajectory preview. LikePTP, but with improved trajectory accuracy and without multiplayer restrictions. Forked from ptp by maDU59 (MIT)
Accurate Projectile Trajectory Preview
<div align="center"> <h1>Accurate Projectile Trajectory Preview</h1>
Forked from Projectile Trajectory Preview by maDU59 (MIT License)
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Ever wondered where your arrow, snowball, or potion will land? This mod provides a visual preview of projectile trajectories, similar to PTP, but with improved prediction accuracy and no multiplayer limitations.
🔎 Features
- Trajectory Visualization: Displays the expected path of your projectile before launching. - Target Highlighting: Trajectory color indicates a higher likelihood of hitting a target.
⚠️ Limitations and Notes
- Minecraft projectile physics include random spread offsets, so the actual impact position may slightly differ from the preview. - However, trajectory prediction is designed to be more precise than the original PTP implementation.
🔬 Technical Changes Compared to Original PTP
- This fork modifies both the simulation logic and multiplayer behavior:
Multiplayer behavior
- Removed the server handshake check (serverHasMod)
- Removed networking validation logic
- Trajectory preview is now always available client-side (no server requirement)
Simulation changes
1. Removed projectileInfo.order-based update system The original implementation updated motion using a configurable order array. This fork replaces it with a fixed per-tick update sequence:
- position update
- drag application
- gravity application
This makes motion simulation consistent and closer to vanilla projectile behavior.
2. Reworked entity collision handling
- Reduced broad-phase AABB inflation from 1.0 to 0.3
- Added distance-based spread-aware entity hit detection
- Added a “guaranteed hit” detection flag when the ray intersects the true bounding box
3. Improved spread simulation
- Added distance-based spread offset:
`spreadOffset = normalizedVelocity * (distanceFromStart * maxSpreadFactor)`
- Adjusted spread multiplier from `* 3.0` to `* 2.0`
- Spread is now simulated dynamically per step instead of being approximated
4. Refined water physics handling
- More explicit switching between normal drag/gravity and underwater values
- Applied consistently during simulation loop
5. Minor stability improvements
- Early velocity zero-check `(vel.lengthSqr() < 1e-8)`
- Added `startPos` tracking for spread calculation
📦 Modpacks
Feel free to include this mod in your modpacks.