> ## 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.

# Roadmap

> Planned features and future development direction for CZ Autoz Helicopter Core System.

This page outlines features currently in planning or active development for CZ Autoz Helicopter Core System. Nothing listed here is guaranteed to ship in any specific order or timeframe — the roadmap reflects the direction we intend to take the mod, not a release schedule.

<Note>
  Have a feature idea or want to discuss priorities? Join the [CZ Autoz Discord](https://discord.gg/7qWZzPUuTq) and share it in the suggestions channel.
</Note>

***

## Delivered in v0.2

Previously on this roadmap and now shipped — see the [changelog](/changelog) for the full v0.2 release notes.

<CardGroup cols={2}>
  <Card title="Pilot / Co-Pilot Control Handoff" icon="circle-check">
    **Done.** Only one cockpit seat holds flight control at a time — press **T** to hand control to the other seat. Control passes automatically if the holder leaves or dies, and a HUD indicator shows who holds it.
  </Card>

  <Card title="CarScript Flight Rebuild" icon="circle-check">
    **Done.** The flight system runs on DayZ's native CarScript base class, driven by force/kinematic physics with restored smooth 1.28-style handling — the helicopter moves, banks, and turns smoothly through the world. On-screen visual body-frame smoothing on the 1.29 engine is still being refined (see below).
  </Card>

  <Card title="In-Game Admin Panel" icon="circle-check">
    **Done.** Manage the whole fleet in-game (default **F10**) — teleport, repair, refuel, reset, delete, repair all, delete empty, reload configs live, map view, and role-based permissions.
  </Card>

  <Card title="Full Controller Support" icon="circle-check">
    **Done.** Fly entirely on a gamepad — cyclic on the left stick, collective on the triggers, yaw on the shoulder buttons. Every binding is rebindable.
  </Card>

  <Card title="Wreck Fire" icon="circle-check">
    **Done.** Destroyed helicopters now catch fire and burn for a configurable time, with a fire-damage area that hurts players standing too close (suppressed underwater).
  </Card>
</CardGroup>

***

## Gameplay & Crew Systems

<CardGroup cols={2}>
  <Card title="Player Rappelling" icon="person-falling">
    Crew members will be able to rappel from the aircraft while it holds a hover. Designed to work alongside Autohover — pilot locks position, crew deploy to the ground on ropes.
  </Card>

  <Card title="Winch System" icon="arrow-up-from-bracket">
    A deployable winch that allows extraction of players or cargo from the ground while in a stable hover. Planned to integrate with the existing Cabin Mode crew system.
  </Card>

  <Card title="Sling Load" icon="link">
    External underslung cargo transport — attach ground objects or containers to the helicopter's belly hook and carry them to a new location. Intended for logistics and base-building server playstyles.
  </Card>
</CardGroup>

***

## Flight Model

<CardGroup cols={2}>
  <Card title="Wind Physics" icon="wind">
    Dynamic wind zones that affect helicopter handling — crosswinds, gusts, and turbulence layers that vary by altitude and terrain. Would apply directional force to the airframe and require active correction from the pilot.
  </Card>

  <Card title="Tail Rotor Authority vs. Speed" icon="gauge-high">
    Refined tail rotor authority modelling where pedal effectiveness reduces at low airspeed and increases in forward flight, more closely matching real helicopter handling characteristics.
  </Card>
</CardGroup>

***

## Immersion & Visuals

<CardGroup cols={2}>
  <Card title="Visual Flight Smoothing" icon="wave-square">
    The helicopter's handling and motion through the world are already smooth and kinematic, but on-screen visual body-frame smoothing on the 1.29 engine is still being refined. Ongoing work to eliminate any remaining visual jitter in the rendered airframe.
  </Card>

  <Card title="Survivor Animations Integration" icon="hands">
    Optional integration with the Survivor Animations mod — when active, the pilot's hands will be visually positioned on the cyclic and collective in first-person cockpit view, rather than the default weapon hold animation.
  </Card>

  <Card title="Damage Visual States" icon="fire">
    Expanded in-flight visual damage states tied to helicopter zone health — escalating smoke and damage effects on heavily damaged components as they degrade toward destruction. Visual component deformation based on zone damage level is also under consideration. (Wreck fire on destruction shipped in v0.2.)
  </Card>
</CardGroup>

***

## Content

<CardGroup cols={2}>
  <Card title="Additional Helicopter Variants" icon="helicopter">
    New helicopter types to expand the core fleet. Candidates are evaluated against DayZ's physics constraints and the feasibility of cabin/seat/door systems within the existing architecture.
  </Card>

  <Card title="Door Gunner Positions" icon="crosshairs">
    Dedicated weapon firing positions at open doors on applicable helicopters, with positional restrictions and limited arcs of fire matching the aircraft geometry.
  </Card>
</CardGroup>
