UPDATE — v0.2.8 | 9 July 2026
v0.2.8 is the DayZ 1.29 update — the largest release this mod has had, and the reason it took the time it did: the flight simulation has been rebuilt from the ground up on a true physics force model with native client prediction, because 1.29 removed the foundations the old system flew on. The result is the smooth, connected 1.28 feel back on 1.29 — full body-frame smoothness as the pilot, the promise we made when 1.29 landed. On top of the rework: Cabin Walk finished and back on, Simple & Advanced flight modes, a complete auto-hover overhaul, realistic start-up, autorotation and rotor damage, major server and client performance work, and a long list of fixes. Your configs are migrated in place as always — custom values kept, originals backed up.⚠️ DayZ 1.29 limitation — co-pilot flying controls: on 1.29, only the pilot seat can fly (this applies engine-wide to every CarScript helicopter mod). The co-pilot Take Controls / handover feature is therefore disabled for now, and engine start/stop is pilot-only — the co-pilot seat is a full passenger seat with instant actions. If Bohemia opens this up, handover comes back.
⚠️ Running @Vehicle3PP? 1.29 made helicopters subject to its third-person whitelist. Add✈️ Flight Model — rebuilt for 1.29CZAutoz_Helicopter_Baseto your$profile:3PPVehicleWhitelist.json(or empty the list) to keep third-person flight.
ChangedThe entire flight simulation now runs on a physics force model with native client prediction — the pilot’s aircraft responds instantly and smoothly to input, with no server round-trip feel, no rubber-banding, no “stepping” while holding a turnFixedThe low-altitude stutter/instability near the ground under input — several force transitions (altitude hold, ground lift blending, landing braking) flipped on hard thresholds the client and server could disagree on; all are now smooth rampsFixedLift-off is smooth — the jolt as the helicopter left the ground is goneChangedAttitude holds on stick release — bank into a turn, let go, and it stays banked like 1.28. Auto-level-on-release is gone from free flight in both modesChangedFull aerobatics — loops, rolls and inverted flight in both flight modes; tilt past vertical and you lose lift realistically until you roll back outChangedPer-helicopter rebalance, real-life-informed: MH6 and MD500 the agile light birds, SA342M fast and nimble, UH1H steady, Blackhawk a stable fast heavy, Merlin a stately heavy-lifter. Top speeds raised to realistic values (up to ~138 kt where appropriate)ChangedAutorotation, properly — cut or lose the engine and the rotor windmills: glide, flare with collective, and set it down; the landing settles cleanly. The autorotation tuning values (autorotation.*) are now fully functional on the new modelChangedTail rotor failure is a real emergency — lose the tail and the aircraft winds into an uncontrollable spin with extra sink (tailRotorFailure.*tunables now fully live), while the main rotor keeps flying; lose the main rotor and you’re going down — no lift, no authority, the healthy tail keeps spinning until shutdownFixedWeathervane (nose-into-wind at speed) now actually works — the value existed but was inert on 1.29
FixedCabin Walk is fully working again and enabled by default (cabinModeEnabled = 1). The in-flight rework promised in v0.2.3/v0.2.4 is done — move to the cabin in flight and you track the moving aircraft smoothly: no snapping, no teleporting, no flicker, at any speedFixedThe black-screen/camera flicker when moving in the cabin is gone, you stay crouched, and edge & wall blocking holds you inside the airframeNoteYour cockpit seat stays reserved while you’re in the cabin — return to it any timeNoteAvailable on the cockpit-door helicopters (UH1H, MH60L Blackhawk); the AW101 Merlin and cabin passengers already walk the cabin natively
✅ If you disabled Cabin Walk on our earlier advice, turn it back on: config migration keeps your custom values — so if you set🎮 Simple & Advanced Flight Modes — NEWcabinModeEnabled = 0back in v0.2.3/v0.2.4, it will stay 0 after updating. Setfeatures.cabinModeEnabled = 1(or flip it live in the Admin Panel) to get the finished feature.
AddedA new mod-config settingflightMode—"Simple"(default) or"Advanced", switchable live in the Admin PanelAddedSimple — forgiving assists: releasing collective holds your altitude, turns auto-coordinate, inputs are smoothedAddedAdvanced — raw and manual: altitude is yours to manage, minimal turn coordination (fly the pedals), crisper input responseNoteBoth modes fly the identical physics and share the same per-helicopter tuning — the mode only changes the assist layer
ChangedEngaging at speed now decisively counter-tilts and brings you to a clean stationary hover — fast, straight and smooth; engagement ramps in rather than snapping onFixedThe curve/bank while arresting to a hover is gone — turn coordination and weathervane no longer act under auto-hoverFixedAltitude hold works properly (terrain-referenced) — no more diving or climbing away on engageChangedYou can nudge the hover to reposition — the hold suspends while you steer (capped at a safe tilt), then re-arrests where you release, not back at the original spotFixedThe heading twitch on engage and the “fights every small input” feel
ChangedStart-up is now real: no lift and no control authority until the rotor reaches full RPM — exactly when the blades blur. Spool time follows each helicopter’s start-up sound automatically, or set it with the newspoolUpTime/spoolDownTimeoverrides (rotorSpoolRateremains the visual blade-spin rate only)FixedEngine start can no longer get stuck (radial menu stuck on Start, rotors never spooling) if the start-up sound failed to play — with a server-side failsafe behind itChangedMain and tail rotor are properly independent — shear the main and the engine keeps running with the healthy tail spinning until you shut down; the reverse holds tooFixedGunfire can kill rotors again — sustained fire on a rotor disables it in-session (the basis of rotors-only damage mode for AI servers)FixedRotor shear detection is snappier (~100 ms), and a sheared rotor repairs correctly — no more “reappears but doesn’t spin”FixedThe repair actions show reliably for every player when zones are damaged — and disappear the moment the repair completes (no more repeatable ghost repair)FixedA damaged engine smokes and a holed fuel tank visibly leaks — and now leaks in flight, not just on the groundFixedWreck fire no longer re-ignites on an old wreck after a server restart — and a fully repaired helicopter can burn again if destroyed later. Fire only ever ignites on genuine destruction, never on a live airframeFixedCrew crash damage setting renamedplayerCrashDamageEnabled— your existing value migrates automatically
AddedTrue park-sleep: a parked, unoccupied helicopter now stops simulating entirely (matching native 1.29 vehicle parking) and wakes instantly on any interaction — doors, windows, ramp, refuel, repair, damage, boarding. Big server-tick savings on heli-heavy mapsFixedParked helicopters no longer run per-frame physics checks on every nearby client — a fleet of parked helis at a trader is now nearly freeFixedParked helicopters no longer slowly sink into the ground over timeFixedGear/ramp animations and lit nav-lights no longer spam network sync / material updates every frame
FixedPlayers no longer fall through BaseBuildingPlus floors (and other elevated structures) on relog or server restartFixedAutorotation landings, rotor dust and low-altitude warnings now correctly detect base-building floors and rooftops as ground — not just terrainFixedA helicopter that persisted mid-air (server went down while flying) now falls and autorotates on restart instead of teleporting to the terrain below
FixedCo-pilot actions are instant — getting out, doors, everything (previously delayed, flickering or vanishing from the co-pilot seat)AddedYour own door opens instantly as a passenger (client prediction)AddedSurvivor Animations support (optional soft-dependency): run@Survivor Animationson server + client and pilots sit in a proper helicopter pose instead of holding a car steering wheelFixedPilot cyclic sticks animate correctly in flight for all viewers, and the collective lever no longer flickers while heldFixedA warning now appears again if another mod’s keybinds clash with the collective controls (input pinned)
ChangedThe health bar is now continuous and accurate (white → yellow → amber → red), synced from the serverFixedDamage-zone boxes are accurate for the co-pilot and passengers, not just the pilotFixedThe 3rd-person camera no longer whips/flings during flips and rolls with free-look — and a client crash-log flood on entering/exiting vehicles is fixed (plus another from helicopter sound effects)
FixedThe Blackhawk no longer leans and sinks onto its front-right wheel — its centre of mass was off in the modelFixedWheeled helicopters sit flush and stable on their suspension, with proper tyre grip (no more sliding on slopes)FixedThe Merlin’s ramp no longer sinks the hull into the ground when operated while parked
FixedAdmin panel slider ranges now match what the config accepts — edge values no longer silently reset a setting to its defaultFixedThe per-helicopter config Edit flow applies correctlyChangedAdmin panel input handling security-hardenedFixedThe startup Discord webhook fires reliably on bootChangedA server that boots without internet now recovers its whitelist the moment someone starts an engine — no waiting out the retry timer
ChangedThe fuel drum classname is nowCZ_HeliDrum(matching the other items). The oldCZAutoz_HeliDrumstill works everywhere — existing drums, types.xml and traders unaffected — but please migrate; the legacy name will be hidden in a future releaseRemovedDead config valuestiltLiftCompandb2tRampRate(superseded by the new flight model — cleaned from your configs automatically)NoteConfig migration is in place as usual: custom values kept, new keys added at defaults, originals backed up to$profile:\CZAutoz_Heli\Backups\
HOTFIX — v0.2.7 | 20 June 2026
v0.2.7 fixes a compile error introduced in v0.2.6 that could stop a server — and players joining it — from loading (Undefined function CZAutoz_WreckFireStopEffects when the World script module compiles). If you’re on v0.2.6, update to v0.2.7. Just update the mod — your configs are preserved.
🛠️ Fix
FixedA v0.2.6 regression in the wreck‑fire delete‑cleanup that could fail to compile the World script module — on boot (server) or on join (client), shown asUndefined function CZAutoz_WreckFireStopEffects. The cleanup now runs entirely client‑side where the effects live; the v0.2.6 wreck‑fire,burnDuration = 0, and rotor‑shear fixes are all unchanged and intact
HOTFIX — v0.2.6 | 20 June 2026
v0.2.6 is a small quality‑and‑compatibility hotfix. It stops a deleted wreck from leaving its fire burning at the spot until the next restart, adds a way to fully disable the wreck fire (handy for lower‑end clients), and fixes rotors still shearing off in a crash when rotor damage is turned off. Just update the mod — your configs are preserved. 🔥 Wreck FireFixedDeleting a burning wreck (admin tools, server cleanup, etc.) now removes the fire, smoke and light with it — previously the flames could keep burning at the spot until the next server restartAddedSetting a helicopter’sburnDurationto0now fully disables its wreck fire — no flame/smoke particle, no light, no burn damage. Handy for servers with lower‑end clients, since the fire particle is the FPS‑heavy part. Set it live in the Admin Panel or in the per‑helicopter JSON
FixedWith rotor damage turned off (damage.zones.rotor1/rotor2 = 0), a crash no longer shears or deletes the rotors — they stay intact, consistent with the toggle. With rotor damage on (including rotors‑only mode), shearing works exactly as before
⚠️ Cabin Walk (Move to Cabin) is unchanged in this release — still off by default and still being reworked. Keep it disabled (cabinModeEnabled = 0) until a future hotfix.
HOTFIX — v0.2.5 | 19 June 2026
v0.2.5 is a focused compatibility hotfix for servers running garage mods and base-building. It stops helicopters coming out of a garage with an empty fuel tank, stops them falling through BaseBuildingPlus floors and other elevated structures after a server restart or Virtual Garage retrieve, and fixes Autohover making the helicopter climb when the pilot gets out. Just update the mod — your configs are preserved. ⛽ FuelFixedHelicopters pulled from a garage (e.g. LBmaster Garage) now keep their fuel instead of arriving empty — and topping one up before you store it now sticks. The helicopter reads its fuel from the same native tank the garage restores, exactly like a vanilla car
FixedHelicopters parked on a BaseBuildingPlus floor (or any elevated structure) no longer drop through to the terrain after a server restart or when pulled from a Virtual Garage. A restart re-positioning step meant only for helicopters left in mid-air was wrongly snapping parked ones straight down through the base
FixedGetting out of a helicopter with Autohover engaged no longer makes it climb away — it now holds its altitude cleanly. The hover was mistaking the just-exited pilot beneath it for the ground “rising”; a player walking under a hovering helicopter could nudge it the same way, and that’s fixed too
⚠️ Cabin Walk (Move to Cabin) is unchanged in this release — still off by default and still being reworked. Keep it disabled (cabinModeEnabled = 0) until a future hotfix.
HOTFIX — v0.2.4 | 04 June 2026
v0.2.4 fixes a post-restart lockout: helicopters already on the map could become unusable after a server restart — the engine wouldn’t start and you couldn’t get out of the seat — while helicopters spawned fresh or pulled from a Virtual Garage worked normally. Those persisted helicopters now initialise correctly and are fully operable the moment the server is back up. It also smooths out the 3rd-person entry camera. The Cabin Walk (Move to Cabin) rework is still in progress and is now disabled by default — see the note below.⚠️ Cabin Walk (Move to Cabin) is still being reworked — and is now OFF by default. New or first-time-generated configs set🚁 Persistence & Restartfeatures.cabinModeEnabled = 0automatically. Please keep it disabled (setcabinModeEnabledto0inmod_config.json) until a future hotfix completes it — when enabled it does not yet hold the pilot/co-pilot inside the cabin correctly. Cabin passengers and AW101 Merlin seats are unaffected.
FixedHelicopters already persisting on the map are now reliably operable immediately after a server restart — starting the engine, flying, and getting in and out all work first time. Previously they could load in a disabled state (engine wouldn’t start, you couldn’t get out of the seat) until the world was wiped — even though freshly-spawned and Virtual Garage helicopters were unaffectedFixedA persisted helicopter that went idle/parked before the server finished its startup checks no longer stays stuck disabled
ChangedThe startup integrity check now resolves earlier and recovers quickly from a transient network hiccup at boot, so a whitelisted server never leaves its map helicopters briefly inert after a restartFixedAn edge case where certain server network setups (multi-homed / NAT) could be momentarily mis-flagged at startup — a correctly-registered server now stays enabled
ChangedCabin Mode now defaults to OFF (features.cabinModeEnabled = 0) — first-time and regenerated configs set this automatically. When off, the “Move to Cabin” action simply does not appearKnown issueThe in-flight Move-to-Cabin rework is not finished and should stay disabled until a future hotfix. Existing servers: setcabinModeEnabled = 0inmod_config.jsonto be safeNoteAffects only the pilot/co-pilot Move to Cabin action. Seat Exit Free Walk and Walk-On linking (cabin passengers, AW101 Merlin) are engine-native and unaffected
FixedGetting into a helicopter in 3rd person no longer zooms the camera far out and back in on entry — and the brief freeze / black-screen some setups saw at that moment is gone. The chase camera sits at the right distance from the first frame
HOTFIX — v0.2.3 | 03 June 2026
v0.2.3 removes the Community Framework dependency entirely (whitelisting now runs natively), makes in-game admin config edits apply live with no respawn or reconnect, and — finally — stops version updates from wiping your configs. The Cabin Walk (Move to Cabin) rework is still in progress and has known issues in this build — see the note below.
✅ Good news — version updates no longer reset your configs: every previous version regenerated all configs from defaults on update, so you had to re-apply your settings from the backup afterward. From v0.2.3 the mod migrates your configs in place — new settings are added, removed ones cleaned up, and all your custom values are kept. Your originals are still backed up first to $profile:\CZAutoz_Heli\Backups\, just in case.
⚠️ Known issue — Cabin Walk (Move to Cabin) is still being reworked: moving to the cabin while the helicopter is moving, hovering or in flight can repeatedly snap or teleport your character as the aircraft moves, instead of holding you cleanly inside the cabin — the in-flight “ride the deck” attachment is not reliable yet. For now it is most stable while the helicopter is landed and stationary (or held still with Autohover before you leave the seat). A proper fix is in active development and is the top priority for the next update. This affects only the pilot/co-pilot Move to Cabin action — Seat Exit Free Walk and Walk-On linking (used by cabin passengers and on the AW101 Merlin) are engine-native and unaffected.🚶 Cabin Walk (Move to Cabin) — still in active rework
Known issueMoving to the cabin while the helicopter is moving or in flight can repeatedly snap/teleport you as it moves — it does not hold you cleanly on the airframe yet. Most stable while landed and stationary, or with Autohover engaged firstIn progressThe in-flight attachment model is being rebuilt so you stay locked inside the cabin and bank/pitch with the aircraft smoothly at any speed — this is the top priority for the next updateNoteCabin passengers and all AW101 Merlin seats use Seat Exit Free Walk / Walk-On linking, which are engine-native and not affected by this
Removed@CommunityFrameworkis no longer a dependency — the CZ Autoz whitelist now runs natively inside the mod. Remove it from your server’s Required Items / load order if nothing else uses it
AddedNew Our Mods tab — an at-a-glance overview of the CZ Autoz rangeAddedNew Cars tab — appears automatically when CZ Autoz car content is detected on your server, and lists what’s installedChangedConfig edits now apply live — saving in the panel updates already-spawned helicopters and every connected player instantly (cabin-mode toggle, action hold-times, refuel rates and more), with no respawn or reconnectFixedHelicopters spawned from the panel now land on BaseBuildingPlus floors and other structures instead of dropping through to the terrain
ChangedVersion updates now migrate your configs in place instead of wiping and regenerating them — custom values kept, new keys added, removed keys cleaned up, originals backed up firstChangedRuined Parts Fall Off is now a single global feature toggle (previously per-helicopter)
FixedA co-pilot can now start the engine on a parked helicopter with no pilot in the pilot seatFixedThe first crew member to board now always receives controls immediately — no occasional “no control” until you exit and re-enterFixedWheeled helicopters now brake the instant the engine is switched off — no more rolling on a slope while the rotors wind downFixedEngine and rotor audio no longer briefly drop out when changing seats or camera
FixedHelicopters already persisting on the server are now reliably operable after a restartFixedA healthy helicopter restored from a Virtual Garage no longer shows wreck smoke/fire
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