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This page covers $profile:\CZAutoz_Heli\mod_config.json — the one file that sets the rules for every helicopter on your server. The file is split into named sections, one per thing you might go looking for: logging, flight, simple and advanced (one set each for the two flight modes — see Flight Mode Profiles), crew, rotor, autoPilot, sling, barrelHeli, repair, refuel, cargoModules, keybinds, from v0.4.7 tracker and handheldRadar, and from v0.4.8 parts. Every setting below is written out in full, so simple.autoHoverEnabled means the autoHoverEnabled line inside the simple block. Admins and their roles live in a separate file — see Admin Access. Delete this file and restart the server to get a fresh copy with all the default values back.
Most of these settings are gameplay switches — cargo, repair, fuel warnings, logging — and are safe to change freely. The handful that do change how the aircraft flies are simple / advanced and flight.isaAirDensity; those are described in their own sections below.
When you update the mod, this file is updated in place. Any new settings are added, settings that no longer exist are removed, and everything you changed is kept. A copy of the old file is saved first to $profile:\CZAutoz_Heli\Backups\v<oldversion>_<date>\. On top of that, Smart Config Updates cover the per-helicopter files and the two flight-mode blocks here — a value you never touched quietly picks up an improved default, and a value you did change is always left alone.Whenever the server rewrites this file, the text it had just before is also kept in Backups as mod_config.previous.json. If the file stops reading correctly while the server is running — after a hand edit, for example — reloading the settings or changing the admin list keeps the settings the server is already running on and reports the problem in the server log, instead of putting every setting back to its default.
Changing these settings from the in-game Admin Panel takes effect straight away — every helicopter and every player on the server updates instantly, with no restart and no reconnect. Edits made directly to the JSON file take effect after a restart, or straight away if an admin presses Reload Configs on the Admin Panel’s Tools tab.

Extra Cargo Modules

Extra cargo modules are invisible storage boxes bolted into a helicopter’s inventory. You choose how many each helicopter type gets, and how big each one is. You can fit up to 10 modules per helicopter. Each module holds up to 1,000 slots. Each helicopter type also has a matching size setting that says how many slots one of its modules holds: Set these when… you want helicopters to carry more than their built-in hold. A survival server that wants a Blackhawk to be a modest transport might set cargoModules.blackhawk.modules to 2 and cargoModules.blackhawk.cellsPerModule to 200 — two small 200-slot boxes. A base-raiding server might set 10 modules at 1000 each instead.
Size is rounded to the nearest 100. Anything you enter is pulled into the range 100–1000 and then rounded down to the nearest 100 — so 250 becomes 200, 40 becomes 100, and 5000 becomes 1000.
A module that has items in it is never resized or removed. If you shrink or remove modules that players are already using, the server leaves those modules exactly as they are and writes a warning to the log naming the helicopter. Empty the module first, then restart — nobody’s stored gear is ever deleted by a config change.
Cargo module changes saved in the Admin Panel reach the helicopters already out in the world straight away — no restart needed. The same rule holds: a module with items in it is left exactly as it is. In the panel’s Mod Config tab, Cargo Modules shows one row per aircraft, with the count and the size side by side, in the same order as the tables above.
Adding modules on top of the helicopter’s own hold gives these totals, when every module is left at the default 1,000 slots:

Repair

To repair a helicopter a player needs a CZ_HelicopterRepairKit in their hands and the engine switched off. The one exception is a destroyed main rotor — with that broken, the engine-off rule is dropped for every part. The helicopter also has to be close to the ground: 3 m or less above the ground to repair a rotor, 5 m or less for the body, engine, skids or fuel tank. (That is the aircraft’s height above the ground, not how far away the player is stood.)
Repairing a part is done in stages — one hold moves the part up one damage level. A badly damaged part needs several holds to bring it back to new.
Values are corrected on load. repair.rotorRepairTime and repair.zoneRepairTime are kept between 5 and 300 seconds when the file is read, so entering 0 does not make repairs instant — it just gives you the shortest hold. repair.globalHpPct is kept between 0 and 1. repair.kitUses goes from 0 (a kit never wears out) to 20. The Admin Panel’s slider goes down to 0 as well.

Refuelling

These settings decide how much fuel each kind of container puts into a helicopter, and how long the pour takes.

How much fuel a container gives

The amount is set as a fraction of the helicopter’s own tank, not as a number of litres. That way one setting works the same on a little MH-6 and on a Chinook — ten jerry cans fill either of them.

How long the pour takes

This controls how fast the container empties while the player holds the refuel action. A bigger number empties the container faster, so the whole job finishes sooner.
Values are corrected on load. Every refuel.*Pct is kept between 0.001 and 1.0, and every refuel.*Rate is kept between 0.1 and 20. So one container can never give nothing, and never give more than a full tank.
Refuelling at a fuel station has no settings at all — land within about 12 m of a working pump, walk to the fuel cap with empty hands and hold F. The tank fills at roughly 1% a second, so a full tank takes about 100 seconds. See HUD & Fuel.

Thresholds & Toggles

Everything in the crew, rotor, autoPilot, sling and barrelHeli blocks applies whichever flight mode the server is running. The settings that change how the aircraft feels to fly live in the two flight-mode blocks below.

Helicopter Tracker

The tracker section (new in v0.4.7) sets up the GPS Tracker, Tracker Receiver and Signal Scanner: tracker.trackerEnabled (default 1), pingSeconds (90), blurMeters (150), batterySeconds (7200), warnAfterSeconds (600), ownerWarnings (1) and maxPerPlayer (3). What each one does is on the Helicopter Tracker page.

Handheld Radar

The handheldRadar section (new in v0.4.7) sets up the Handheld Radar item: handheldRadar.enabled (default 1), rangeM (1200), batteryHours (2), detectPlayers (1) and detectStationaryVehicles (0). The last one applies to every radar, cockpit radars included. See Handheld Radar.

Helicopter Parts

The parts section (new in v0.4.8) decides which of the helicopter parts are needed. 1 = the part is needed, 0 = it is never needed and its slot is spare. What each part does is on the Required Items page.

Flight Mode Profiles (Simple / Advanced)

The settings that change how a helicopter feels to fly come in two sets — simple and advanced. Only one set is used at a time, and flight.flightMode picks which one. That means you can set up two very different servers once — say helper systems on and calm skies for Simple, and wind, no auto-hover and harsher handling for Advanced — then swap between them by changing one setting. It can be swapped live from the Admin Panel. The first time you start a server after updating from an older build, both sets are filled in from your old settings, so nothing changes until you deliberately edit one of them.
The last four — vortex ring state, blowback and anti-torque — exist only in the Advanced set. Simple mode never uses them, so there is no Simple version of those settings.
These three defaults were retuned in v0.3.0 after the first full round of flight testing: blowback went from 0.35 to 0.08, antiTorque from 0.12 to 0.04 and vrsSeverity from 0.40 to 0.22. Blowback and anti-torque are also limited in flight to a fraction of the pilot’s own control strength, so no value you enter can take the aircraft away from the pilot.Your stored values are kept, so a server whose config file was first written on v0.2.9 is still carrying the old numbers. To move to the new tuning, either reset those three rows in the Admin Panel — which takes effect immediately — or edit mod_config.json and restart.

Keybinds

The keybinds section sets the key each of the mod’s actions starts on for your players — the same list as the Keybinds section of the Admin Panel’s Mod Config tab, where you can click a row and simply press the key you want. There is one line per action:
  • default, or a blank line, gives players the key the mod ships with. Setting a key you had changed back to default (or clearing it) puts the shipped key back for the players who had been given yours
  • Key names look like kW, kF10 or kNumpad5; mouse buttons and the wheel work too (mBLeft, mBMiddle, mWheelUp), and from v0.4.7 a line can hold several keys separated by commas (| or ; work too, spaces are ignored), such as mWheelUp,kPrior
  • A player who has rebound a key in their own controls keeps their choice — your keys only apply to players who have never changed that key
  • A key name the game cannot use — W instead of kW, for example — is skipped, so players keep their key for that action, and it is named in the activity log (KEYBIND) when logging.activityLog is on

Admin Access — Roles & Permissions

Admins and roles live in their own file — CZAutoz_Heli/permissions_admins_config.json, sat next to mod_config.json in your server profile. Keeping them apart means saving your mod settings can never disturb your staff list, and vice versa. If you are updating from an older build, your existing admins are moved into the new file the first time the server starts — there is nothing for you to do.
The built-in owner role always has everything and can never be shut out. Every other role has exactly the permissions you give it — including mod.config.edit and heli.config.edit if you want to hand those out. Tabs and buttons a role cannot use are hidden from it; if someone tries one anyway, a “Permission Declined” message naming exactly what is missing. Every permission, the built-in roles, how to make your own staff roles and the safeguards are all on the Admin Panel & Permissions page.

Logging

The activity log gets a new file each day, named with the date, so no single file grows out of hand. It is never written to the server’s own script.log.

Activity Log Events

The activity log is designed as an admin tool for investigations, compensation, and dispute resolution. Every significant player interaction with a helicopter is recorded with a precise timestamp, player display name, and Steam GUID — giving you a complete, chronological picture of exactly what happened, who was involved, and when. Common admin use cases:
  • Combat logging — confirm whether a player left a helicopter mid-fight or mid-pursuit
  • Theft and griefing — identify who took a helicopter, who was flying it, and what was removed from cargo
  • Compensation requests — verify whether a crash was caused by server-side damage, a rotor shear, or pilot error before compensating
  • Dispute resolution — cross-reference a player’s account of events against the timestamped log
  • Rotor kills — confirm who was piloting when a player was killed by a rotor disc, including both victim and pilot GUIDs
When logging.activityLog = 1, every event is recorded with a timestamp, the helicopter classname, and the player’s display name and Steam GUID where applicable. All seat, engine, and physics events also include the helicopter’s world position (X/Z coordinates) at the time of the event.
Trimmed in v0.4.7. The log now keeps to what helps you with grief, theft and rule-breaking. Routine lines that told you nothing you could act on are no longer written: refuels, repairs, the spotlight, navigation lights, ramps, windows and landing gear, Autohover on and off, battery warnings, the full engine spool-up line and the technical start-up and recovery lines. A crash now writes one line, not a burst.

Helicopter Presence

Engine

Seats

Cabin Mode

PvP Kill Detection

Combat & Damage

Flight Systems

Parts, Trackers & Barrel Helicopters

Admin & Spawning

Every Admin Panel action is logged with the acting admin’s name and GUID:
We strongly recommend enabling activity logging on all servers. It has no meaningful performance impact and gives you the full picture you need to handle compensation requests, combat log reports, theft disputes, and any helicopter-related staff situation confidently and fairly. Without it, you are relying entirely on player accounts of what happened.This mod logs all helicopter-specific interactions, but it does not cover general server-wide PvP kills. For complete kill accountability — including who shot who, with what weapon, and when — we recommend also running a dedicated PvP logging mod alongside this one. The two logs complement each other: helicopter activity records the context, a PvP logger records the kill chain.

Whitelist Log

Whitelist checks are always logged, regardless of logging.activityLog — since v0.3.0 into the shared fleet whitelist log, the same date-stamped file the CZ Autoz vehicle mods write to: See Common Issues for how to use it when troubleshooting.