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Under the bonnet the helicopters are built the same way DayZ builds a car, so most vehicle mods treat them like any other vehicle. Where a mod expects something a car does but a helicopter does not — an engine that starts differently, a door that is not a car door — we add that behaviour on our side. Every one of these fixes is optional in the truest sense: you do not have to install anything, and if you do not run a given mod, your server behaves exactly as it always did.
Everything in the table was checked by reading the other mod’s own code, not by guessing from how it behaved in game. Most rows need nothing at all from you. The two that do need something are marked in the last column.

Verified mods

Two different lock behaviours. Refusing to let anyone board a locked helicopter, or open its outside doors or ramp, always happens and cannot be switched off. Refusing to sling a locked vehicle is separate and follows the sling.respectLocks setting in Global Settings, which is on by default.

Not listed?

A mod that is not in the table simply has not been checked yet. It does not mean it clashes. Because the helicopters are built the way DayZ builds a car, most vehicle mods just work. If something does misbehave with a mod you run, tell us in Discord with the mod’s name and what you saw, and we will read through its code the same way.
The lock and trader work went in across v0.4.0 to v0.4.3. If a row above does not match what you are seeing, check that your server and every player are on the current version first — see the changelog.