TEST L63 Heli AI gives helicopters a fully autonomous AI pilot that you task with map markers. Flight behaviour is regularly tuned and refined to emulate human pilots in the cockpit. TEST
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daily, last 30 days
Details
- Author
- L63
- Version
- 0.0.71
- Size
- 2.5 MB
- Licence
- APL
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 20 Jul 2026
- Updated
- 2 weeks ago
- Workshop ID
- D6B177DBEE89E8C4
Recent adoption
30 days: +5 −4 ↑15
- + Bootnecks "Special" Forces 0.0.74 6h ago
- − the hangout 0.0.74 3d ago
- ↑ the hangout 0.0.60 0.0.74 3d ago
- − Dead Reckoning | USA Operations [PVE] 0.0.72 6d ago
- ↑ Landz - Cold War Combat Ops - Kolguyev 0.0.73 0.0.74 6d ago
- ↑ Landz - Cold War Combat Ops - Kolguyev 0.0.72 0.0.73 1w ago
- + Dead Reckoning | USA Operations [PVE] 0.0.72 1w ago
- ↑ Landz - Cold War Combat Ops - Kolguyev 0.0.71 0.0.72 1w ago
- ↑ Landz - Cold War Combat Ops - Kolguyev 0.0.70 0.0.71 2w ago
- ↑ Landz - Cold War Combat Ops - Kolguyev 0.0.69 0.0.70 2w ago
- ↑ Landz - Cold War Combat Ops - Kolguyev 0.0.68 0.0.69 2w ago
- ↑ Landz - Cold War Combat Ops - Kolguyev 0.0.67 0.0.68 3w ago
Requires
2Required by
1Often used with
8Version history
12-
v0.0.71 2.5 MB 27 Sep 2026
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.
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v0.0.70 1.1 MB 26 Sep 2026
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v0.0.69 1.1 MB 25 Sep 2026
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v0.0.68 1.0 MB 25 Sep 2026
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v0.0.67 1.0 MB 24 Sep 2026
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v0.0.66 1,006 KB 24 Sep 2026
Description from the Workshop
This mod adds AI helicopter flights that fly multi-stop routes you define with map markers, ordered from the squad command wheel's Air Support entries. A Transport flight is one AI-piloted transport, optionally escorted by a pair of AI gunships that hold formation on it, fly nose-to-tail with it through terrain, break to overwatch orbits while it works a stop, and escort it home. A Strike flight is a gunship section that attacks the points you mark. Players ride as passengers and are inserted at the points you mark. Quick setup 1. Place the flight dispatcher at your base (transport + escorts + strike gunships + crews, launch-ready), or spawn a single crewed helicopter with the included test-spawner prefab. A bare airframe won't fly — it needs an AI pilot. (Door gunners fill themselves; the pilot does not.) 2. Board if you want to ride along. Build the route The marker label is the command: a package letter, then the number sets the order and the letters set the action. Labels aren't case-sensitive. - T marks are the Transport route (T1-WP, T2-LZ ...), S marks the Strike route (S1-WP, S2-CAS ...). Both can be drawn together. A label with no letter (1-WP) is flown by a flight that finds no marks of its own letter. - n-WP — waypoint (flight path) - n-LZ — landing zone: lands, unloads, departs on its hold timer or the "Go / Next Stop" command. Use open, flat ground — an unlandable spot is skipped. - n-RP — fast-rope point: holds a precise low hover and deploys ropes; passengers insert with the "Board F.R.I.E.S" action, and the helicopter waits for everyone on the rope (including later waves). Works onto rooftops, and through forest canopy to the ground. Transport only. - n-HC — helocast: a low, slow run over water from this mark to the next; swimmers drop in. Transport only. - n-CAS — close air support: the gunships run in low, pop up and attack the marked area (rockets and door guns), then station over it. Strike only. The loiter time after the pass is a dispatcher s...