> ## 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.

# Changelog

> Version history and release notes for CZ Autoz Helicopter Flight System.

## 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 `CZAutoz_Helicopter_Base` to your `$profile:3PPVehicleWhitelist.json` (or empty the list) to keep third-person flight.

**✈️ Flight Model — rebuilt for 1.29**

* `Changed` The 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 turn
* `Fixed` The 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 ramps
* `Fixed` **Lift-off** is smooth — the jolt as the helicopter left the ground is gone
* `Changed` **Attitude 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 modes
* `Changed` **Full aerobatics** — loops, rolls and inverted flight in both flight modes; tilt past vertical and you lose lift realistically until you roll back out
* `Changed` **Per-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)
* `Changed` **Autorotation, 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 model
* `Changed` **Tail 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 shutdown
* `Fixed` **Weathervane** (nose-into-wind at speed) now actually works — the value existed but was inert on 1.29

**🚶 Cabin Walk (Move to Cabin) — rebuilt and BACK ON**

* `Fixed` **Cabin 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 speed
* `Fixed` The black-screen/camera flicker when moving in the cabin is gone, you stay crouched, and edge & wall blocking holds you inside the airframe
* `Note` Your **cockpit seat stays reserved** while you're in the cabin — return to it any time
* `Note` Available 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 `cabinModeEnabled = 0` back in v0.2.3/v0.2.4, it will **stay 0 after updating**. Set `features.cabinModeEnabled = 1` (or flip it live in the Admin Panel) to get the finished feature.

**🎮 Simple & Advanced Flight Modes — NEW**

* `Added` A new mod-config setting **`flightMode`** — `"Simple"` (default) or `"Advanced"`, switchable live in the Admin Panel
* `Added` **Simple** — forgiving assists: releasing collective holds your altitude, turns auto-coordinate, inputs are smoothed
* `Added` **Advanced** — raw and manual: altitude is yours to manage, minimal turn coordination (fly the pedals), crisper input response
* `Note` Both modes fly the **identical physics** and share the same per-helicopter tuning — the mode only changes the assist layer

**🚁 Auto-Hover — overhauled**

* `Changed` Engaging at speed now **decisively counter-tilts and brings you to a clean stationary hover** — fast, straight and smooth; engagement ramps in rather than snapping on
* `Fixed` The **curve/bank** while arresting to a hover is gone — turn coordination and weathervane no longer act under auto-hover
* `Fixed` **Altitude hold** works properly (terrain-referenced) — no more diving or climbing away on engage
* `Changed` You 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 spot
* `Fixed` The heading twitch on engage and the "fights every small input" feel

**🔧 Start-up, Rotors & Damage**

* `Changed` **Start-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 new **`spoolUpTime` / `spoolDownTime`** overrides (`rotorSpoolRate` remains the *visual* blade-spin rate only)
* `Fixed` **Engine 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 it
* `Changed` **Main 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 too
* `Fixed` **Gunfire can kill rotors again** — sustained fire on a rotor disables it in-session (the basis of rotors-only damage mode for AI servers)
* `Fixed` Rotor **shear detection** is snappier (\~100 ms), and a sheared rotor **repairs correctly** — no more "reappears but doesn't spin"
* `Fixed` The **repair actions show reliably** for every player when zones are damaged — and disappear the moment the repair completes (no more repeatable ghost repair)
* `Fixed` A damaged **engine smokes** and a holed **fuel tank visibly leaks** — and now leaks in flight, not just on the ground
* `Fixed` **Wreck 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 airframe
* `Fixed` Crew **crash damage** setting renamed `playerCrashDamageEnabled` — your existing value **migrates automatically**

**⚡ Performance**

* `Added` **True 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 maps
* `Fixed` Parked helicopters no longer run **per-frame physics checks on every nearby client** — a fleet of parked helis at a trader is now nearly free
* `Fixed` Parked helicopters no longer **slowly sink into the ground** over time
* `Fixed` Gear/ramp animations and lit nav-lights no longer spam network sync / material updates every frame

**🏗️ Base Building & Persistence**

* `Fixed` **Players no longer fall through BaseBuildingPlus floors** (and other elevated structures) on **relog or server restart**
* `Fixed` Autorotation landings, rotor dust and low-altitude warnings now correctly detect **base-building floors and rooftops** as ground — not just terrain
* `Fixed` A helicopter that persisted **mid-air** (server went down while flying) now **falls and autorotates** on restart instead of teleporting to the terrain below

**🧑‍✈️ Crew & Seats**

* `Fixed` **Co-pilot actions are instant** — getting out, doors, everything (previously delayed, flickering or vanishing from the co-pilot seat)
* `Added` Your **own door opens instantly** as a passenger (client prediction)
* `Added` **Survivor Animations support** (optional soft-dependency): run `@Survivor Animations` on server + client and pilots sit in a proper **helicopter pose** instead of holding a car steering wheel
* `Fixed` Pilot **cyclic sticks animate correctly** in flight for all viewers, and the **collective lever no longer flickers** while held
* `Fixed` A warning now appears again if another mod's **keybinds clash** with the collective controls (input pinned)

**🖥️ HUD & Camera**

* `Changed` The health bar is now **continuous and accurate** (white → yellow → amber → red), synced from the server
* `Fixed` **Damage-zone boxes are accurate for the co-pilot** and passengers, not just the pilot
* `Fixed` The 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)

**🛠️ Helicopters & Model fixes**

* `Fixed` The Blackhawk no longer **leans and sinks onto its front-right wheel** — its centre of mass was off in the model
* `Fixed` Wheeled helicopters **sit flush and stable** on their suspension, with proper **tyre grip** (no more sliding on slopes)
* `Fixed` The Merlin's **ramp no longer sinks the hull into the ground** when operated while parked

**🛡️ Admin Panel & Server**

* `Fixed` Admin panel **slider ranges now match what the config accepts** — edge values no longer silently reset a setting to its default
* `Fixed` The per-helicopter config **Edit** flow applies correctly
* `Changed` Admin panel input handling **security-hardened**
* `Fixed` The startup **Discord webhook** fires reliably on boot
* `Changed` A server that boots **without internet** now recovers its whitelist **the moment someone starts an engine** — no waiting out the retry timer

**📦 Items & Config**

* `Changed` The fuel drum classname is now **`CZ_HeliDrum`** (matching the other items). The old `CZAutoz_HeliDrum` still works everywhere — existing drums, types.xml and traders unaffected — but please migrate; the legacy name will be hidden in a future release
* `Removed` Dead config values `tiltLiftComp` and `b2tRampRate` (superseded by the new flight model — cleaned from your configs automatically)
* `Note` Config 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**

* `Fixed` A 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 as `Undefined 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 Fire**

* `Fixed` Deleting 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 restart
* `Added` Setting a helicopter's **`burnDuration` to `0`** now **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

**🚁 Rotor Damage**

* `Fixed` With **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.

**⛽ Fuel**

* `Fixed` Helicopters 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

**🏗️ Base Building & Persistence**

* `Fixed` Helicopters 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

**🚁 Autohover**

* `Fixed` Getting 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 `features.cabinModeEnabled = 0` automatically. **Please keep it disabled** (set `cabinModeEnabled` to `0` in `mod_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.

**🚁 Persistence & Restart**

* `Fixed` Helicopters 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 unaffected
* `Fixed` A persisted helicopter that went idle/parked before the server finished its startup checks no longer stays stuck disabled

**🔐 Startup Resilience**

* `Changed` The 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 restart
* `Fixed` An edge case where certain server network setups (multi-homed / NAT) could be momentarily mis-flagged at startup — a correctly-registered server now stays enabled

**🚶 Cabin Walk (Move to Cabin) — still in progress, now off by default**

* `Changed` Cabin 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 appear
* `Known issue` The in-flight Move-to-Cabin rework is **not finished** and should stay disabled until a future hotfix. **Existing servers: set `cabinModeEnabled = 0`** in `mod_config.json` to be safe
* `Note` Affects 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

**🎥 Camera**

* `Fixed` Getting 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 issue` Moving 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 first
* `In progress` The 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 update
* `Note` Cabin passengers and all AW101 Merlin seats use **Seat Exit Free Walk** / **Walk-On linking**, which are engine-native and **not affected** by this

**🔓 Community Framework — no longer required**

* `Removed` `@CommunityFramework` is **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

**🛡️ Admin Panel**

* `Added` New **Our Mods** tab — an at-a-glance overview of the CZ Autoz range
* `Added` New **Cars** tab — appears automatically when CZ Autoz car content is detected on your server, and lists what's installed
* `Changed` Config 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 reconnect
* `Fixed` Helicopters spawned from the panel now land on BaseBuildingPlus floors and other structures instead of dropping through to the terrain

**⚙️ Config**

* `Changed` **Version 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 first
* `Changed` **Ruined Parts Fall Off** is now a single global feature toggle (previously per-helicopter)

**🚁 Engine & Flight**

* `Fixed` A co-pilot can now start the engine on a parked helicopter with no pilot in the pilot seat
* `Fixed` The first crew member to board now always receives controls immediately — no occasional "no control" until you exit and re-enter
* `Fixed` Wheeled helicopters now brake the instant the engine is switched off — no more rolling on a slope while the rotors wind down
* `Fixed` Engine and rotor audio no longer briefly drop out when changing seats or camera

**🐛 Fixes**

* `Fixed` Helicopters already persisting on the server are now reliably operable after a restart
* `Fixed` A 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 `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: `inputSmoothRate` → `b2tRampRate`, and `playerCrashDamage` → `playerCrashDamageEnabled`
* `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](https://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:

```xml theme={null}
<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.
