L63_HeliAI

by L63

0.0.74

0.0.75

Massive log spam reduction.
Game Version
1.8.0.13
Created
Sat, 10 Oct 2026 08:41:23 GMT
Last Modified
Sat, 10 Oct 2026 08:41:29 GMT

0.0.73

0.0.73

NEW
- Patrol flights. A flight with Package Patrol flies its own random patrol: legs inside its Patrol circles, never through a Keep Out circle (plus 150 m), 35-55 m above the ground and over the treetops. One aircraft, or a lead and wingman that attack as a section. Engage Hunt makes rocket attacks on enemy vehicles and infantry its crew spots (never aircraft, never within 1 km of a Keep Out); Off uses the door guns only. It flies home when its Patrol Minutes are up, its rockets are spent or it is crippled. Players cannot board it and it takes no player orders. 
- Bingo fuel for every flight. When the package's lowest tank reaches Bingo % (default 20 %), a stop already under way is finished first. Then the whole package flies home, refuels on the pad for about a minute with its troops aboard, and resumes where it left off. A patrol refuels and starts a new patrol. On the trip home, Launch Sortie is kept and flown after the refuel, Abort cancels the return to task, and Re-Attack moves the resume point.
- Prefab Pool on each airframe slot: every spawn and respawn draws one prefab from it at random.
- Spawn hold: a slot waits while a living person or a vehicle is inside its footprint, at the first spawn and at every respawn. A vehicle parked on a slot is no longer taken for the ground to spawn on.
- Respawn back-off: an aircraft lost soon after it spawns respawns after 30 s, doubling up to 10 min, and the flight says so on the radio.
- Save games: nothing L63_HeliAI spawns is saved any more, so loading a save no longer duplicates the flights.

CHANGED
- Fuel Consumption now really burns fuel for our AI helicopters, at the vanilla rate (about 160 L/h). Before, they never used any. It is ticked by default, so existing missions will now see flights go home to refuel (a fresh UH-1H after roughly 2-3 h of engine time). Untick it to hold the tank (a leak can still reach Bingo), or set Bingo % to 0.

FIXED
- A flight that starts its RTB right over home no longer loses its landing and park orders.
- RTB no longer takes a vehicle's roof (a canvas-topped jeep on the pad) or a tree for the landing surface, and a ship-deck home stays on the deck.

FOR MISSION MAKERS
- Existing Transport and Strike flights need no edits. Check Fuel Consumption and Bingo % on the dispatcher (Lifecycle).
- To add a patrol: a flight with Package Patrol, at least one Patrol Zones row of kind Patrol (the first one's centre on dry land), and Keep Out rows around friendly bases. Its Patrol section sets leg length (1000-3000 m), max turn (100 deg), height (35-55 m), open water per leg (300 m), Patrol Minutes (0 = until destroyed), Engage, Lock Players (on), Crew Armour (Killable) and log volume.
- Airframe slots: Prefab Pool takes L63H airframe prefabs only, for example an L63H child of an ACM prefab. Anything else spawns the slot's Prefab.
- Airframe registry: new Footprint Radius per airframe (-1 = 15 m).
- TEST ONLY, refused on servers: Patrol Test, Test Start Fuel %, Test Keep Tracked.
- New test worlds: PatrolTest and DeckTest.

KNOWN
- A patrol's trip home flies straight and does not avoid Keep Out circles.
- Troop Count above 1 can board only one trooper into a hovering spawn.
Game Version
1.8.0.13
Created
Fri, 09 Oct 2026 09:56:10 GMT
Last Modified
Fri, 09 Oct 2026 09:56:15 GMT

0.0.72

0.0.72 - Fast-rope safety

- Orders wait for the rope: Launch Sortie, Go / Next Stop, Fly To and Abort & RTB given while someone is on the rope or standing on the helicopter are held, the radio says why, and they run once everyone is clear.
- Safe forced drop: if the helicopter must leave with riders still on the rope, they are set down safely below. In 0.0.71 this could throw a rider off the map and kill them.
- Nobody left on the airframe: a player that a rope exit leaves standing on the hovering helicopter is set down below before it moves on.
- Rope height is measured to real ground, not the helicopter's own hull: F.R.I.E.S only counts a touchdown within 5 m of the ground (it could end a ride at the top of the rope), and the get-out key no longer drops a rider from the top.
- Fall catch: a rider whose ride ends high up and who starts to fall is set down below.
- 'Go' and 'Fly To' now show while you hang on the rope.
- A rope point right next to the previous stop now puts its ropes out (a timing race could cancel the rope hover).
- Less log spam: the Mi-8 gunship's combat and turret debug logging is off.
- Mission makers: the test-only 'Test Rope Drop' setting is refused in multiplayer.
Game Version
1.8.0.13
Created
Sun, 04 Oct 2026 09:49:49 GMT
Last Modified
Sun, 04 Oct 2026 09:49:58 GMT

0.0.71

L63 Heli AI 0.0.71

TERRAIN MASKING FLIGHT - NOW THE DEFAULT (formerly "the weave")
- Transport legs of 2 km or more are planned through the terrain that hides them and flown low along that route, 15 m over the ground at 35 m/s. Legs where masking gains nothing are flown straight, as before.
- LZ and rope-point approaches mask too, with the last 600 m straight so the escorts' overwatch break and the LZ judgement happen on a straight final. The trip home masks as well.
- Flown on every test since the Everon tree card with no tree, wire or spire contact. The per-flight field is still called Weave Mode in the editor; set it Off (0) for the old straight transit, or Plan only (1) to log and draw the plan without flying it.

ESCORT TRAIL ON MASKING LEGS - NEW, AND ON BY DEFAULT
- On a masking leg the two escorts leave their abeam stations and fly nose-to-tail with the transport: the port gunship leads about 105 m ahead on the transport's own route, the starboard gunship follows about 105 m behind on the transport's actual track.
- They form about 10-15 s into the leg and stay in trail through the bends, the leader banking into each turn ~3 s before the transport. A straight leg between two masking legs keeps them in trail.
- They fan back out to their abeam stations 800 m before a waypoint whose next leg is straight, or break to their overwatch orbits 400 m before an LZ or rope point as today. Any engagement, evasion or overwatch ends the trail at once; they re-form only from a settled abeam station.
- Measured on the test route: the leader held the route within 9 m (95th percentile), the follower held the track within 3 m, never closer than 73 m to the transport.
- Per-flight fields: Escort Trail (Off / Plan only / Fly, default Fly) and Trail Interval S (default 3 s).
- Not yet flight-tested: an escort engagement while in trail (reviewed, built, unflown). Please report anything odd around a threat.

FLIGHT PROFILE
- Smooth vertical profile on route legs: prompt descent after a crest, one smooth nose-up and collective on a climb, the descent always braked so it can be stopped over the ground, a tree top or a wire.
- The leading escort flies the same vertical law while in trail.
- Known: a slight pitch pumping on long climbs remains; it is being read from the height trace.

OBSTACLES
- Height floors probe down with a 1 m sphere instead of a line: the game's spruce has only a thin trunk collider and no crown, and a line ray read a 30 m spruce as 13 m. The one tree strike of the previous build was exactly that.
- Power lines and tall structures (church spires, towers, masts, pylons) are held 10 m clear on every route leg, including the landing glide, and now also along the arc of a turn, so a spire on a curved approach is seen early.
- Rocks, debris, vehicles, characters and airborne aircraft can no longer be mistaken for tall structures (a build in between climbed toward its own escorts; fixed before release).
- Escorts keep at least 15 m over the ground under their station (was 12), and stay at least 60 m from the transport while breaking to their overwatch orbits.

AIR SUPPORT WHEEL
- The squad command wheel's Air Support entries now use the map's own NATO symbols in the dispatcher's faction colour: Rotary Wing at the top level, Rotary Wing + Airborne for Transport, Rotary Wing + Sniper for Strike.
- Orders use black generic icons: thumb up to launch, thumb down to abort, a pointing hand for Go / Next Stop, the digits 1-8 for Go To, a circling arrow for Re-Attack.

FIXES
- Trip home planned to the real home pad instead of the world origin on the first route.
- Escort abeam stations no longer swing with an evading transport's nose (they follow its velocity, turning at most 10 deg/s).
- Escort station heights: 5 m (port) and 10 m (starboard) over the transport in transit.

FOR MISSION MAKERS
- New or changed per-flight fields in the dispatcher: Weave Mode (default Fly), Weave Draw (debug), Escort Trail (default Fly), Escort Trail S (3), V Prof Trace S (debug height trace, off).
- Defaults now on for every flight that never set them: terrain masking flight and the escort trail. Rows that set Weave Mode Off keep the old straight transit and no trail forms.
- Log tags for reading a flight: [weave] the masking plan, [ptrail] the escort trail, [vprof] the height trace, [wire] power lines and structures, [contact] any physics contact, [transit] clearance per leg.
Game Version
1.8.0.13
Created
Sun, 27 Sep 2026 12:18:30 GMT
Last Modified
Sun, 27 Sep 2026 12:18:41 GMT

0.0.70

L63 Heli AI 0.0.70

STRIKE (CAS): STRAIGHT LOW - THE NEW DEFAULT APPROACH
- Strike flights now fly the run to a CAS mark low: 15 m above the ground on the direct line, then one late pop-up to attack height just before the attack.
- Where a slope is too steep to follow safely at 15 m, they lift to cruise height over it and drop back down afterwards.
- The pop-up is timed so the climb is finished before the section splits into trail.
- Tested on two targets. The section spent about a third less time in the target's view, for only 1-2 s longer.
- It is the default for every flight that doesn't set Corridor Mode. Set Off (0) for the old straight-in, or Masked Holding Area (1).

FORMATION SAFETY (also fixes a crash in 0.0.69)
- Wingmen now keep at least 12 m above the ground under their slot, and above the ground along their own path and the slot's path for the next 4 s.
- Fixes a wingman sliding sideways into a cliff while the formation re-forms for RTB.
- It stays off while the lead hovers or lands.

MASKED HOLDING AREA (Corridor Mode 1) IMPROVEMENTS
- Flies 15 m above the ground instead of 28 m, with the same slope rule.
- Holds low from the holding area to one late pop-up.
- The lead-in distance is now a per-flight setting (default 400 m).

FIXES
- The pop-up now aims for the correct height on targets that sit on high ground. It had been climbing to below the target and then climbing again for the run-in.
- Every Re-Attack refusal now writes its reason to the log.

FOR MISSION MAKERS
- New per-flight fields in the dispatcher:
  - Corridor AGL M (15)
  - Corridor Lead In M (400)
  - CAS Pop Ramp (off)
  - Corridor Low Lone Only (off)
- Corridor Mode now defaults to 2 (Straight low). Rows that never set it get it automatically.
Game Version
1.8.0.13
Created
Sat, 26 Sep 2026 05:38:57 GMT
Last Modified
Sat, 26 Sep 2026 05:39:06 GMT

0.0.69

L63 Heli AI 0.0.69

AIR SUPPORT COMMAND MENU
- All helicopter commands now sit under "Air Support" in the squad command wheel, split into Transport and Strike.
  - Transport: Launch Sortie, Go / Next Stop, Abort & RTB, Fly To > Stop 1-8.
  - Strike: Launch Sortie, Abort & RTB, Re-Attack.
- Each command only ever tasks a flight of its own type. Fixes a CAS call launching the transport flight instead.

CALLSIGNS AND RADIO
- Each flight has its own callsigns: Transport is Raccoon-1/2/3, Strike is Bushranger-1/2.
- One voice per flight. The lowest-numbered surviving aircraft speaks for the whole flight.
- Much less chatter:
  - No more landing-queue calls.
  - "Tasking complete" and "ready for tasking" are heard once per flight.
- Losses are reported: "Raccoon-3 is down." If the whole flight is lost, you hear "...Raccoon flight is lost."
- Radio calls go only to the squad that tasked the flight.

MAP MARKS: T AND S
- Start a mark with T for Transport or S for Strike, e.g. T1-WP T2-LZ T3-WP and S1-WP S2-CAS S3-WP.
- Both routes can be on the map at once, and each is numbered from 1.
- Plain marks (1-WP 2-LZ ...) still work when only one flight is used.
- Wrong marks are refused on the radio with the fix, e.g. "negative - Raccoon doesn't fly CAS, did you mean S2-CAS?"
  - Transport can't fly CAS.
  - Strike can't fly RP or HC.
- Place route marks where your side can see them. Private marks never reach the server.
- The game keeps at most 10 shared marks per player; placing an 11th deletes your oldest. Squad-mates can share the drawing.

ONE SQUAD PER FLIGHT
- A flight only reads marks placed by its own squad.
- A flight takes orders only from the squad that tasked it, until it lands and parks.
  - Other squads hear "negative - Bushranger flight is tasked by another squad." Coordinate, or wait until it's free.
- If everyone in the tasking squad logs off, the next player to order the flight takes it over.

STRIKE (CAS)
- New Re-Attack command: one more pass on the last CAS mark while rockets remain.
  - It works during the attack, later in the route, or on the way home.
  - With no rockets left, you hear "negative - Winchester."
- After a pass, the section automatically re-attacks if hostiles and rockets remain; otherwise it moves on at once. There's no more 60 s orbit with the wingman hovering exposed.
- Faster approach:
  - A distant CAS mark is flown at route speed until about 1.6 km out.
  - The section then closes at 33 m/s and attacks at 33 m/s once its trail has formed.
  - Rockets open fire at 375 m to match.
- Smoother wedge-to-trail: speed changes now ease in and out instead of stepping.
- New, off by default: Corridor Mode "Masked holding area". The Strike flight first slips to a holding area behind terrain, lined up on the target, then attacks from there.

FOR MISSION MAKERS
- New per-flight fields in the dispatcher:
  - Callsign: leave empty for Raccoon or Bushranger.
  - Corridor Mode.
- Set each flight's Package to Transport or Strike. An unset flight answers either menu only when no flight of that package exists, and it flies as Raccoon.
- Existing missions need no edits. Command names are unchanged.
Game Version
1.8.0.13
Created
Fri, 25 Sep 2026 19:01:16 GMT
Last Modified
Fri, 25 Sep 2026 19:01:26 GMT

0.0.68

NEW
- Escort combat. An escort circling an LZ or rope point now leaves its orbit to attack whatever is shooting at, or aiming at, the transport or itself. It makes one rocket pass, then returns to its station. Only one escort attacks at a time; the other stays on station and covers the transport until its partner is back. Vehicles are attacked first, then AT soldiers with a launcher up, then other infantry. In transit the escorts hold their station and use their door guns only.
- Hill-aware rocket runs. The UH-1H and Mi-8 gunships now measure their attack height from the highest ground between them and the target, not from the ground under them. A run started over low ground no longer dives into the rise in front of the target and aborts. In testing, a rig that aborted every run before made two clean passes and destroyed the whole squad.
- Dive look-ahead. During the attack dive the gunship watches the ground up to 150 m ahead and climbs over rising ground instead of aborting the run. Its weapons hold while it climbs. (It has not yet been triggered in a test flight.)
- Airframe roles. Each airframe row of a flight has a Role: Transport, Escort 1 or Escort 2 for a Transport flight, and Gunship 1 or Gunship 2 for Strike. The row title shows it, and so do the spawn markers in the Workbench preview.

CHANGED
- The UH-1H gunship attacks from 60 m (was 45), leaving more room over the ground at the end of the run.
- A UH-1H gunship that reacts to being shot at now fires its rockets on the pass. Before, it could only use its door guns. The Mi-8 and CAS passes are unchanged.
- Door gunners spot targets faster (perception 6, was 4).
- An attacking escort keeps clear of the transport: it steers away from 60 m out and stays 20 m above it.
- An escort pass already under way when the transport leaves the LZ is finished on the same target, and then the escort rejoins.
- When an escort's turn to attack comes, it goes first for whoever has been hitting it.

FIXED
- A helicopter waiting for its turn on a deck starts its hold only within 600 m of home. A flight recalled from far away could start holding 5 km out, and ignore hits all the way home. (Not yet flight-tested.)
- A refused order now tells the commander why on the radio, and what the flight is waiting for (for example, the escorts of a lost transport still heading home). Before, pressing Fly Route did nothing and said nothing. (Not yet flight-tested.)
- Aircraft that land with their lead at the end of a route now despawn with it. An aircraft already shut down at home is never flown there again. (Not yet flight-tested.)
- A Transport flight whose escorts were not set up now warns at launch. Before, the gunships silently flew as the transport's wingmen.

FOR MISSION MAKERS
- No edits needed; the defaults are the tested values. Flights that do not set a Role behave as before: Escort Slot First still decides.
- Flight entry, airframe rows: new Role. When any row sets one, the Roles decide which aircraft escort, and Escort Slot First is ignored.
- New on the autopilot component (Escort):
  - Escort Combat (on; off = log what it would attack, never leave station).
  - Escort Engage Radius (800 m), Escort Leash (1800 m), Escort Engage Max (90 s).
  - Escort Rejoin Dist (250 m), Escort Rejoin Cap (60 s), Escort Cooldown (5 s).
  - Escort Shooter Memory (5 s), Escort Own Shooter Memory (10 s), Escort Lift Clearance (60 m).
- New on the autopilot component (Combat): Dive Terrain Floor (on; off = the old dive).
- New on the route coordinator: Deck Hold Entry Dist (600 m; 0 = hold from any distance, as before).
- Registry and prefabs: the UH-1H Gunship row and the Mi-8 gunship prefab switch on the corridor pass datum; the UH-1H gunship prefab sets Attack Run Altitude 60.
- Server log:
  - Every attack run logs what left the aircraft ([fire] ... rocket(s) away) with debugging off.
  - A new [run] record gives where the run started, the height it was measured from and its fire window, and after the pass how low it got and whether anything blocked the line of fire.
  - The CAS pass-end line's 'shots=' is now 'cannon=', with a new 'rockets=' count.
  - Each launch logs the flight's layout, and escorts log every decision ([escort] ENGAGE / HOLD STATION with the reason).
Game Version
1.8.0.13
Created
Fri, 25 Sep 2026 11:35:54 GMT
Last Modified
Fri, 25 Sep 2026 11:36:04 GMT

0.0.67

NEW
- Two-ship CAS in trail. A Strike section flies to a CAS mark in wedge and splits 800 m out: the lead attacks, and the follower eases back on the move into trail 6 s behind, on the lead's own track, then attacks from there. Both aircraft attack, 6 s apart.
- After a trail attack the lead slows to about half cruise speed instead of hovering, turns onto its next leg, and the follower rejoins the formation in flight.
- Staggered escort lift-off. Escorts parked on a pad or deck leave one at a time: the lift first, then each escort 2.5 s after the one before, once the lift is 45 m clear of its pad (a 20 s cap overrides the distance). Escorts already flying, or started in the air, leave with the lift as before. (Not yet flight-tested.)

CHANGED
- CAS Follower Stagger (m_fCASFollowerStaggerS) now defaults to 6 s (was 4) and sets the trail interval behind the lead, not a delay between attack orders. 0 still means only the lead attacks.
- A CAS mark as the first stop now waits a couple of seconds for the wedge to form, so the whole section attacks. Before, only the lead attacked and the follower flew beside it through the run.
- Weld Descend Alt (m_fWeldDescendAlt) now accepts 1-4 m, because riders cannot let go above 5 m.

FIXED
- Wrecks: a destroyed helicopter is left to fall and is removed once it comes to rest, or after 60 s. An escort shot down on its way home no longer vanishes in mid-air, and a transport shot down mid-route is no longer left waiting to land itself.

FOR MISSION MAKERS
- No edits needed; the defaults are the tested values.
- New on the autopilot component (Escort): Escort Lift Off Stagger (m_fEscortLiftOffStagger, 2.5 s) and Escort Pad Clearance (m_fEscortPadClearance, 45 m). Set both to 0 for the old all-at-once launch.
- New on the route coordinator: CAS Trail Ring (m_fCASTrailRingM, 800 m; keep it just outside the run-in band of about 770 m), CAS Approach Waypoint (m_CASApproachWaypoint, a plain Move; a Forced Move doubles the speed and breaks the trail) and Weld Release Hold (m_iWeldReleaseHoldMs, 15000 ms).
- Server log: the rope DEPART line warns only on a real problem; a radio call to an offline player is one normal line; damage-probe lines name the aircraft; held flights log a crew census; every player rope boarding logs how long the seat took; a removed wreck is named as a WRECK, with the rule that removed it.
Game Version
1.8.0.13
Created
Thu, 24 Sep 2026 20:25:18 GMT
Last Modified
Thu, 24 Sep 2026 20:25:24 GMT

0.0.66

Game Version
1.8.0.13
Created
Thu, 24 Sep 2026 15:06:14 GMT
Last Modified
Thu, 24 Sep 2026 15:06:20 GMT

0.0.65

Added instruments to diagnose issues with fast roping...
Game Version
1.8.0.13
Created
Tue, 22 Sep 2026 17:03:16 GMT
Last Modified
Tue, 22 Sep 2026 17:03:21 GMT

0.0.64

Troubleshooting frozen fast-roping....
Game Version
1.8.0.13
Created
Tue, 22 Sep 2026 13:28:17 GMT
Last Modified
Tue, 22 Sep 2026 13:28:23 GMT

0.0.63

Game Version
1.8.0.13
Created
Tue, 22 Sep 2026 12:53:39 GMT
Last Modified
Tue, 22 Sep 2026 12:53:45 GMT

0.0.62

Game Version
1.8.0.13
Created
Tue, 22 Sep 2026 12:41:15 GMT
Last Modified
Tue, 22 Sep 2026 12:41:25 GMT

0.0.61

Game Version
1.8.0.13
Created
Tue, 22 Sep 2026 11:56:01 GMT
Last Modified
Tue, 22 Sep 2026 11:56:12 GMT

0.0.60

Game Version
1.8.0.13
Created
Sun, 20 Sep 2026 05:14:03 GMT
Last Modified
Sun, 20 Sep 2026 05:14:10 GMT

0.0.59

- Flight characterstics tweaks to look more realistic.
Game Version
1.8.0.13
Created
Fri, 18 Sep 2026 13:09:48 GMT
Last Modified
Fri, 18 Sep 2026 13:09:53 GMT

0.0.58

- Helicopters now pitch with their acceleration: nose-down as they accelerate and at cruise, nose-up as they brake into the flare, at rates a real ship could fly, and shown in full. The take-off climb eases into the cruise height instead of overshooting it. Both are on by default; 'Pitch Model' and 'Takeoff Taper' on the autopilot restore the old look. New attributes: Pitch Accel Gain, Max Nose Down, Max Nose Up, Max Pitch Rate, Pitch Smoothing Time. Followers copy the leader's pitch as they copy its bank.
Game Version
1.8.0.13
Created
Mon, 14 Sep 2026 16:06:59 GMT
Last Modified
Mon, 14 Sep 2026 16:07:05 GMT

0.0.57

0.0.57

AIRFRAME REGISTRY NOW DRIVES BEHAVIOUR (0.0.56 only logged it)
- Aircraft Radius, Ground Clearance and Engine Start Delay are taken from the airframe's registry row when the prefab leaves them at -1. Rule: prefab value if set, else the row, else the built-in (7 m / 2 m / 0 s). Every shipped prefab resolves to exactly what it flew before.
- Seat roles come from the row: door-gunner count, whether the decorative co-pilot is seated, and a weapons-operator seat on chin-turret gunships. A row with one PILOT seat vetoes the co-pilot. Cargo seats are checked against the troop package and warn when troops will find no seat.
- New: a weapons operator is spawned into the compartment the row names, verified in-seat, re-seated if needed and grouped with the crew. Door gunners never count or take that seat. No row shipped in L63_HeliAI names one yet; it is what the WCS AH-1S compat uses. The operator does not use the turret or stores in this build.

FIXED
- A helicopter whose physics body spawned asleep hung in the air with its rotor at zero while the engine reported running. Engine start now wakes the body, and a held airframe with its engine on is re-woken if it falls asleep. Player-flown aircraft are untouched.
Game Version
1.8.0.13
Created
Mon, 14 Sep 2026 12:34:10 GMT
Last Modified
Mon, 14 Sep 2026 12:34:15 GMT

0.0.56

- Adjusted spawn priorities for AI crew.
Game Version
1.8.0.13
Created
Sun, 13 Sep 2026 08:54:06 GMT
Last Modified
Sun, 13 Sep 2026 08:54:12 GMT

0.0.55

- Ship decks: a helicopter returning to a deck no longer starts a fight during its deck hold, final approach or park. A threat perceived there is logged and declined instead. Threats beyond 2.5 km are ignored everywhere.
- Ship decks: the last stretch home to a deck, pier or roof is flown at a floor above that surface (new Surface Approach Height, default 12 m, which is 30 m over the sea on the LHD) and the descent is vertical over the pad. Fixes the superstructure strike and the low deck slides.
- Ship decks: crew-loss, engine-failure and launch checks now treat a deck as the ground.
- Fast rope: a rope point on a building hovers no higher than 12 m above its roof (new Roof Rope Alt). Open-ground ropes are unchanged.
- Crews: pilot and co-pilot faction is now applied and read back (it never was). Door gunners take the airframe's faction at spawn.
- Diagnostics: every combat entry, the engine watchdog arming, a stray deck holder and a park timeout now name themselves in the log. Every airframe prints its own health census. The lifecycle-closed line no longer under-counts.
Game Version
1.8.0.13
Created
Sun, 06 Sep 2026 11:06:00 GMT
Last Modified
Sun, 06 Sep 2026 11:06:07 GMT

0.0.54

Dispatcher compartment tweaks.
Game Version
1.8.0.13
Created
Sat, 05 Sep 2026 16:09:02 GMT
Last Modified
Sat, 05 Sep 2026 16:09:08 GMT

0.0.53

- Sequential deck landing: slot 0 lands first, the others hold clear on the side they arrived from, then 1, then 2.
- In the two despawn modes every airframe lands, shuts down, waits for the whole deck to be down and stopped, and the packet despawns as one; the fresh packet spawns as soon as the old one is gone.
- Landings descend at 4 m/s to a 3 m flare instead of crawling the last 8 m.
- Spawn slots, home points and landings recognise a ship deck, pier or roof as the surface.
- Crew seat lock keeps AI crews aboard, releases a possessed member at once; fuel switch and 3D pin hardened; a water-home landing no longer sinks.
- All tooltips rewritten for scenario makers.
Game Version
1.8.0.13
Created
Sat, 05 Sep 2026 14:41:24 GMT
Last Modified
Sat, 05 Sep 2026 14:41:30 GMT

0.0.52

- Water starts fully supported: spawn slots clamp to sea level, Pin At Spawn holds airframes in place through spool-up, and crews spawn at aircraft height with every seat verified — a failed door gunner is automatically replaced.
 - Engine damage now matters: an uncommanded engine failure in flight downs the aircraft (after one relight attempt), and readiness reporting sees destroyed engine/rotor/fuel systems instead of just hull state.
 - New end-of-sortie mode RTB & Respawn: the flight despawns at base and a factory-fresh packet spawns held on the pads, ready for re-tasking. Escorts hold station until final approach and despawn reliably alongside the transport.
 - Co-pilot now seated in every AI cockpit; door gunners and co-pilot share the pilots' protection.
 - An LZ mark placed within 50 m of a helipad now lands on the pad itself.
 - Landing chain hardening: measured rotor spool-up gate, one-ship-at-a-time descents, height-scaled braking, and precise pad placement/facing.
 - Dispatcher quality of life: placeable cone gizmo, in-editor flight preview, hold-by-default launch.
Game Version
1.8.0.10
Created
Sun, 30 Aug 2026 16:39:07 GMT
Last Modified
Sun, 30 Aug 2026 16:39:13 GMT

0.0.51

Escort gunships. A flight is now a transport plus an optional gunship pair: they hold station port and starboard, break to overwatch orbits while the transport works a stop, rejoin, and escort it all the way home — peeling off to their own pads only on final approach.

The home lifecycle. Flights return, land in sequence on their own pads — each within metres, facing its takeoff heading — and are repaired, re-armed, refuelled and re-crewed. Order a parked flight again and it starts its own engines and goes. Mission makers pick the end-of-sortie behaviour on the dispatcher: stay out, return and park, or return and despawn.

One launch path. "Fly Marker Route" from the squad wheel or the cabin, with a live readiness roll call and radio replies; "Go / Next Stop" and "Abort - RTB" as before.

Flying that reads real. Rotors spool to measured speed before liftoff; banking follows the actual flight path with a 40-knot pedal-turn handoff; descents stay inside the vortex-ring-state envelope; every vertical landing brakes to a hover first, and ships descend one at a time into shared pad airspace.

Fast-roping upgrades. Hover height derives from the airframe's own rope reach; forest RPs rope through the canopy to the ground; rooftop insertions still supported.

Door gunners now prioritise what's shooting at the aircraft over bigger, idle targets.

Removed: the DZ marker stub (it only ever flew as a high waypoint). Markers now: WP, LZ, RP, HC (helocast), CAS (+ "loiter"), 0-origin, -<metres> altitude suffixes.
Game Version
1.8.0.10
Created
Sun, 30 Aug 2026 10:26:19 GMT
Last Modified
Sun, 30 Aug 2026 10:26:26 GMT

0.0.50

CAS parser implemented.
Game Version
1.8.0.10
Created
Mon, 24 Aug 2026 07:58:16 GMT
Last Modified
Mon, 24 Aug 2026 07:58:21 GMT

0.0.49

Dragged kicking and screaming to 1.8
Game Version
1.8.0.10
Created
Tue, 18 Aug 2026 06:28:32 GMT
Last Modified
Tue, 18 Aug 2026 06:28:38 GMT

0.0.48

Game Version
1.7.0.54
Created
Mon, 03 Aug 2026 14:43:49 GMT
Last Modified
Mon, 03 Aug 2026 14:43:53 GMT

0.0.47

Game Version
1.7.0.54
Created
Sun, 02 Aug 2026 16:46:40 GMT
Last Modified
Sun, 02 Aug 2026 16:46:45 GMT

0.0.46

Game Version
1.7.0.54
Created
Sun, 02 Aug 2026 13:13:46 GMT
Last Modified
Sun, 02 Aug 2026 13:13:50 GMT

0.0.45

Game Version
1.7.0.54
Created
Sun, 02 Aug 2026 12:37:29 GMT
Last Modified
Sun, 02 Aug 2026 12:37:33 GMT

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