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Documentation Index

Fetch the complete documentation index at: https://docs.czautoz.co.uk/llms.txt

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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 mod_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 only client_prefs.json carries over. Re-apply your settings and per-helicopter tuning after updating — copy them back from the backup folder.
🚶 Cabin Walk (Move to Cabin) — rebuilt for 1.29
  • Fixed Walking 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)
  • Fixed You now stay crouched while moving in the cabin instead of standing up on the first movement key
  • Fixed Cabin 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 cockpit
  • Fixed Edge & wall blocking restored — you can’t walk off the helicopter, and the white-screen flicker at edges is gone
  • Fixed Moving to the cabin reliably teleports you onto the interior position (no more ending up outside or below the floor)
  • Added A 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)
  • Fixed Parked/idle helicopters no longer go to sleep (and drop you) while someone is walking the cabin
✈️ Flight
  • Changed Realistic 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 limit
  • Added Tilt Lift Compensation (tiltLiftComp) — a new per-helicopter value, live-editable in the admin panel, controlling how much lift is retained as the aircraft tilts
🔧 Damage
  • Fixed The 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 wreck
  • Added True 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 helicopters
  • Changed Turning all damage zones off is full invincibility, now enforced reliably in both directions
  • Added Ruined 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)
🚁 Per-Helicopter Fixes
  • Fixed AW101 Merlin no longer wobbles or jitters while the cargo ramp or landing gear is moving
  • Fixed MH-60L Blackhawk side windows no longer open and close on their own when using movement or flight inputs
  • Fixed Animation states (gear, ramp, fuel, windows) are no longer incorrectly driven by player input or movement
🔌 Mod Compatibility
  • Fixed DayZ Expansion Car Keys — locking a paired helicopter works again; it no longer reports “close all doors to lock” when every door is already shut
🩹 Model
  • Fixed Cabin 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
  • Changed Restored the smooth, kinematic flight feel from 1.28, rebuilt on the 1.29 engine — fluid world movement, banking and turning
  • Changed Rebalanced per-helicopter top speeds (in knots), tuned to sit below the engine’s FPS-drop threshold
  • Removed Auto-leveling in both powered flight and autorotation — the aircraft now holds the attitude you set
  • Added Altitude retention through banked turns
  • Fixed Autorotation tilt smoothed to match powered flight
🏗️ Architecture
  • Changed Helicopters 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 changed
  • Changed Wheel suspension, movement prediction and contact damage now use DayZ’s native CarScript systems instead of the custom Transport-era replacements
💾 Persistence — cfgeconomycore.xml rootclass NO LONGER REQUIRED
  • Removed The 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’s cfgeconomycore.xml
  • Important Wipe helicopter persistence once on update — the save format changed with the base class, so existing saved helicopters will not carry across
🔌 Mod Compatibility — now native
  • Changed DayZ Expansion (get-in, safe zones, locks), MuchCarKey, TraderPlus CarLock, VPP Admin Tools and Community Online Tools now recognise the helicopters natively as CarScript vehicles
  • Removed The v0.2 Transport-era compatibility shims that hand-rolled this recognition — no longer needed
  • Changed All mod compatibility stays optional & auto-detected — no hard dependency
🔧 Damage & Failures
  • Changed A 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 authority
  • Fixed Fuel leaks now start the moment the tank is damaged (previously only once a player boarded) and stop once the tank is empty or repaired
  • Fixed Wreck fire now triggers when an unoccupied helicopter is shot to ruined — it no longer requires a player to board first
🛡️ Admin Panel
  • Added Adding an admin or changing a role now applies live — no rejoin needed to open the panel
  • Added Removing an admin now revokes access instantly and closes their panel
📡 Performance & Fixes
  • Fixed Rotors creeping/spinning slowly forever after shutdown or a server restart
  • Changed Netsync optimisation — lower bandwidth and fixed the Blackhawk camera/rotor desync
  • Changed Parked/idle helicopters stop ticking to save server FPS
⚙️ Config — ACTION REQUIRED (two keys renamed)
  • Changed Two per-helicopter config keys were renamed for clarity: inputSmoothRateb2tRampRate, and playerCrashDamageplayerCrashDamageEnabled
  • Important Regenerate 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 (including mod_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)
  • Changed Flight 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 config
  • Changed All helicopter motion is now driven by force and torque (ApplyForceAt, dBodyApplyTorque) — direct velocity and orientation assignment has been removed from the flight code
  • Added Native 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 RPC
  • Changed Passengers, co-pilots and bystanders now receive helicopter movement through native Transport interpolation between network updates
  • Changed Pilot/owner detection moved from seat-index checks to the native Pawn API (IsOwner() / IsProxy()), matching the 1.29 network model
  • Removed 10 physics-state network-sync variables (velocity, orientation, angular velocity) — physics state is now handled entirely by the native Transport system
  • Fixed On 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 seated
  • Fixed Physics 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
  • Added Only one cockpit seat holds flight control at a time — the first player into either cockpit seat receives it
  • Added Press T (rebindable) to hand control to the other cockpit seat — the receiving player must be seated and alive
  • Added Control passes automatically if the holder leaves or dies, and resets when both cockpit seats are empty
  • Added Without control, all flight and systems inputs (cyclic, collective, yaw, autopilot, lights, engine) are locked out
  • Added HUD control indicator — green when you hold control, red when you do not
🎮 Controls
  • Added Full 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 settings
  • Added New rebindable keybinds: open the admin panel (default F10) and transfer cockpit control to the other seat (default T)
  • Changed All flight inputs are now read locally and delivered through the native prediction move pipeline rather than a synced input action, removing input latency
ℹ️ HUD
  • Changed The pilot control indicator and the auto-hover icon have been repositioned on the HUD
  • Changed The 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)
🎥 Camera
  • Added The 3rd-person chase camera now smooths its position and gently leans with the helicopter’s pitch and roll, for a less rigid, more cinematic feel
  • Added Free-look can now be held momentarily as well as toggled with a double-tap
  • Changed The 1st-person cockpit view now updates every frame, smoothing it at the physics-tick rate
🛡️ Admin Panel
  • Added In-game admin panel for server owners and admins — manage the whole helicopter fleet without leaving the game
  • Added Fleet actions — teleport to a helicopter, repair, refuel, reset, delete, repair all, delete empty, and reload configs live
  • Added Roles & permissions — assign admin Steam64 IDs to roles and grant granular per-action permissions; the owner role always has full access
  • Added Live map view of active helicopters
  • Added Server-side validation on every panel action — nothing can be triggered by a modified client
⚙️ Config — mod_config.json
  • Changed mod_config.json reorganised into clear sections (logging, features, gameplay, repair, refuel, extra modules, admin) under the new CZAutoz_ naming
  • Added Admin roles & permissions block — define which Steam64 IDs are admins, their role, and the exact panel actions each role may use
  • Added Physics logging toggle for flight diagnostics
  • Added Automatic 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 updating
  • Removed In-game config guide generation — configuration is now documented at docs.czautoz.co.uk
  • Changed All config files regenerate on the first server start after updating — your old files are backed up automatically so custom values can be re-entered
🚁 Per-Helicopter Config (JSON)
  • Changed Per-helicopter configs reorganised into clear sections — flight, altitude, aerodynamics, control, autorotation, tail-rotor failure, damage, fuel, battery, audio and camera — under the new CZAutoz_ naming
  • Changed Control 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)
  • Added Aerodynamics tuning — ground effect, effective translational lift (ETL), and flight-envelope drag
  • Added Altitude tuning — lift fall-off start altitude and hard ceiling
  • Added Bank-to-turn strength (b2tStrength)
  • Added Autorotation coast duration (coastMinutes) — how long the rotor keeps turning visually and audibly after a mid-air engine cut
  • Added Tail-rotor failure tuning — spin and descent behaviour
  • Added Per-zone damage toggles (body, engine, fuel tank, both rotors, chassis) and post-destruction burn tuning (duration + radius)
  • Removed Per-helicopter mass key — mass is now read directly from each model’s physics body, set via mass in config.cpp per variant
  • Removed Speed display factor
  • Changed Tuning 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)
💾 Server Persistence — Action Required Because helicopters are now Transport-based instead of CarScript, they are no longer covered by the vanilla 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:
<rootclass name="CZAutoz_Helicopter_Script" act="car" reportMemoryLOD="no" />
Without it, helicopters spawn and fly normally but will not be saved across server restarts. (The mod already sets the config-side hasHistory persistence flag automatically — this mission-side entry is the only manual step.) 🔧 Architecture & Performance
  • Changed Script files reorganised into Client/, Server/ and Shared/ folders by compilation layer — easier to locate and hotfix systems
  • Changed Server-side physics, systems, damage and rotor safety consolidated into a single server module
  • Changed Preset loading unified into one generic loader, replacing six separate dispatch chains
  • Changed Wheel attachment slots for wheeled variants (Blackhawk, Merlin) moved from the CarScript SimulationModule block to standard attachments — wheel items still work as normal
  • Added Server FPS overlay, toggleable from the admin panel, for live performance monitoring
  • Fixed Spawning 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 loop
  • Changed Rotor 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 reliable
  • Changed General optimisation pass across the server simulation and client visual/HUD paths
🚁 Engine
  • Fixed Some variants could not be started at all — a faulty condition in the start sequence was blocking startup for certain configurations
🔄 Autorotation & Audio
  • Fixed Rotor spin no longer snaps to a stop after a mid-air engine cut — the rotor now coasts down gradually over the configured coast time
  • Fixed The 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 shutdown
  • Fixed Engine and rotor audio now fade together over the full coast instead of the engine cutting to instant silence
  • Added Tilting the cyclic during autorotation now translates the helicopter — you can glide forward and steer the descent, instead of only rotating in place
🔥 Damage & Destruction
  • Added Destroyed 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 again
  • Added Crash 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
⛽ Fuel & Refuelling
  • Added New 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 rate
  • Added Helicopters spawned by the Central Economy (types.xml / events.xml) now start with a partial fuel load rather than empty or full
🆘 Emergency Recovery
  • Removed The 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
🔌 Mod Compatibility
  • Added Every 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 loaded
  • Added DayZ 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 ModStorage
  • Added MuchCarKey — lock and unlock helicopters, assign keys, show the owner’s name on the vehicle, and optionally require the correct key to start the engine
  • Added TraderPlus CarLock — password lock/unlock with an on-screen lock menu, attach and detach a CarLock, lockpick attempts, and lock/unlock/alarm sounds
  • Added VPP Admin Tools — the /refuel chat command now fully repairs and refuels a CZ helicopter and maxes every damage zone
  • Added RaG Core — helicopter enter/exit, door open/close, deletion and weapon-hit events are written to RaG’s vehicle activity log
  • Added Community 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 them
  • Added Push — the vanilla push action works on a grounded helicopter, scaled by a per-helicopter push-force multiplier
🕹️ Seated Actions
  • Fixed Exit/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
💡 Lights
  • Fixed Spotlight (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 see
  • Changed The spotlight also lights the cockpit dashboard, and lights require a fitted, charged battery to switch on
💨 Effects
  • Fixed Rotor downwash now appears over buildings and other objects, not only over terrain
  • Fixed Water 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
🛬 Grounded Physics
  • Fixed Touching 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 stop
  • Fixed Stationary helicopters with the engine off are climbable again — a damping value was being rewritten every tick and preventing the body from settling
  • Fixed Helicopters 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

⚙️ Config
  • Added CZH_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)
  • Changed Default 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 update CZH_refuelDistance in each file
🔧 Architecture
  • Changed JSON 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
🔗 Reconnect Safety
  • Fixed Players reconnecting after a mid-flight crash over ocean were being snapped to the ocean floor
  • Fixed Players 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
🚁 Server Restart — Mid-Air Helicopters
  • Fixed Helicopters 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 parked
  • Fixed Helicopters that were airborne over ocean at restart no longer fall into the water — autopilot is automatically engaged to hold their position until a pilot returns
  • Fixed Helicopters parked on the ground bouncing for several seconds immediately after a server restart
🆘 Emergency Recovery
  • Added Pilots who reconnect after a game crash or server restart while their helicopter is airborne now receive an Emergency Recovery hold action (3-second hold)
  • Added The 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 it
  • Added On activation, the pilot is placed directly into the pilot seat with no extra button press required
  • Added The action disappears automatically the moment another player enters the pilot seat, the helicopter lands, or the helicopter is destroyed — it is never permanently visible
🎮 War Dogs 3PP Compatibility
  • Fixed Servers 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
✈️ Flight
  • Fixed Turning the engine off while airborne caused the helicopter to freeze completely in place — it now correctly enters autorotation and descends under its own mass
  • Added Autorotation descent rate now scales with helicopter mass — heavier helicopters descend significantly faster than light scouts, reflecting real rotor disc loading behaviour. The existing CZH_autoRotGravityFactor preset still lets admins tune the base rate per aircraft
💨 Effects
  • Updated Ground wash particle effect — rotor downwash now kicks up dirt and dust when flying close to the ground, replacing the previous effect
🚁 AW101 Merlin
  • Updated Simulation module adjusted — suspension and wheel behaviour improvements
  • Fixed Geometry adjustments to reduce entry blocking on both sides of the helicopter — players could previously get stuck or prevented from climbing in
🔊 Audio
  • Fixed Landing 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

⚙️ Config
  • Added CZH_autoShutdownOnExit in mod_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)
  • Added CZH_engineHoldTime in mod_config.json — controls the hold duration in seconds for the Start Engine and Stop Engine action circles. Default: 1.0
🕹️ Seated Actions
  • Added Ramp, 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
🚪 Doors
  • Changed Door open/close action while seated now only appears in 1st-person view — prevents the action cluttering the screen during 3rd-person flight
🚁 AW101 Merlin
  • Fixed Suspension compression animation playing in the wrong direction on takeoff and landing
  • Fixed Cargo ramp auto-closing the moment the pilot entered the seat after a server restart
  • Fixed Cargo ramp showing “Open Ramp” when the ramp was already open after a server restart
  • Fixed Cargo ramp state now correctly restores after a server restart — open stays open, closed stays closed
  • Fixed Landing gear spawning retracted on server restart — gear now always lowers on server boot regardless of its state at shutdown
🛬 Grounded Physics
  • Fixed Wheeled helicopters (Merlin, Blackhawk) rolling down slopes during engine spin-up
  • Fixed Suspension and wheels not settling correctly when the engine is stopped during landing — the helicopter would freeze mid-settle with wheels at uneven heights
  • Fixed Wheeled helicopters (Merlin, Blackhawk) no longer snap level when landed on a slope
  • Fixed Stationary helicopters no longer jitter or shift when a nearby helicopter spins up or flies past
  • Fixed Damping and ground contact stability improvements across all variants
🔴 Performance
  • Fixed Severe FPS drops on spawn — simulation module adjustments applied across all helicopter variants
  • Fixed Client FPS drop during engine spin-up — a broken startup effect was silently failing 60 times per second throughout the entire startup sequence
🎡 Wheels
  • Changed Wheel radius and wheel hub radius adjusted across affected variants
🚶 Cabin Mode
  • Changed Move to Cabin and Return to Cockpit actions changed from press to hold — prevents accidental activation while moving around inside the cabin
🔄 Switch Seats
  • Removed Switch seats temporarily removed — will return fully working in a future update

HOTFIX — v0.1.3 | 03 April 2026

🔴 Suspension / FPS
  • Fixed SA342M, UH1H, MD500 and MH-6 suspension constraint was collapsing server FPS to 1–6 during flight
⛽ Refuelling
  • Fixed Action not always appearing or completing correctly
  • Fixed Jerry can refuelling instantly on second use instead of gradually
  • Fixed Fuel drum draining at the same rate as a jerry can
  • Fixed Fuel leak not draining correctly with engine off
  • Fixed Repairing the fuel tank now fully stops the drain — fuel was continuing to drop silently after the effect stopped
  • Fixed Helicopters spawned via admin tools with no fluids selected were spawning with a full tank
  • Added Fuel pump mods (Simple_Refueling, Gas-Pump-Refueling) now work with CZH helicopters
  • Added Helicopter Fuel Drum (CZH_HeliDrum) — 2 drums fill any helicopter from empty by default
  • Added Refuel amounts and drain speed per container type now configurable in mod_config.json
⚡ Ground Contact
  • Fixed Clipping terrain at speed caused a full instant stop
  • Fixed Helicopter spinning to 90° on engine start after landing
⛰️ Parked on Slopes
  • Fixed Helicopter jumping or tilting when interacted with while parked on a slope
👁️ Free Look
  • Added New CZH_freeLookAlwaysOn option in mod_config.json
🔗 Ground Snap on Reconnect
  • Fixed Safety snap firing every second near any helicopter — now fires once on connect only
🚁 Rotor Hub
  • Fixed No hub spin on startup with sheared rotors
  • Fixed Admin repair now correctly restores blade geometry
🔄 Remote Rotor Sync
  • Fixed Remote players saw rotors instantly jump to full speed on startup and shutdown
🚶 Free-Walk Hover Shake
  • Fixed Standing on a hovering helicopter caused constant camera shake — 50/50, awaiting confirmation
🔊 Audio
  • Fixed Helicopter nearly inaudible when facing away from it
💧 Fuel Leak
  • Added Damaged fuel zone now shows a drip particle at the fill point
🔄 Autorotation
  • Fixed Running out of fuel froze all simulation — now enters autorotation with full control
🙃 Inverted Flight
  • Added Going past 90° bank applies downward force — full cyclic retained to flip back
🛬 Landing Stability
  • Fixed Bounce on touchdown after autorotation
  • Fixed Opening a door with engine off jolted the helicopter post-autorotation
ℹ️ HUD
  • Fixed Damage HUD now shows base name only — variant suffix no longer squishes text
⚙️ Config
  • Fixed JSON float values writing at full IEEE 754 precision — now clean
  • Fixed New 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

📦 Cargo
  • Fixed Cargo modules not appearing as extra cargo space
  • Fixed Cargo modules respawning empty on server restart — contents are now preserved across restarts
🔊 Audio
  • Fixed Engine startup and shutdown sounds not heard by players outside the helicopter — remote clients now correctly receive engine transition sounds
🚁 MH-60L Blackhawk
  • Fixed Pilot and co-pilot seats could not be entered from outside when the helicopter was on a natural slope
⚠️ Breaking Change — Classname Rename
  • All helicopter classnames now use the CZ_ prefix (e.g. CZ_UH1H, CZ_MH60LBlackhawk). Any existing types.xml entries, 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 System
  • Fixed Flight system conflicting with cars causing them to jitter on the spot
⛰️ Slopes
  • Fixed Opening a door or leaving a seat while landed on a slope caused the helicopter to reset position into the ground
🚁 Rotor Shear
  • Fixed When using no-damage mods (e.g. Hunter’s Improved Vehicles), a sheared rotor would instantly respawn — now fully controlled by CZH and toggleable via CZH_rotorBladeShear in mod_config.json

v0.1.0 | 01 April 2026

Initial public early release of CZ Autoz Helicopter Flight System.