Documentation Index
Fetch the complete documentation index at: https://docs.czautoz.co.uk/llms.txt
Use this file to discover all available pages before exploring further.
HOTFIX — v0.2.2 | 28 May 2026
v0.2.2 is a focused hotfix on top of v0.2.1. The headline is the Cabin Walk (Move to Cabin) system — fully migrated to the DayZ 1.29 API and rebuilt to be smooth and reliable: walk around inside the helicopter in flight without the flicker, stay crouched, and never slip off an edge. It also adds realistic inverted flight, a proper per-zone damage overhaul (including a true rotors-only mode), a new ruined-parts-fall-off option, and a batch of per-helicopter and mod-compatibility fixes.⚙️ Please read — a version update resets ALL configs to defaults: updating the mod regenerates every config from defaults — both🚶 Cabin Walk (Move to Cabin) — rebuilt for 1.29mod_config.json(admin roles, feature toggles, and all server settings) and every per-helicopter config. Your existing configs are automatically backed up first to$profile:\CZAutoz_Heli\Backups\v<oldversion>_<date>\, and onlyclient_prefs.jsoncarries over. Re-apply your settings and per-helicopter tuning after updating — copy them back from the backup folder.
FixedWalking the cabin in flight no longer flickers — you’re now bound into the helicopter’s local-space render hierarchy and track the moving aircraft smoothly (the 1.28 cabin walk, migrated to the 1.29 API)FixedYou now stay crouched while moving in the cabin instead of standing up on the first movement keyFixedCabin mode behaves identically on every entry, not just the first — a stale state flag was bringing back the stand-up and flicker after returning to the cockpitFixedEdge & wall blocking restored — you can’t walk off the helicopter, and the white-screen flicker at edges is goneFixedMoving to the cabin reliably teleports you onto the interior position (no more ending up outside or below the floor)AddedA pilot or co-pilot who moves into the cabin reserves their cockpit seat — nobody else can take it while they’re out walking (both cockpit seats reserve independently and at the same time)FixedParked/idle helicopters no longer go to sleep (and drop you) while someone is walking the cabin
ChangedRealistic inverted flight — tilt past vertical (loops, flying upside-down) and you lose lift and fall under the aircraft’s own weight, recoverable by rolling or pitching back upright. Loops and aerobatics still work, with no artificial tilt limitAddedTilt Lift Compensation (tiltLiftComp) — a new per-helicopter value, live-editable in the admin panel, controlling how much lift is retained as the aircraft tilts
FixedThe per-zone damage toggles (Chassis / Body / Engine / Fuel / Rotor 1 / Rotor 2) now gate all damage — gunfire and explosions, not just collisions. Previously a helicopter with its damage zones turned off could still be shot to a wreckAddedTrue rotors-only damage — enable only the rotor zones so AI or players can damage (degrade/shear) the rotors while the hull stays invulnerable; ideal for servers running AI that shoot helicoptersChangedTurning all damage zones off is full invincibility, now enforced reliably in both directionsAddedRuined Parts Fall Off — new per-helicopter toggle: a door (or any attachment) that becomes ruined detaches and drops off the helicopter instead of sitting ruined in its slot (default off)
FixedAW101 Merlin no longer wobbles or jitters while the cargo ramp or landing gear is movingFixedMH-60L Blackhawk side windows no longer open and close on their own when using movement or flight inputsFixedAnimation states (gear, ramp, fuel, windows) are no longer incorrectly driven by player input or movement
FixedDayZ Expansion Car Keys — locking a paired helicopter works again; it no longer reports “close all doors to lock” when every door is already shut
FixedCabin collision — interior geometry that previously had no collision now blocks correctly, so the cabin edge/wall protection works as intended
HOTFIX — v0.2.1 | 24 May 2026
v0.2.1 returns the helicopters to DayZ’s CarScript base class and brings back the responsive, kinematic flight handling of 1.28 — how the aircraft accelerates, banks and turns through the world — rebuilt for the 1.29 engine. v0.2 moved the flight system onto Transport for a clean 1.29 physics foundation, but Transport left the helicopters unrecognised by the wide ecosystem of vehicle mods (locks, admin tools, traders, safe zones) that integrate at the CarScript level. v0.2.1 keeps every v0.2 feature while restoring native mod compatibility and removing the manual persistence step v0.2 required. (On-screen visual smoothness is a separate, in-progress item — please read the note below.)⚠️ Please read — flight smoothness (important): This hotfix makes the flight simulation — the motion that actually carries you through the world as you bank and turn — smooth and kinematic again. It does NOT yet make the helicopter visually 100% smooth. The body-frame transforms during flight can still visually rumble. This is a known, separate issue and needs a dedicated rework against the DayZ 1.29 native rendering/prediction API to appear fully smooth on-screen. In short: your helicopter flies and moves through the world smoothly — the remaining rumble is purely visual, and it is actively being worked on for an upcoming update.✈️ Flight & Handling
ChangedRestored the smooth, kinematic flight feel from 1.28, rebuilt on the 1.29 engine — fluid world movement, banking and turningChangedRebalanced per-helicopter top speeds (in knots), tuned to sit below the engine’s FPS-drop thresholdRemovedAuto-leveling in both powered flight and autorotation — the aircraft now holds the attitude you setAddedAltitude retention through banked turnsFixedAutorotation tilt smoothed to match powered flight
ChangedHelicopters inherit CarScript again (Transport in v0.2). The v0.2 force-based flight model, autorotation, tail-rotor failure, control feel, admin panel, lights, particles and audio are all unchanged — only the base class changedChangedWheel suspension, movement prediction and contact damage now use DayZ’s native CarScript systems instead of the custom Transport-era replacements
cfgeconomycore.xml rootclass NO LONGER REQUIRED
RemovedThe manual<rootclass name="CZAutoz_Helicopter_Script" act="car" reportMemoryLOD="no" />entry that v0.2 required is no longer needed — as a CarScript vehicle the helicopters are covered by DayZ’s native vehicle Central Economy root automatically- Upgrading from v0.2: safely remove that
<rootclass>line from your mission’scfgeconomycore.xml ImportantWipe helicopter persistence once on update — the save format changed with the base class, so existing saved helicopters will not carry across
ChangedDayZ Expansion (get-in, safe zones, locks), MuchCarKey, TraderPlus CarLock, VPP Admin Tools and Community Online Tools now recognise the helicopters natively as CarScript vehiclesRemovedThe v0.2 Transport-era compatibility shims that hand-rolled this recognition — no longer neededChangedAll mod compatibility stays optional & auto-detected — no hard dependency
ChangedA sheared rotor no longer shuts the engine off — unless fully ruined, the engine and tail keep running and the aircraft stays powered; you only lose control authorityFixedFuel leaks now start the moment the tank is damaged (previously only once a player boarded) and stop once the tank is empty or repairedFixedWreck fire now triggers when an unoccupied helicopter is shot to ruined — it no longer requires a player to board first
AddedAdding an admin or changing a role now applies live — no rejoin needed to open the panelAddedRemoving an admin now revokes access instantly and closes their panel
FixedRotors creeping/spinning slowly forever after shutdown or a server restartChangedNetsync optimisation — lower bandwidth and fixed the Blackhawk camera/rotor desyncChangedParked/idle helicopters stop ticking to save server FPS
ChangedTwo per-helicopter config keys were renamed for clarity:inputSmoothRate→b2tRampRate, andplayerCrashDamage→playerCrashDamageEnabledImportantRegenerate your per-helicopter configs so the new keys populate — those two fields revert to defaults until you do. Note that updating to a new version regenerates all configs from defaults (includingmod_config.json); your previous configs are backed up to$profile:\CZAutoz_Heli\Backups\v<oldversion>_<date>\first, so re-apply your settings afterward
UPDATE — v0.2 | 21 May 2026
This update rebuilds the helicopter flight system onto DayZ 1.29’s correct Transport foundation. This is the first phase of that rebuild — the core architecture is in place and working, and more flight refinement is still to come. 🏗️ Flight Architecture (1.29 Foundation)ChangedFlight system migrated from CarScript to Transport — the correct DayZ 1.29 base class for script-driven aircraft. The old CarScript wheel, suspension and gearbox subsystem has been removed from configChangedAll helicopter motion is now driven by force and torque (ApplyForceAt,dBodyApplyTorque) — direct velocity and orientation assignment has been removed from the flight codeAddedNative client-side prediction — pilot inputs are tied to physics ticks and replicated through DayZ’s own prediction pipeline, replacing the previous custom 40 Hz input RPCChangedPassengers, co-pilots and bystanders now receive helicopter movement through native Transport interpolation between network updatesChangedPilot/owner detection moved from seat-index checks to the native Pawn API (IsOwner()/IsProxy()), matching the 1.29 network modelRemoved10 physics-state network-sync variables (velocity, orientation, angular velocity) — physics state is now handled entirely by the native Transport systemFixedOn 1.29 only the pilot’s client was simulating the helicopter — the moment the pilot left the seat, nobody else saw the rotors spin or heard the engine. All clients now see and hear the helicopter whether or not a pilot is seatedFixedPhysics body going dormant between network updates and stopping simulation — the body is now kept active while in use
Still being worked on: hard snapping during flight is gone, but some rumble on tilt and rotation can still be seen and is being actively worked on. This is the first phase of the 1.29 flight rebuild — further smoothing and refinement is coming in the next phase.🚁 Co-Pilot Control Priority
AddedOnly one cockpit seat holds flight control at a time — the first player into either cockpit seat receives itAddedPress T (rebindable) to hand control to the other cockpit seat — the receiving player must be seated and aliveAddedControl passes automatically if the holder leaves or dies, and resets when both cockpit seats are emptyAddedWithout control, all flight and systems inputs (cyclic, collective, yaw, autopilot, lights, engine) are locked outAddedHUD control indicator — green when you hold control, red when you do not
AddedFull controller / gamepad support for flight — cyclic on the left stick, collective on the triggers (right raises, left lowers), and rudder/yaw on the shoulder buttons. Autohover stays on X by default. Every binding is rebindable in the controls settingsAddedNew rebindable keybinds: open the admin panel (default F10) and transfer cockpit control to the other seat (default T)ChangedAll flight inputs are now read locally and delivered through the native prediction move pipeline rather than a synced input action, removing input latency
ChangedThe pilot control indicator and the auto-hover icon have been repositioned on the HUDChangedThe airspeed readout is now smoothed to remove needle and number jitter, and shows true airspeed in knots (the old per-helicopter speed display factor has been removed)
AddedThe 3rd-person chase camera now smooths its position and gently leans with the helicopter’s pitch and roll, for a less rigid, more cinematic feelAddedFree-look can now be held momentarily as well as toggled with a double-tapChangedThe 1st-person cockpit view now updates every frame, smoothing it at the physics-tick rate
AddedIn-game admin panel for server owners and admins — manage the whole helicopter fleet without leaving the gameAddedFleet actions — teleport to a helicopter, repair, refuel, reset, delete, repair all, delete empty, and reload configs liveAddedRoles & permissions — assign admin Steam64 IDs to roles and grant granular per-action permissions; the owner role always has full accessAddedLive map view of active helicoptersAddedServer-side validation on every panel action — nothing can be triggered by a modified client
Changedmod_config.jsonreorganised into clear sections (logging, features, gameplay, repair, refuel, extra modules, admin) under the newCZAutoz_namingAddedAdmin roles & permissions block — define which Steam64 IDs are admins, their role, and the exact panel actions each role may useAddedPhysics logging toggle for flight diagnosticsAddedAutomatic config backup on version change — existing configs are copied to$profile:\CZAutoz_Heli\Backup\v{version}_{date}\before regenerating, so no settings are lost when updatingRemovedIn-game config guide generation — configuration is now documented at docs.czautoz.co.ukChangedAll config files regenerate on the first server start after updating — your old files are backed up automatically so custom values can be re-entered
ChangedPer-helicopter configs reorganised into clear sections — flight, altitude, aerodynamics, control, autorotation, tail-rotor failure, damage, fuel, battery, audio and camera — under the newCZAutoz_namingChangedControl feel rebuilt — the old per-axis acceleration/decay multipliers are replaced by a time-constant (Tau) smoothing model per axis (rollAccelTau/rollDecayTau,pitchAccelTau/pitchDecayTau,yawAccelTau/yawDecayTau)AddedAerodynamics tuning — ground effect, effective translational lift (ETL), and flight-envelope dragAddedAltitude tuning — lift fall-off start altitude and hard ceilingAddedBank-to-turn strength (b2tStrength)AddedAutorotation coast duration (coastMinutes) — how long the rotor keeps turning visually and audibly after a mid-air engine cutAddedTail-rotor failure tuning — spin and descent behaviourAddedPer-zone damage toggles (body, engine, fuel tank, both rotors, chassis) and post-destruction burn tuning (duration + radius)RemovedPer-helicopter mass key — mass is now read directly from each model’s physics body, set viamassin config.cpp per variantRemovedSpeed display factorChangedTuning units are now more natural — altitude values are entered in feet and maximum airspeed in knots — and the previous hard caps on top speed and climb/descent rate have been removed (each tuned per variant)
CarScript Central Economy root — so server owners must register them once for persistence to survive restarts. Add the following line inside the <classes> block of your mission’s cfgeconomycore.xml, then restart:
hasHistory persistence flag automatically — this mission-side entry is the only manual step.)
🔧 Architecture & Performance
ChangedScript files reorganised intoClient/,Server/andShared/folders by compilation layer — easier to locate and hotfix systemsChangedServer-side physics, systems, damage and rotor safety consolidated into a single server moduleChangedPreset loading unified into one generic loader, replacing six separate dispatch chainsChangedWheel attachment slots for wheeled variants (Blackhawk, Merlin) moved from the CarScriptSimulationModuleblock to standard attachments — wheel items still work as normalAddedServer FPS overlay, toggleable from the admin panel, for live performance monitoringFixedSpawning a helicopter could drop the server or client to ~1 FPS until relog — wheel and inventory initialisation was running inside the physics tick; it now runs deferred, outside the simulation loopChangedRotor strike detection — used for blade shearing and the rotor-disc player kill — has been optimised: the spinning disc is now built as a circle sampled from the rotor’s centre and tip memory points instead of relying on the model’s collision-geometry disc. This is cheaper to run and more reliableChangedGeneral optimisation pass across the server simulation and client visual/HUD paths
FixedSome variants could not be started at all — a faulty condition in the start sequence was blocking startup for certain configurations
FixedRotor spin no longer snaps to a stop after a mid-air engine cut — the rotor now coasts down gradually over the configured coast timeFixedThe shutdown chime no longer plays on a mid-air cut when the rotor has enough energy to autorotate — it only plays on a normal grounded shutdownFixedEngine and rotor audio now fade together over the full coast instead of the engine cutting to instant silenceAddedTilting the cyclic during autorotation now translates the helicopter — you can glide forward and steer the descent, instead of only rotating in place
AddedDestroyed helicopters now catch fire and burn for a configurable time — a flickering fire light plus a fire-damage area that hurts players standing too close (burn duration and radius are set per helicopter). Suppressed underwater, and a destroyed wreck will not re-ignite if shot againAddedCrash and hard water-impact damage now also applies to players moving in the cabin or standing on the airframe, not only those buckled into a cockpit/cargo seat
AddedNew built-in pump-refuel action — fuel a helicopter directly at a working fuel station (vanilla, Enoch, or a Simple Gas Pump) with no jerry can needed, at a faster fill rateAddedHelicopters spawned by the Central Economy (types.xml/events.xml) now start with a partial fuel load rather than empty or full
RemovedThe Emergency Recovery reconnect action has been removed — it was never meant to be player-facing, and the situation it covered is now handled internally with no player action needed
AddedEvery integration below is auto-detected and optional — there is no hard dependency. The mod runs standalone, and each integration only activates when that mod is also loadedAddedDayZ Expansion — helicopters register as Expansion vehicles: respected by Expansion safe zones (no damage inside a safe zone), routed through Expansion’s damage and explosion system, and persisted through Expansion ModStorageAddedMuchCarKey — lock and unlock helicopters, assign keys, show the owner’s name on the vehicle, and optionally require the correct key to start the engineAddedTraderPlus CarLock — password lock/unlock with an on-screen lock menu, attach and detach a CarLock, lockpick attempts, and lock/unlock/alarm soundsAddedVPP Admin Tools — the/refuelchat command now fully repairs and refuels a CZ helicopter and maxes every damage zoneAddedRaG Core — helicopter enter/exit, door open/close, deletion and weapon-hit events are written to RaG’s vehicle activity logAddedCommunity Online Tools (COT) — helicopters appear in the COT vehicle manager, “spawn with attachments” picks the correct doors for each variant, and bulk delete (all / destroyed) now includes themAddedPush — the vanilla push action works on a grounded helicopter, scaled by a per-helicopter push-force multiplier
FixedExit/get-out actions on doorless cockpit seats no longer appear both centre-screen and in the cockpit hints panel — they now show only in the cockpit hints panel
FixedSpotlight (landing/search light) and navigation lights (port, starboard, tail and beacon) now work correctly on DayZ 1.29 — the move to Transport dropped the old CarScript light handling, so both have been reimplemented as independent, network-synced toggles that every nearby player can seeChangedThe spotlight also lights the cockpit dashboard, and lights require a fitted, charged battery to switch on
FixedRotor downwash now appears over buildings and other objects, not only over terrainFixedWater spray no longer spawns beneath a structure the helicopter is landed on over water — surface detection now uses what the helicopter is actually resting on
FixedTouching down while still moving and holding descend could send the helicopter skidding across the ground at very high speed — body tilt was still feeding flight thrust after ground contact. A helicopter on the ground at idle or descending collective no longer accelerates from its attitude, and instead bleeds off any remaining landing speed and settles to a stopFixedStationary helicopters with the engine off are climbable again — a damping value was being rewritten every tick and preventing the body from settlingFixedHelicopters restored from persistence (server restart) or pulled from a virtual garage onto an elevated structure — such as a BaseBuildingPlus floor — could drop straight through it to the terrain below. The ground check now starts above the airframe and reliably detects the structure underneath, so the helicopter stays where it was placed
HOTFIX — v0.1.5 | 05 April 2026
⚙️ ConfigAddedCZH_autoHoverOnExit— controls whether autopilot automatically engages when the pilot exits their seat while the helicopter is airborne. Default: 1 (on — existing behaviour, no change for current servers)ChangedDefault refuel action distance increased from 4.2 m to 5.0 m — the action now triggers from slightly further away, making it easier to refuel without needing to stand directly against the airframe. Note: servers with existing per-helicopter config files must delete them and restart once to pick up the new default, or manually updateCZH_refuelDistancein each file
ChangedJSON configuration system, internal class structure, variable naming conventions, and config map pipeline have been fully rebuilt from scratch — the CZH config architecture is now entirely distinct and independently authored with no structural overlap with any third-party helicopter mod implementation
FixedPlayers reconnecting after a mid-flight crash over ocean were being snapped to the ocean floorFixedPlayers reconnecting after a mid-flight crash above a rock, cliff or building were snapped to terrain level and placed inside or below the object — they are now correctly placed on top of it
FixedHelicopters that were airborne at the time of a server restart now land safely on the nearest terrain or geometry surface on the first simulation tick after restart — engine and rotor are shut down, physics are reset, the helicopter settles as if it had been parkedFixedHelicopters that were airborne over ocean at restart no longer fall into the water — autopilot is automatically engaged to hold their position until a pilot returnsFixedHelicopters parked on the ground bouncing for several seconds immediately after a server restart
AddedPilots who reconnect after a game crash or server restart while their helicopter is airborne now receive an Emergency Recovery hold action (3-second hold)AddedThe action is exclusive to the pilot who was last in control — tracked by a persisted GUID on the helicopter that survives server restarts; no other player ever sees itAddedOn activation, the pilot is placed directly into the pilot seat with no extra button press requiredAddedThe action disappears automatically the moment another player enters the pilot seat, the helicopter lands, or the helicopter is destroyed — it is never permanently visible
FixedServers using the War Dogs 3PP mod crashed when a player held the native free-look key inside a CZH helicopter — no effect on servers not running War Dogs
FixedTurning the engine off while airborne caused the helicopter to freeze completely in place — it now correctly enters autorotation and descends under its own massAddedAutorotation descent rate now scales with helicopter mass — heavier helicopters descend significantly faster than light scouts, reflecting real rotor disc loading behaviour. The existingCZH_autoRotGravityFactorpreset still lets admins tune the base rate per aircraft
UpdatedGround wash particle effect — rotor downwash now kicks up dirt and dust when flying close to the ground, replacing the previous effect
UpdatedSimulation module adjusted — suspension and wheel behaviour improvementsFixedGeometry adjustments to reduce entry blocking on both sides of the helicopter — players could previously get stuck or prevented from climbing in
FixedLanding gear and cargo ramp sounds remaining fixed at the location where they were first triggered instead of following the helicopter — audible when flying away after activating them mid-flight
HOTFIX — v0.1.4 | 04 April 2026
⚙️ ConfigAddedCZH_autoShutdownOnExitinmod_config.json— when set to 1, the engine shuts off automatically when the pilot exits their seat while the helicopter is grounded and the engine is running. Default: 0 (off)AddedCZH_engineHoldTimeinmod_config.json— controls the hold duration in seconds for the Start Engine and Stop Engine action circles. Default: 1.0
AddedRamp, landing gear, and exit actions on doorless pilot and co-pilot seats now display on the side of the screen — removes centre-screen clutter during flight
ChangedDoor open/close action while seated now only appears in 1st-person view — prevents the action cluttering the screen during 3rd-person flight
FixedSuspension compression animation playing in the wrong direction on takeoff and landingFixedCargo ramp auto-closing the moment the pilot entered the seat after a server restartFixedCargo ramp showing “Open Ramp” when the ramp was already open after a server restartFixedCargo ramp state now correctly restores after a server restart — open stays open, closed stays closedFixedLanding gear spawning retracted on server restart — gear now always lowers on server boot regardless of its state at shutdown
FixedWheeled helicopters (Merlin, Blackhawk) rolling down slopes during engine spin-upFixedSuspension and wheels not settling correctly when the engine is stopped during landing — the helicopter would freeze mid-settle with wheels at uneven heightsFixedWheeled helicopters (Merlin, Blackhawk) no longer snap level when landed on a slopeFixedStationary helicopters no longer jitter or shift when a nearby helicopter spins up or flies pastFixedDamping and ground contact stability improvements across all variants
FixedSevere FPS drops on spawn — simulation module adjustments applied across all helicopter variantsFixedClient FPS drop during engine spin-up — a broken startup effect was silently failing 60 times per second throughout the entire startup sequence
ChangedWheel radius and wheel hub radius adjusted across affected variants
ChangedMove to Cabin and Return to Cockpit actions changed from press to hold — prevents accidental activation while moving around inside the cabin
RemovedSwitch seats temporarily removed — will return fully working in a future update
HOTFIX — v0.1.3 | 03 April 2026
🔴 Suspension / FPSFixedSA342M, UH1H, MD500 and MH-6 suspension constraint was collapsing server FPS to 1–6 during flight
FixedAction not always appearing or completing correctlyFixedJerry can refuelling instantly on second use instead of graduallyFixedFuel drum draining at the same rate as a jerry canFixedFuel leak not draining correctly with engine offFixedRepairing the fuel tank now fully stops the drain — fuel was continuing to drop silently after the effect stoppedFixedHelicopters spawned via admin tools with no fluids selected were spawning with a full tankAddedFuel pump mods (Simple_Refueling, Gas-Pump-Refueling) now work with CZH helicoptersAddedHelicopter Fuel Drum (CZH_HeliDrum) — 2 drums fill any helicopter from empty by defaultAddedRefuel amounts and drain speed per container type now configurable inmod_config.json
FixedClipping terrain at speed caused a full instant stopFixedHelicopter spinning to 90° on engine start after landing
FixedHelicopter jumping or tilting when interacted with while parked on a slope
AddedNewCZH_freeLookAlwaysOnoption inmod_config.json
FixedSafety snap firing every second near any helicopter — now fires once on connect only
FixedNo hub spin on startup with sheared rotorsFixedAdmin repair now correctly restores blade geometry
FixedRemote players saw rotors instantly jump to full speed on startup and shutdown
FixedStanding on a hovering helicopter caused constant camera shake — 50/50, awaiting confirmation
FixedHelicopter nearly inaudible when facing away from it
AddedDamaged fuel zone now shows a drip particle at the fill point
FixedRunning out of fuel froze all simulation — now enters autorotation with full control
AddedGoing past 90° bank applies downward force — full cyclic retained to flip back
FixedBounce on touchdown after autorotationFixedOpening a door with engine off jolted the helicopter post-autorotation
FixedDamage HUD now shows base name only — variant suffix no longer squishes text
FixedJSON float values writing at full IEEE 754 precision — now cleanFixedNew config keys from updates now appear automatically on restart without deleting files- Recommend deleting all JSONs in
$profile:\CZAutoz_Heli\to regenerate clean — we are still in early builds
HOTFIX — v0.1.2 | 02 April 2026
📦 CargoFixedCargo modules not appearing as extra cargo spaceFixedCargo modules respawning empty on server restart — contents are now preserved across restarts
FixedEngine startup and shutdown sounds not heard by players outside the helicopter — remote clients now correctly receive engine transition sounds
FixedPilot and co-pilot seats could not be entered from outside when the helicopter was on a natural slope
- All helicopter classnames now use the
CZ_prefix (e.g.CZ_UH1H,CZ_MH60LBlackhawk). Any existingtypes.xmlentries, trader configs, or persistence saves referencing old classnames must be updated. Pre-existing helicopters on the map will despawn if classnames are not updated before loading this version.
HOTFIX — v0.1.1 | 02 April 2026
🔴 Flight SystemFixedFlight system conflicting with cars causing them to jitter on the spot
FixedOpening a door or leaving a seat while landed on a slope caused the helicopter to reset position into the ground
FixedWhen using no-damage mods (e.g. Hunter’s Improved Vehicles), a sheared rotor would instantly respawn — now fully controlled by CZH and toggleable viaCZH_rotorBladeShearinmod_config.json