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CZ Autoz Helicopter is a complete helicopter pack built from scratch for DayZ. Twelve aircraft, each tuned around its own weight, drag and rotor. Flying that rewards practice. Damage with real consequences. And a settings system deep enough for any kind of server. Nothing is shared between aircraft to save effort — the Merlin feels nothing like the MD500, because it was never meant to.
Everything on this page is included. No extra purchases, no DLC splits, no feature tiers.

By The Numbers


The Fleet

MD500 Civilian

4 seats — 2 up front, 2 in the back. Open-sided, with removable doors and quick, light handling. Four liveries: White, Classic Red/Silver, Blue Charter, Green Tour.

MH-6 Little Bird

6 seats — 2 up front, 4 on the outside benches. Bench riders are held onto the airframe automatically, so they travel with it even sitting outside the hull. Seven liveries.

SA342M Gazelle

4 seats — 2 up front, 2 in the cabin. The rear doors are latched: each one needs its front door taken off first. Three liveries: Standard Olive, Woodland Camo, Tiger Meet.

UH-1H Iroquois

5 seats — 2 up front, 3 in the cabin. Full Cabin Mode — pilot or co-pilot can leave their seat, walk about inside with WASD, use weapons and aim, and drop back into the seat at any time. Four liveries.

MH-60L Blackhawk

8 seats — 2 up front, 6 in the cabin. Full Cabin Mode plus sliding windows on both sides, each opened separately. Six liveries.

AW101 Merlin

18 seats — 2 up front, 16 inside. Rear ramp. Retractable landing gear. Getting out of a seat puts you inside the fuselage rather than outside, so you can move around in flight. Four liveries.

MH-47G Chinook

27 seats — 2 up front, 25 in the hold. One of the two twin-rotor aircraft, the largest in the pack, and one of the four you can stand up in. Two-stage rear ramp and a twin-hook 10,000 kg sling. Six liveries.

CH-47D Chinook

24 seats — 2 up front, 22 in the hold. The MH-47G’s lighter sister: stand-up hold, two-stage rear ramp, a forward airstair door and the same twin-hook 10,000 kg sling. Four liveries.

Mi-24 Hind

4 seats — pilot and gunner in their own cockpits, 2 on the cabin bench. Built to real size, with a small troop cabin the cockpits can’t reach, and the fastest top speed of any helicopter in the pack. Five liveries, every one with the shark mouth.

CV-22B Osprey

22 seats — 2 up front, 20 in the cabin. One of two tilt-rotors: it takes off and lands as a helicopter, then tilts its nacelles forward and flies on its wing at up to about 275 knots. A stand-up cabin entered up the rear ramp, landing gear that folds away and a 6,800 kg sling. One variant.

MV-22B Osprey

22 seats — 2 up front, 20 in the cabin. The Marine Corps tilt-rotor, in dark green: the same flying, stand-up cabin, rear ramp and folding landing gear as the CV-22B, but heavier — the heaviest aircraft in the pack — with less fuel. One variant.

Feature Categories

Flight Model

Per-aircraft weight, drag and rotor behaviour. Every one handles differently on purpose.

Autohover

One key locks a steady hover — height, heading and position at once. Steering nudges it rather than cancelling it; only the key switches it off.

Autorotation

With the engine dead the rotor keeps turning, giving you a controlled glide and a landing. Flare strength, sink limit and glide are all configurable.

Damage Areas

Six separate areas: body, engine, chassis, fuel, main rotor, tail rotor. Each can be switched off for each helicopter in its config file.

Repair & Battery

The Helicopter Repair Kit covers all six areas. The battery drains on start-up, charges while running, and drains slowly with the lights on.

Cabin Mode

Walk, aim and fire inside a moving helicopter. Cabin Mode on the UH-1H, Blackhawk and both Chinooks. Free walking inside the Merlin and both Ospreys. Walk-on linking on the UH-1H, Blackhawk, MH-6, Merlin, both Chinooks and both Ospreys.

Chin Camera

Look through the camera on the nose of nine aircraft — day, night vision and thermal, zoom up to 40x, a shared target marker and a camera spotlight.

Cockpit, Radar & Warnings

Working gauges and a GPS screen in every cockpit, a radar on five aircraft, radar and terrain warnings, and a Handheld Radar for players on foot.

Pilot Panel

One window for the satellite map, the autopilot, GPS waypoints, your personal settings and your camera distance.

Helicopter Tracker

Hide a GPS tracker on someone’s helicopter and follow it — or find theirs with a Signal Scanner and pull it out.

Sling Loading

Hook a vehicle underneath and fly it out — lift classes from 120 kg to 10,000 kg, a winch, and honest handling penalties. Ships as experimental.

Mouse Flight

Press K to steer with the mouse on top of the keyboard. Saved to your profile and shown by a badge on the HUD.

Cargo

Built-in storage on every helicopter, plus up to 10 extra cargo modules each of up to 1,000 slots.

HUD & Instruments

Speed in knots, height above ground in feet, fuel, collective, Autohover state, a mouse/keyboard badge and a control light — plus a separate damage panel with the six condition lights, condition bar and the battery, spotlight, nav-light and dashboard-light icons.

Particle Effects

Dust kicked up under the rotor near the ground. Spray over water. Engine smoke, a fuel-tank leak, and the wreck fire and smoke.

Sound

Eight sound layers: engine, rotor, start-up, shutdown, warning beep, crash, blade snap and light ground contact. Four volume settings per helicopter cover the set.

Lighting

Red and green navigation lights, an anti-collision beacon, a forward spotlight and dashboard lights. Each controlled separately, with configurable battery drain.

Fuel

Burn rate set per helicopter. Warning beeps that get more urgent as the tank empties. Leaks when the tank is damaged.

Rotor Kill Zone

Spinning rotors kill. Anyone who walks into one dies. Seated crew, cabin walkers, people linked to the airframe and anyone getting in or out are all safe.

Water & Crashes

Hitting water hard damages the aircraft and the people in it. A helicopter left underwater takes steady engine and body damage. Crew can take crash damage on hard landings.

Camera

A smooth camera with a pull-back distance set per helicopter. Free-look leaves the aircraft flyable while you look around.

Controls

The full key list for flying, the engine, lights, Autohover, repairs, cabin mode, cargo and crew actions. Keyboard and full controller support.

Flight Architecture

Real forces worked out many times a second, with the pilot’s own machine doing the work — instant, smooth control with no rubber-banding.

Crew & the Co-Pilot Seat

The pilot and co-pilot can both fly, one at a time, and T hands the controls between them without moving seats. On most helicopters the two can also swap seats directly.

Admin Panel

In-game fleet management for owners and admins — teleport, repair, refuel, reset, delete, reload settings and a live map, all with roles and permissions.

Crash Explosions & Wreck Fire

A fast crash blows the helicopter up; wrecks burn across the airframe, blacken as they burn and hurt anyone standing too close.

Mod Compatibility

Completely standalone — no Community Framework needed. Optional, automatically detected support for DayZ Expansion, MuchCarKey, TraderPlus CarLock, VPP Admin Tools, RaG Core, Community Online Tools and Push.

Server Settings

73 settings per helicopter in JSON files the mod writes for you, grouped into clear sections.

Worth A Closer Look

Particle Effects

Five effects react to what the helicopter is doing:
  • Rotor dust — as you come down towards dry ground, dust billows out from under the rotor. It grows with rotor speed and with how close you are, and there is one cloud per rotor, so the Chinook raises two.
  • Water spray — hovering low over a river, lake or the sea kicks up spray directly underneath.
  • Engine smoke — a damaged engine smokes, and the worse the damage the heavier the smoke.
  • Fuel leak — a damaged fuel tank sprays a visible jet while it drains.
  • Wreck fire and smoke — a destroyed helicopter burns for the configured time.
None of them change how the aircraft flies — they just make low flying and landings look alive.

Cabin Mode

People aboard can do something no vanilla DayZ vehicle allows: get up and walk about inside a moving helicopter. Cabin Mode (UH-1H, Blackhawk, both Chinooks) — the pilot or co-pilot takes the Move to Cabin action to leave the seat and walk around inside with full movement, weapons and aiming. Return to Cockpit puts them straight back in the seat at any time. The two Chinooks and the two Ospreys are the only ones you can stand fully upright in. Free walking inside the Merlin and the Ospreys — because their fuselages are enclosed, the ordinary “Get Out” action puts you inside the aircraft rather than outside. You can then walk around in flight. To actually leave or board you use an opening in the hull — on the Merlin the rear ramp or a cabin side door, on the Ospreys the rear ramp. Walk-on linking (UH-1H, Blackhawk, MH-6, Merlin, both Chinooks, Osprey) — stepping onto the rear opening, the ramp or a bench platform links you to the aircraft automatically. You travel with it until you step off. See Cabin Mode for all three in detail.

The MH-6’s Bench Seats

The MH-6’s outside benches work differently from every other seat in the pack. Sit on one and you are held to the aircraft. It can bank, pitch and accelerate and bench riders go with it. No grab key to press. No falling through the model. The hold lasts from take-off to landing and lets go cleanly when you get off.

Autorotation

When the engine dies in flight the rotor keeps turning, and that momentum carries the aircraft into a glide. A controlled descent, a pull on the collective at the right moment, and even a heavy helicopter can be put down in one piece. The glide is configurable: how much of gravity the rotor cancels, how much lift the flare buys, the maximum sink rate, and how long the rotor keeps turning after the cut. Servers can tune it from forgiving to brutal.

Sound

Every helicopter has eight sound layers, balanced per aircraft in its JSON file through four volume settings — audio.engineVolume, audio.rotorVolume, audio.warningVolume and audio.crashVolume: Inside the cabin the mix is quieter than outside.

Rotor Kill Zone

A spinning main or tail rotor kills anyone who walks into it, which makes standing around a running helicopter genuinely dangerous. Automatically safe:
  • Crew in seats
  • People walking in the cabin
  • People on the MH-6’s benches
  • People climbing in, getting out, or moving between the cockpit and the cabin, until the rotor has wound down and they have had a few seconds to step clear
A spinning rotor still strikes trees, walls and the ground and can snap; rotor.discCollision = 0 turns those strikes off.

Damage

All six areas can be switched on or off per helicopter, per server in its JSON file. A helicopter with all six set to 0 takes no damage at all — handy for PvE or event servers that want aircraft nothing can touch. Blades snapping off is separate: when a rotor is wrecked the blade physically comes off with a crack, the rotor stops, and the broken state survives a server restart. Crash damage to the people aboard is configurable too — how hard a knock counts, the most health one impact can take, and whether crew damage happens at all.

Water And Crashes

Hitting water: going in fast damages the body and the people aboard, and the harder you hit the worse it is. A short cool-off stops one bounced impact doing the damage twice. Underwater: a helicopter that stays fully submerged takes steady damage to the engine and body after a moment’s grace, and will eventually be destroyed. Hard landings: a heavy enough impact plays the crash sound, damages the aircraft and stops it spinning, then nudges it clear so it does not sink through the floor.

Server Settings

Every aircraft in the pack gets its own JSON file, written for you on the first server start. Changes made in the in-game Admin Panel take effect live — every helicopter in the world and every connected player updates instantly, with no restart and no reconnect. Only hand edits to the JSON files need a restart, because those are read at startup.
Each per-helicopter file is split into sections — flight, altitude, aerodynamics, control, autorotation, tailRotorFailure, damage, fuel, battery, audio, camera and sling. The two Ospreys’ files add a tiltRotor section, and the Chinooks’ and Ospreys’ files leave out tailRotorFailure, having no tail rotor. Between them they cover:
  • Rotor wind-up rate, lift strength, top speed (knots) and climb rate
  • The height at which lift starts to fade and the ceiling (feet)
  • Pitch, roll and yaw strength, and how quickly each control winds up and settles
  • Bank-to-turn strength and forward drag
  • Ground effect and translational lift, and how firm the top-speed wall is
  • Autorotation glide, flare, sink limit and rotor coast time
  • Tail-rotor failure spin and sink rates
  • All six damage areas, crash damage and how long a wreck burns
  • Battery drain and charge rates, fuel burn rate and tank size
  • Sound volumes
  • Camera pull-back distance
  • Sling lift class (sling.maxKg) — see Sling Loading
  • The Ospreys’ tilt-rotor handling: nacelle speed, top speed with the nacelles up, wing stall speed and propeller pull (tiltRotor, only in the two Ospreys’ files)
A mod update updates your settings files in place on the first server start afterwards — new settings are added, removed ones cleaned out, and every value you changed is kept. The originals are backed up first to $profile:\CZAutoz_Heli\Backups\v<oldversion>_<date>\.
See Per-Helicopter Settings for the full list.

Logging

When switched on in mod_config.json, the mod writes its own dated activity log to the server profile folder:
Activity entries carry the player’s name, their Steam GUID, the helicopter type and where in the world it happened. Logged events include engine start and stop, getting in and out, parts fitted and removed, crashes and crash explosions, rotor kills, crash damage to crew, a pilot dying in the seat, trackers, runways and every admin action. From v0.4.7 it keeps to what matters to admins — routine lines such as refuels, repairs, lights and landing gear are left out. It is off by default and never writes to the game’s own script.log.