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This component is the main driver script for the helicopter, and it also drives values for the UI.
Select from Knots, Feet Per Second, Feet Per Minute, Miles Per Hour, Kilometres Per Hour, or B
Select from Feet or Meters
The seat index of the BoardSource Driver Seat.
The optional seat index’s of the Passengers/Gunners that will utilize the helicopter HUD. For the pilots HUD copilot weapon feedback, only one seat can be copilot.
The Helicopter UI index for Pilot HUD.
The Helicopter UI index for Gunner HUD.
The models joystick and pedals can move with input, add any that need to move here.
The altimeter ray casts will look for.
The center point of the ground sensors.
The distance from the ground at the front altimeter sensors to be considered grounded.
The distance from the ground at the rear altimeter sensors to be considered grounded.
The distance from the ground at the front altimeter sensors to be considered grounded.
TIP: Best at center of wheel and just outside of it. For skids, just above and to the outside of the skid
The distance from the ground at the rear altimeter sensors to be considered grounded.
TIP: Best at center of wheel and just outside of it. For skids, just above and to the outside of the skid.
Use the closest ground hit for altitude? Will average out the values if false.
Helps to keep the helicopter upright.
Helps to keep the helicopter upright.
Helps to keep the helicopter upright (0 for no Angle Assist).
Helps to keep the helicopter upright.
Helps to keep the helicopter upright.
Helps to keep the helicopter upright (0 for no Over Pitch Assist)
Helps to keep the helicopter upright.
Helps to keep the helicopter upright (0 for no Under Pitch Assist).
Helps to keep the helicopter upright.
Helps to keep the helicopter upright (0 for no Over Roll Assist)
Helps to keep the helicopter upright.
Automatically apply throttle to maintain altitude when no throttle input.
Automatically level out the helicopter to maintain altitude when no yaw, pitch and roll input.
Dampening to apply when Auto Hover Leveling.
Return rate to apply when Auto Hover Leveling.
Use realistic physics?
Rather than adding torque for yaw, rotate around the world up. Good for beginner pilots (takes away realism somewhat). This option is available when Realistic Mode is set to true.
Optionally use input without smoothing (handy for GPS)
The maximum sea level altitude the helicopter is allowed to reach.
How fast the throttle response is.
How fast the pitch response is.
How fast the roll response is.
How fast the yaw response is.
How much the helicopter can pitch (0 = Unrestricted).
How much the helicopter can roll (0 = Unrestricted).
How much lift force the helicopter has at maximum power.
How much lift force the helicopter has at minimum power.
How fast the helicopter is allowed to raise its altitude.
How fast the helicopter is allowed to drop its altitude.
Limit the helicopters maximum overall air speed.
An optional reference to adjust the center of mass.
How heavy the helicopter is while it is off the ground and the engine is fully started.
How much drag will affect the helicopter while it is off the ground and the engine is fully started.
How much angular drag will affect the helicopter while it is off the ground and the engine is fully started.
How heavy the helicopter is while it is off the ground and the engine is off.
How much drag will affect the helicopter while it is off the ground and the engine is off.
How much angular drag will affect the helicopter while it is off the ground and the engine is off.
How heavy the helicopter is while it is on the ground and the engine is on.
How much drag will affect the helicopter while it is on the ground and the engine is on.
How much angular drag will affect the helicopter while it is on the ground and the engine is on.
How heavy the helicopter is while it is on the ground and the engine is off.
How much drag will affect the helicopter while it is on the ground and the engine is off.
How much angular drag will affect the helicopter while it is on the ground and the engine is off.
Limit the helicopters maximum angular velocity.
Should the engine automatically start when the driver is set?
Should the engine automatically stop when the driver is set?
TIP: With this false, you can change seats and the helicopter can keep hovering, perfect for single player game that require a switch from pilot to gunner, or for testing UI etc.
How long it takes to fully wind up the engine and rotors.
How long it takes to fully wind down the engine and rotors.
How fast the Main Rotor/s rotate.
How fast the Sub Rotor/s rotate.
How much the throttle output affects the speed of the Main Rotor/s rotation.
How much the throttle and yaw output affect the speed of the Sub Rotor/s rotation.
A reference to the main lift rotor/s, that rotate around their Y axis.
A reference to the sub rotors usually the rear/yaw rotor/s that rotate around their X axis.
Horizontal collision force must be above this threshold to do horizontal impact damage.
Vertical collision force must be above this threshold to do vertical impact damage.
How much base damage to apply when collision force is above the threshold (multiplies by collision force).
How much base damage to apply when collision force is above the threshold (multiplies by collision force).
Higher values allow less accurate landings. Lower values require more accurate landing. The lower the value the less angle the helicopter must have to successfully land.
Higher values allow less accurate landings. Lower values require more accurate landing. The lower the value the less angle the helicopter must have to successfully land.
Landing accuracy failure damage to apply.
Landing accuracy failure damage to apply.
Higher values allow less accurate landings. Lower values require more accurate landing. The lower the value the less angle the helicopter must have to successfully land.
Landing accuracy failure damage to apply.
Lower values consider crashing at less angle. The higher the value, the more the helicopter must be on its nose to be considered a crash.
Lower values consider crashing at less angle. The higher the value, the more the helicopter must be on its tail to be considered a crash.
Nose crash damage to apply.
Tail crash damage to apply.
Lower values consider crashing at less angle. The higher the value, the more the helicopter must be on its side to be considered a crash.
Side crash damage to apply.
Crash damage to apply if the helicopter is upside down.
Optionally immobilize throttle on impacts above the threshold.
Optionally immobilize throttle on bad landing.
Optionally immobilize throttle on crash landing.
When immobilized the helicopter can recover after this delay (-1 to never recover).
The amount of pitch difference to apply to the engine audio.
The engine audio clip to play.
The engines audio source.
The immobilized warning audio clip to play.
The immobilized warning audio source.
The offset for the UI monitor copilot weapon indicator (start weapon angle)
The Pilot weapons, can be empty.
The CoPilot weapons, can be empty.
Like all other states in UCC.